Tabletop Simulator

Tabletop Simulator

Mini Tools (MoveMe and LightMe)
66 Comments
psolem 29 Oct, 2024 @ 7:38pm 
Is LightMe checking for keyboard input? After I apply LightMe I can no longer press Q or E to rotate the mini. Instead it activates a highlight of my player color around the mini. Is there a way to disable this behavior?
Inki 20 May, 2024 @ 6:24pm 
Is there any way to change the moveme keybinds?
Sean2111 28 Feb, 2024 @ 1:49am 
Fabulous.

Not quite sure how it all works yet but my initial try looks very promising-
reminds me of my Fantasy Grounds Lighting.
myrkul999  [author] 25 Feb, 2024 @ 1:44pm 
Thanks for the tip... I'll look into it,
luke_duke1515 19 Feb, 2024 @ 1:17pm 
visual studios extension , tabletop simulator lua works great
myrkul999  [author] 12 Jan, 2024 @ 2:20pm 
I am, but with Atom being no longer a thing, I don't have a good coding environment, and I've a lot of pans in the fire, so I don't have a lot of time to spare looking for one that will work. I'll update this mod if and when I can, but in the meantime, feel free to fork it and make your own.
GoboMeister 11 Jan, 2024 @ 2:26pm 
Its the author still active?
Onslott 6 Aug, 2022 @ 6:41pm 
anyone updated this mod?
FadelessTiger 30 Jul, 2022 @ 1:56am 
Hey Myrkul999 I have an error mesage when I try to use the LightMe. It says "Error in Script (LightMe - c0d4f8) fuction <lightMe>: chunk_3:(122,4-31): attempt to index a nil value" the items in the <> and second set off parenthesis change depending on which button I press on the LightMe. I'm pretty new at the TTS and I was wondering if this could be a user error and maybe something you could help me with
MathMan 14 Apr, 2022 @ 2:53pm 
Awesome, thanks!
myrkul999  [author] 9 Jan, 2022 @ 1:49am 
Hey, Sorry for the wait, guys. I was able to update the code with assetbundles stored on the steam cloud, so, everything should work now. Enjoy!
/wrists 4 Jan, 2022 @ 6:59pm 
Looks like an awesome mod, but did you ever find the http://infinitebucket.com/tts/scenesystem/light-spotlights.unity3d file?
raultiberiu 30 Dec, 2021 @ 1:42am 
Hi Myrkul!
Any chance you can do something for D&D 4E too ?
Solamain 25 Dec, 2021 @ 7:19am 
@myrkul999 has the error been fixed?
Onslott 19 Dec, 2021 @ 8:21pm 
The error ever get fix?
WombatCombat 4 Aug, 2021 @ 6:51pm 
Yep, as Bluesatin said I also get the 'http://infinitebucket.com/tts/scenesystem/light-spotlights.unity3d' error
myrkul999  [author] 16 Jul, 2021 @ 6:06pm 
@Bluesatin Ruh-roh! I'll look into that tonight. I might have a cached version I can re-upload.
Bluesatin [Pete] 16 Jul, 2021 @ 7:44am 
Looks like the lighting object that was hosted on a 3rd party site is dead:
> http://infinitebucket.com/tts/scenesystem/light-spotlights.unity3d
Ozymendeus 9 May, 2021 @ 7:11pm 
It is working absolutely beautifully! Thanks so much for the fix! My players will be thrilled, I'm sure!
myrkul999  [author] 8 May, 2021 @ 1:43am 
@Ostego Your request has been met. Let me know how you like it!
myrkul999  [author] 8 May, 2021 @ 12:35am 
Simple fix. It seems that when they tweaked the Fog of War last, it changed how the function to set the revealer worked. All better now, and I added a few improvements.
myrkul999  [author] 7 May, 2021 @ 10:47pm 
Well. That's definitely not desired behavior. lol

Know what I'm doing tonight, then. Should have a fix soon.
Ozymendeus 6 May, 2021 @ 10:54am 
It seems like the lights temporarily reveal the Fog of War correctly, but whenever I switch lights (say, from Candle to Torch), it removes the revealer, and if I re-initialize the revealer it no longer follows the size of the light source. I made a quick video illustrating what I'm running into here: https://drive.google.com/file/d/19vjlxSgzJQZ_CrKtXTmqLpOzRPAlBsK1/view?usp=sharing
myrkul999  [author] 5 May, 2021 @ 11:03pm 
@Ozymandias You can manually check the revealer settings in the right-click menu on the mini, that should at least show what's gone wrong. If there is no revealer sub-menu, *that's* what's gone wrong. You might just have to set it to the proper player color. (If memory serves, it gets that info from the model tint, and it's kinda picky about shading.) I'll look into it, if you can't get it fixed.

Sadly, another possibility is that the fog of war just isn't working right, period... but that's not something I can fix. FoW is notoriously janky.
Ozymendeus 5 May, 2021 @ 5:04pm 
I might be confused, but I don't seem to be able to get the figurines to reveal fog of war for the players? I assigned the MoveMe first, and then LightMe. Not sure what I might be doing incorrectly.
Ostego 20 Apr, 2021 @ 6:51pm 
Thank you! I hope you're able to make it work, because that would be ridiculously cool. I'll take screenshots from our dark/light themed session when we have it :D
myrkul999  [author] 20 Apr, 2021 @ 12:14am 
That is a good suggestion. I'd need to change the asset I use, though. I'll look into it.
Ostego 18 Apr, 2021 @ 8:34am 
This is an absolutely amazing mod, thank you! I have one quick question: Is there a way to change the hue & strength of the lighting to make it a bit more natural?

This is the board/game: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2461221765
This is an example of a torch that I've integrated into the level: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2461222177
An example of a lantern: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2461222327
and here is a token with LightMe: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2461222463

Any help would be greatly appreciated! This is our first time trying a D&D-esque game (it's the board game, we wanted to start off simple), and this is the first time I've ever DMed anything. I'm hoping to give the players the best experience I can 👍😁
myrkul999  [author] 17 Feb, 2021 @ 1:18pm 
And I can't find the specific table you're referring to, so a link would be greatly appreciated.
myrkul999  [author] 17 Feb, 2021 @ 1:15pm 
It might not be the table, but how you got it there. More details would help a lot. I'm going to test it out real quick, but if I can't recreate the issue, it'll be hard to fix it.
boldwolf89 17 Feb, 2021 @ 10:36am 
for some reason the light breaks when put into Fox's D&D table
myrkul999  [author] 2 Feb, 2021 @ 11:58pm 
@mark5emrich: There is a reset button on the Lightme control widget... just flip it over. That button deletes the lights that are attached to the mini ... or rolling across the table, as the case may be, and resets the widget. Once reset, you can reattach the lights to the mini. This may or may not be what you're looking for.
MetalDude 27 Jan, 2021 @ 9:18pm 
Hey, Ive just recently used this with another mod, attached cameras, and somtimes it breaks to where the lightme light does not attach anymore. Is there any way you could make a reset button where it can reattach to minis?
Coprito 12 Jan, 2021 @ 9:54am 
Yoho, I'm at it again. Maybe it has something to do with the part where it rounds the values?
Coprito 7 Dec, 2020 @ 12:40pm 
Hey, I did it.
It had to do with the pos_target instead of the whole x value, so just a *2 and deletting the +0.5 (because now it has to snap to the corner of the grid and not the middle), fixes it, like:

pos = {
x = math.floor(pos_current.x + pos_target.x*2),
y = pos_current.y + pos_target.y+0.25,
z = math.floor(pos_current.z + pos_target.z*2),
}
Cheers, and thanks again!

**Edit: Nevermind, it keeps going diagonally when going backwards or half grid, I'm a bit lost.
Coprito 7 Dec, 2020 @ 11:26am 
Ah, that makes sense, in some models it drops to the middle of the miniature, and in others it just drops hidding the base in the map.

And I tried to change the +0.5 that applies to the x and z to +1 but sometimes it moves in diagonal, and when it moves forward, sometimes it moves a unit of grid, and other times two. I know little about programming so I'm sure I didn't even try the correct thing to do ^^'

Thanks for the reply!
myrkul999  [author] 7 Dec, 2020 @ 10:40am 
The model dropping a bit is because I make some changes to it, giving it a different collider being the one at fault here. The models you're experiencing it on must have a different "0" point, which will cause some strangeness.

As for the movement on a size 2 grid... that should be a simple fix. Could you describe the "erratic" movement for me? It'll help me pin down the cause.
Coprito 7 Dec, 2020 @ 9:30am 
That's a really usefull tool, thanks a lot!

Also, some questions, I wanted to use this mod for some premade D&D map, but this particular map has the tiles set to a size 2 grid. I have been trying to modify the code a bit, but I can't figure out how to do it correctly, always end up with erratic movements. Could I fix it?

*I also have that problem that some figurines falls down a inch after aplicate the color, it's not a problem, but it's kinda strange.

Cheers!
myrkul999  [author] 25 Aug, 2020 @ 2:09am 
Alternatively, I could look into adding the ability to give it an offset. Hmm. Or just leave the rotation of the model when the lights are applied up to you. Let me know if you have an opinion on that.
myrkul999  [author] 25 Aug, 2020 @ 2:03am 
Here's how, though, if you want to.

First, you need a 3d modelling program, like Blender.
Then, right-click on the problem mini in TTS, and click "Custom".
Copy the link to the model mesh (the .obj file)
Paste it into your browser of choice, and download the file.
Fire up Blender (or whichever program you want to use) and Import the .obj file you just downloaded
Rotate it so the front is where you want it
Export it as a wavefront .obj. Overwriting the one you downloaded is fine, unless you want to keep it for some reason.
Back in TTS, click the folder icon next to the link you copied, navigate to the modified .obj file, and import it. You'll probably want to upload it, so it will work with multiplayer games.

That'll fix it, but you might have to reset and re-apply the lights.
myrkul999  [author] 25 Aug, 2020 @ 2:03am 
I don't have a donation link, but I wouldn't turn down an award.

There is a fix for the cones facing in weird directions, but it's a little involved. The reason that happens is because the lights attach to the spot on the model TTS thinks is the front. This may not always be what we'd think is the front, because the model was imported with a different rotation. To fix this, you need to edit the model's geometry so that the front of the model is correct. It's actually pretty easy, but there's a lot of steps, so it might not be worth it.
Foxy 20 Aug, 2020 @ 3:27am 
Hey man, love your work! If you have a donation link hmu.

I notice some models the bullseye and darkvision cones end up facing the wrong way and I was wondering if there's a fix for this? Cheers!
Cuddly Llama 18 Jul, 2020 @ 4:34pm 
Oh awesome I'll grab that. Thanks. I also have some that I put up for sharing a little while ago if you want any of them:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2158026446
myrkul999  [author] 18 Jul, 2020 @ 2:54pm 
myrkul999  [author] 18 Jul, 2020 @ 12:26pm 
As an aside, I've created a set of condition markers (all the default conditions, plus a bunch of things that aren't technically "conditions", but which it might be useful to track) that work with the HUD utility, using images from gameicons.net , and a reddit user copying the style. If you want, I could upload them to the workshop.
myrkul999  [author] 18 Jul, 2020 @ 12:26pm 
I really like the Miniature HUD Utility, and use it myself, on occasion. The problem with making two injectors work together is that injecting a script onto a mini overwrites whatever script is already on the mini. I *could* make it respect any script already on the mini, but there's a possibility of buggy interactions. Making mine work with that one, as an alternative to the movement function it provides, is certainly possible, but it's going to be a lot more work than just slapping in a logging function. I have to make sure there's no variable collisions, that sort of thing. Plus, any changes made to the Mini HUD Utility could break mine, adding more complications.

TL;DR: Yes, but it's going to take a little while.
Cuddly Llama 18 Jul, 2020 @ 10:46am 
Wow, you move quickly. Just tested it out. That is a great integration. Thank you for adding that.

This might be more of a longshot, but is there any way to get this mod to also work with the miniature hud utility?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1694376433

I alternate between using the markers injection from that mod with light me or move me and light me depending on open terrain or tight location maps.
myrkul999  [author] 17 Jul, 2020 @ 2:24pm 
Yeah, doesn't look like I can do it programmatically. There's a JointTo function, which applies an old-style joint between two objects, which is what I'm using, but I can't find an "AttachTo" function that will use the new Attach feature, which is what is required to make it work with semi-lock (and locked) physics. If/when that gets added, I'll update this.
myrkul999  [author] 17 Jul, 2020 @ 1:51pm 
Hmm. There might be a way, I'll look into it. I think I know what's stopping it from moving with semi-lock, and I think I know how to fix it. In the meantime, Logging is in, so, enjoy!
Cuddly Llama 17 Jul, 2020 @ 12:25pm 
Thank you. One new issue I haven't figured a way around. Is there a way to get them to both work together when playing with semi-lock physics? I can get them to work independently on semi-lock, or work together with full physics.