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Hello Arcturus Asriv, I am happy to hear that you enjoy the mod. To answer your question,
Aside from resizing the deck so that cards best fit the style of the layouts and help beginners by having layouts closely resemble the images on the help tablet, the script resizes to ensure that larger decks can be placed without cards falling off the table or overlapping.
When developing this script before releasing it, I chose not to have any cards overlap due to a physics bug that seemed at the time related to moving and placing cards via scripting; if a card was placed on top of another card to create a fan, the top card would float through the bottom card and both cards would lay flat on the table, their faces were glitched until the player picked them up and separated them. I avoided this completely by forcing a deck scale, which also solved larger decks from having cards fall off the table when using layouts with more cards.
I can confirm that the updated version of this mod will have a fix for this to allow custom deck sizes and disable the script from auto scaling. This issue has been acknowledged and has been added to the suggestions thread found Here.
As of late, I have been working diligently creating the atmosphere to replace the current stars, cloud and background. Texturing each object of the new space and preparing them in Unity has taken a lot longer than I hoped. Every day I am a step closer to finishing the room and will be back to scripting and completing the custom UI.
I hope this answered your question. If you have any further questions or suggestions, please feel free to let me know.
~ Hiram
I understand now why they autoscale.
I do look forward to the update, though, so I can get them to 1.2.
BTW...
I would suggest looking through the 3d assets of some terrain and mapmaking mods on TTS.
I've been working on decorating my little area by taking some of the high detail items and increasing their size.
And if you grab one of the Ravenloft mods, it has a table set up in the middle of a room. The walls are just tiles locked on their sides and increased in size, then plastered with an image for the wallpaper.
I recommend checking it out for inspiration.
Here's a pic of my current set up. It's not much, though, as I've been busy with other projects.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1705333321
The door will be upgraded, as it's a bit low quality. It's just a place-holder.
And I plan to put pots at the bottom of the plants so they aren't growing out of the floor.
Sorry Africa that I didn't respond to you a long time ago and you since deleted your reply; I took a break from the workshop and focused on my CG work. After seeing your reply, I did want to say thank you but I'm good on decks. I have almost 200+ tarot decks that I would love to post to the workshop, but I wanted to wait until I finished and released a newer version of my tarot mod to share more of them.
The updated mod will include a custom UI which offers a deck spawner, so I won't need to post decks anymore and people won't need to download them individually. Eventually it'll be one mod for everything. After posting almost 30 decks on the workshop, I understand that there is no way I could go posting another 30+ decks the way I was doing it before, mainly because it leaves more for me to manage, it swamps the workshop and clutters my private workshop. This is why I have completely opted for a deck spawner because it simplifies the process for me and for the end user.
Even though its been years since my last update, I'm still in the process of working on this mod and have spent so much time and effort towards its construction. The quality of the mod has now reached a point that I never expected, and the results are beautiful. I honestly think its reached DLC status where the mod looks and feels like its own game separate of TTS.
Because I'm the sole developer working on this project, it has proven to be the largest feat I've ever tackled. Slowly but surely, things are coming together though.
Thanks again for your offer. I'll reply back to this thread announcing the release of the updated mod as soon as its out.
~ Hiram
Hello Jon, I'd be happy to help.
From the sounds of it, you have a deck of cards where each card has a face consisting of two halves and you'd like to pull a card with a random rotation.
Here are few important things to remember when scripting decks and cards...
Demo:
The above example is is just one using a scripting zone, but there are several alternate methods depending on what you need specifically. I do hope you found this information helpful Jon, if you need further help, feel free to ask.
If you'd like to show support to me and my projects, please consider following my workshop to be notified of my future workshop releases.
~ Hiram
Some useful links in case you haven't visited these sites.
http://berserk-games.com/knowledgebase/atom-editor-plugin/
https://kb.tabletopsimulator.com/
Not sure i'm going to publish it, but I'll keep it in mind if I am happy with the finished results.
I'm sorry I can't really help you on that subject; I'm still generally a novice myself when it comes to Unity coding.
Because I'm primarily a 3D artist, what knowledge I have concerning Unity is heavily invested into asset creation; modeling, texturing, particle effects ect. I also switched most of my development over to Unreal Engine, so now I work with Unity even less.
I'm just guessing here, but maybe you can use an external script or something that might be able to hold all of your data, and then update the scripted object from it.
Totally understandable, nothing to sorry about!
I'll try what you suggest. Thanks so much for answering!