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PTU in Tabletop Simulator; 3d Models
Topic Started: Jun 16 2017, 05:08 PM (615 Views)
Dhdyer
Pokémon Trainer
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I'm pretty new to PTU, but I've started playing with some friends from another state. We use Table Top Simulator since we can't play in person, and it's great for mods and grid style battling. I didn't see any 3d pokemon models anywhere, so I ported them in from Sun & Moon. I tried to be as accurate to the PTU pokédex as possible, but I moved some models to larger bases when I saw their scale in game. It has all Megas and Alternate forms as well!

Here is the link to the workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=947696302

If any of you guys use TTS for PTU, I hope you get some use from these!

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l33tmaan
Pokémon Trainer
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Uh, wow. I don't play TTS, but that looks like it must have taken quite a while.
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Dhdyer
Pokémon Trainer
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It took a couple months, but it was fun and I learned a lot too. Ohana3ds made things pretty simple, but it was still close to 1000 models considering alternate forms and megas etc. I'm waiting on gen 7 for PTU 2.0 release.
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Zen
Pokémon Trainer
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Intriguing! Does Tabletop Simulator provide a way to track stats on your tokens, or otherwise interact with character sheets? Does it, despite being physics-based, allow for 3D token placement? (flying pokemon, etc) I'm wondering how it shapes up compared to Roll20.
EDIT: Also, is there a way to scale up/down the size of existing tokens? In my group we treat Small-size pokemon as 0.5x0.5 rather than 1x1 on Roll20, to account for how the rules let you place two Small-size combatants in the same grid square.
Edited by Zen, Jun 17 2017, 11:25 AM.
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Dhdyer
Pokémon Trainer
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You can edit item descriptions of the base or the model. I use it to keep track of momentum, stockpiles, orders/training. I just use the google doc that someone posted here that is AMAZING to keep up with inventory, pokemon and experience. I didn't know about the two smalls in one square (still pretty new to PTU), but you could up the grid size until they fit, and I did make sure to make the small bases smaller than the medium bases. TTS would totally allow you to move the models however you want. I have a lot of flying types hovering above the base, and you could even disable their physics so they levitate above other models.
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l33tmaan
Pokémon Trainer
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That actually sounds fantastic, how do other aspects of PTU play within TTS?
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Zen
Pokémon Trainer
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It's really entirely fair that you didn't know about the "two small pokemon in a square" rule - it's only ever mentioned in the pokedex PDF :P I assume a lot of people never notice it. But anyway, yes - if you can disable a piece's physics to make it levitate, that DOES sound pretty promising. You said you use TTS to track Momentum - how so? I take it does have a way of tracking numerical stats associated with tokens, then?
Edited by Zen, Jun 18 2017, 02:20 PM.
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l33tmaan
Pokémon Trainer
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Were you able to transplant the animations as well? Having the actual Sun and Moon pokemon moving around and attacking sounds super hype, especially if you have the board to back it up.
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TheGloryXros
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Pokémon Trainer
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Why not go ahead and release the Gen 7 Pokemon? Some of us are already using them for the 1.05 game thanks to can Dexes.
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Dhdyer
Pokémon Trainer
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@TheGloryXros I was a little burned out honestly by Gen 7 haha. I had some other mods for TTS that needed some love, but I'll get to it soon enough.

@l33tmaan Sadly there is no option to import animations unless you are a developer for TTS. They have some generic RPG models that are animated, but for now there is only the option for static models. I have seen some things animated with the joint tool in TTS, but I haven't tried it myself.

@Zen I just keep track of them and manually enter them into the item description fields. If I was good with Lua programming, there would surely be a way to program in tons of stuff like automatic stat tracking, movement values, etc.
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