Foundry VTT Basics: Walls (2024)

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hey everyone this is Zephyr and welcome to the Bailey Wiki Chanel where we teach everyday DMS how to create truly amazing experiences for their players by combining art and technology today we're going back to Foundry Basics with walls whether you're fencing in your players creating beautiful immersive lighting effects or hiding a few Secrets walls are an invaluable tool when it comes to constructing your scenes whether you're brand new to Foundry or you're an old hand you can use this video as a handy reference for all the different settings and ways to work with walls in Foundry VT as with all of our Foundry Basics videos we're not using any modules whatsoever so this should apply to you regardless of your system or module Loadout we're first going to walk through how to work with walls placing them manipulating them Etc and then we're going to go into all of our sample types of walls available to you and included in that is going to be a dive into all the different settings of configuring a wall then finally we're going to wrap up with a practical example this demonstration of Walling in a house and a few final notes and thoughts as always use the timestamps in the description to hop around the sections most relevant to you whether that's right now as you're consuming the video or as a reference tool later on when you're working in your scenes all that said let's Dive Right In Everything involving walls in Foundry can be found in your wall tools it's the tool that by default looks like a brick wall over here and on Hover it's going to say wall controls there's a lot of options in here and if you have the tool tips on Hover enabled for the tools on the left side you'll get descriptions of what these different walls are the names and the icons might be slightly different between systems for example some systems refer to ethereal walls as curtains Etc but these are all going to be your standard Walling options that may have a slightly different look on this scene we're going to go through how you place walls how to work with them how to manipulate them and I've got the grid turned up a little bit to make that easier to see with all of the walls you can simply left click and drag to end the point and then you'll notice that there is a micro snap here it's not snapping completely to the grid but if I have this just off it it's going to snap to new position each grid is divided into small mini snap points that are approximately a tenth or so of the Grid's size so it's going to snap a little bit as you place these down as with everything in Foundry if you hold down shift when you're releasing that you'll ignore that micro snap so you can have as precise of a placement as you want on this as opposed to the actual micro snap when it comes to selecting a wall you can hover over the end points and whenever the end points get large you'll know that is the wall you are selecting and you can double click it to open the configuration we'll visit this a little more in the future now if you want to keep drawing instead of selecting these you'll notice I still have the normal or basic walls set up and I'm only dragging these so instead if you hold down the control key you can draw a new wall that is going to connect to the last point so whatever point you were hovering over it's going to continue There and if you hold down control you'll be able to continue moving them around and if I want to select all of these I can hold my rectangular select tool and I can drag select alternatively if you hold down alt you'll be able to see all of these points line up and it's going to allow you to select an entire contiguous segment of walls for you to make edits on now with these spots where it's a joint between two walls if you want to select a particular wall first first hover over it and then go down to the particular node and then you'll make sure that you can select that it can be a little tricky to select the appropriate wall if there's multiple walls lining up this is a relatively simple setup so hovering over the middle of it is fine and then another note is that when it comes to drag selection you'll notice that if I have the midpoint of the wall included in the drag box it's going to get it I don't need to have the entire wall so you can keep that in mind when you're trying to include or not include some of these wall segments now to return to our configuration we're going to go over some of these restrictions a little bit later in another scene but wall direction is something that is going to be applicable to when you're placing things here so if I set this to wall Direction left you'll notice that there's this arrow and the wall you can think of it as approaching from this direction the wall functions normally if you're approach from this direction it's as if the wall does not exist so the arrow is the direction of the traveler towards the wall if you go opposite the direction of travel then it's not going to function as a wall now you'll notice that if I select all of these and I make all of them this left facing wall that they're all going to be the same direction and that's because when I drew them out I held down control and I kept going so whenever you're drawing things it's useful to keep having control held down or make sure you're maintaining the same direction because notice if I make a box and I don't hold down control and instead I am doing multiple directions and I make this wall Direction left instead of them all being either from the inside or the outside one is going to be as if you're approaching from the outside it acts as a wall but the others are as if you're approaching from the inside it's a wall so if you're doing a section of walls that have one direction to them make sure they're all together that way you can see and Orient them the same instead of having to adjust them individually it's a lot easier to use just the old alt click to adjust this for all of them rather than having to go through and do them in badges now how can you tell what direction is well you can think of it as when you draw this from your starting point to your end point that's kind of the direction you're facing right so imagine you're standing at the starting point and you're facing the end point so with that if we make this left now this means if we're coming from the left it's going to act as a wall and if we're coming from the right then it will act as a wall this direction and of course if you're going from the other direction it's not going to work so you can use that to kind of predict where you're going it's obviously a lot easier if you're drawing kind of north or kind of south to North here but you can apply this no matter what direction you are drawing the walls other tricks with walls are you can use this snap to grid option so Force snap to grid and that's going to mean whenever you're drawing walls they're going to snap to the corners of the grid here so you can be in the middle here and it's going to snap to corners or it's going to ride along the lines and this makes some Walling really easy it's particularly helpful if you're just banging out a bunch of doors or you have a relatively simple map then the final little tip is as we discussed there's different settings you can adjust and you can actually play place these using your custom settings so if I want to make an adjustment to this wall and I want to use that as the template as I go forward maybe I'm going to make these limited and again we'll discuss that here in a moment and then if I use my clone wall tool it's going to maintain all of the settings and it's going to allow me to easily replicate that it's particularly nice if you have complicated setups like we'll explore a little bit further on finally with working with and manipulating walls in addition to the other options for selecting such as holding down alt or using a select to grab multiple you can also have one selected and hold down shift to select multiple entities this is exactly the same as how it works with every other entity in Foundry whether that's tiles or tokens or lights Etc now let's get into how all of these walls work exactly what all these different types of walls do I've set up the scene with all of the basic out ofthe boox settings that we have and then we'll explore some others as we go through each one I'll also discuss the settings and how they differ I've set up a little test actor over here and he is going to be our companion for exploring these walls so this is the basic wall directly in front of us and it's also what's in between each of these stalls here the basic wall or normal wall is going to have just normal restrictions all down the line in both wall directions Etc so what this means is breaking these settings down movement restrictions means that you cannot move through the wall at least as a player you cannot light restriction is going to mean that light cannot pass through the wall at all same thing with tokens being able to see through it and sounds passing through it as you can see we've got a little light in here and this light is boxed in we have some other walls further down the line where it does spread out so you can have walls that light can pass through so this is a useful demonstration for how that works then if we go to try to walk through it we're not able to do that as a GM I'm just using my arrow keys or W ASD to move through if I drag a GM is going to be able to drag through the wall but a player is not alternatively if you hold down control to do your measured movement even as a GM and you hit space bar it'll tell you and this is exactly what your players would get the attempted movement collides with at least one wall and your players will get that if they drag as well but you as GM can just drag right through it next we have our terrain walls or limited walls you'll notice that there's kind of a no difference here and then a stark difference up here so if we go into our terrain wall settings you you'll see that we have normal movement so we can't walk through it but then we have limited for everything and what limited does is it basically means that the First wall means nothing the second wall means everything so we have our light source here and if we select our token the light source goes through the first wall here no problem and then it hits the second wall and it stops it's not passing Beyond this in terms of our vision we can see past the First wall exactly the same as if it was completely lit up and available to to us but we're not able to see beyond the second wall and if I drag him over there you can see this looks all exactly the same it does not matter that there is a wall right here so terrain walls are great for things like pillars to where you want your users to be able to see the artwork of the pillar and see how large the pillar is but you don't want them to see beyond it because then they going to stop as soon as they see through that next up is our invisible wall and I attempting to move through this and we can see my movement collides with at least one wall so I cannot go through it however I can see all the light through that I can look through it light passes through no problem and if we click this open you'll see that the Restriction is none for everything except for movement so where you might want to use this is if you're replicating a window or if you're wanting to have say a piece of furniture that you're players can see or whatever but you don't want them to be able to pass over it things like that or maybe your wall is a set of grates like a chain link fence or bars in a jail cell Etc that you don't want people to be able to go through but it wouldn't really obstruct light or sound or Vision that much next we have ethereal walls and these are kind of the opposite of invisible walls so you can see if I choose to execute my movement I pass right through and there's all this light over here that I can see around but I cannot see past this wall at all and what this does is as some systems refer to it is they act as curtains and this is going to restrict your light and sight but it's not going to restrict your movement or your sound so you can hear things on other side of the wall which might be a cool tip for a pseudo secret wall but you can pass through it in order to get to the other side and see and look at all the light on the other side next up we have doors and it's important to note that doors can have any of these other settings applied to them this is a completely separate setting and there's three types of doors normal so just closed or that are whether it's open or closed it's just a normal door locked and secret doors your players can left click and open and go through these doors as soon as they click on it and opening and closing a door basically the open State means it does nothing it it's as if there's no wall whatsoever and when it's closed then it's applying all the wall settings for a locked door you'll know that I get an audio cue when I attempt to left click on it so I'm not able to open it as a GM I can right click on it to unlock it and with any door you can right click to relock it as a GM your players will be able to see the locks if I go to a secret door as a player you won't be able to see this at all but once you're able to see it then you can left click on it to open up the door and the GM can close that open and close so again with all of these they're going to function exactly as their other wall settings do when they are in the closed State once they become open then they basically don't exist anymore you can verify this by seeing that this is all set up like a basic wall that's how they all are by default and then you have the whole door State down here at the bottom and you can also configure all of these different sounds for example by default I didn't have any sound selected but you can go through and for this one we can set the different uh Sounds here this door state is whether it's closed open or locked and then you choose up here in the door configuration whether you want regular door or secret door and then door sound you can set up all kinds of great things for example if we want this wood heavy you can preview your sounds and it will play whenever the door opens or closes next up we have window walls and window walls are our first example of proximity and this is right out of the box you'll notice that if I'm too far away this wall functions much the same as a normal wall I can't look through any of this and light doesn't pass through but when I get closer I can see all of the light and I can look through and I can hear it and everything so if we go into the settings here we can see this is set up with proximity 10 so if you're within 10 of the grids units so if you go into your scene configuration and in your grid setting you can see the grid scale the distance is five so whatever that distance is that's what it's going to be reading off of so if your distance is one and you have to set to 10 and that means it's going to be 10 grid units away so this has the proximity settings for everything it's going to block off your sound and everything as well and light proximity is the same thing here of the light is more than 10 ft away as soon as I move it to within 10 ft of the of the window it's going to come through we're going to talk about the next two together so the first is proximity and this is kind of a continuation of what was going on with the window walls again if we get within 10 ft it's going to reveal everything the wall is basically not going to function as a restriction for the different pieces that we have proximity set up for once we're within that zone and in this case it is 10 ft attenuation is a little bit different so as we get closer here you'll notice that we're within 10 ft right but it's almost like it draws a circle around me of 10 ft and it's going to only reveal that 10 ft now where this starts to get a little tricky is once you get right up on it it's going to reveal the whole wall and additionally if you have vision of this other section that's contiguous to it it's going to reveal everything so it works best if you have some other solid walls next to it or you have other setups but it's a really cool trick for being able to set up these little like limited bubbles of perception and I would generally leave this a pretty large value so that as you're further away you'll kind of get that effect as you get closer now reverse proximity is really interesting so this kind of works the opposite as you might expect since it's reverse reverse proximity Is if you are within the threshold then the wall functions as normal as soon as you're outside of the threshold for example here then it's as if it no longer blocks those things adding anation to reverse proximity Is maybe a little tricky to Intuit it initially you can see our light is kind of back here so it's further away and so part of it goes through as we move it closer it's going to shrink and if we move it further back it's going to have that full effect of the light going through then with our guy over here we're ways back and as we get closer then it's going to all of a sudden narrow and give us just this small area and as we get closer it's going to completely disappear so again a cool trick for adding these kind of reactive walls here just note that if you're using a lot of proximity and reverse proximity and attenuation or not attenuation that sometimes the calculations can get a little funky if it seems like the token is able to perceive through multiple proximity walls if they don't have the exact same behavior then sometimes it can get thrown off a little bit so just watch that most likely you're not going to be combining a lot of these effects though to wrap things up I'm going to do a practical example of how I might wall in this house so I'm going to go ahead and start in a corner I'm going to start drawing in my basic walls and whenever I get get to a door or a window I have a choice do I want to stop using the basic walls switch over to my doors tool and then draw it in or do I want to instead start from here and keep doing a basic wall section but just make it the length of the door and then later come back through and change these doors into regular doors that way the t is up to you sometimes it might be easier to do one or the other I use kind of a mixture of the techniques whenever I am adding walls my scenes it just depends on what I'm doing however you choose to proceed we're going to keep going through and maybe I'll leave a space for these windows because maybe I have a good bit of tweaking I'll do later on that and we'll keep going around and then I need to go ahead and add in my interiors and it's going to be a little tricky to be able to add something in here but we can make do and we can just adjust these pieces and now I'm going to go ahead and select all of my doors that I drew in and if I have all them selected and I open it up any changes I make to any of these settings will apply to all of them so if I were for example to make the site restriction none it's going to apply to all three it doesn't matter if they had a different one to begin with if you want to control these kind of individually or you want to only push one of these settings to things for example if you have a door that is set up to have no light or in sound restriction but isn't actually a door yet and you're going to change it into a door with several others you can use a module like Mass edit in order to change just those particular pieces but we'll go ahead and make all of these doors and update them and then I'm going to go ahead and I will grab my window walls and I'm going to start there and I might experiment a little to see how I want this exactly configured and before we add in the rest so we got these set up as proximity I think it makes more sense for the light proximity to be a little bit farther for example the lights from the street filtering through but maybe you disagree or you think it's just fine the way it is and then I want to have the sound restriction to be proximity as well but maybe you have to be even closer to the window in order to experience that in this way you can't really hear outside until you get right up to the window uh but you can see outside from a bit and light will trickle in from afar so when I'm happy with that I'll go ahead and use my clone walls to then finish up the windows here I'm again holding control and I'm just canceling after I place that point then we have a few other pieces in here for example if you want to restrict movement a bit then you would use some invisible walls here and some of these sections where you're restricting movement that's where the grid for SNAP might be helpful well because then you can add in these pieces because you're restricting movement it doesn't actually matter that you're exactly following it because the only thing you're actually messing with is the movement so that people can't move through it and you're only really caring about grid squares as opposed to the lighting where you do want to make sure it follows the artwork a little bit and so this way now someone can't just move through this desk willy-nilly these other sections you might have to do additional Walling Etc and you'll notice that with all of these doors I tried to make make sure they lined up properly on the grid units and the reason for that is if we go into our walls and we take off this Force snap and we'll just use invisible wall to make this easy to see if I step here and I'm trying to move with my arrow keys I can step onto the square where that is and I can also as you can see on this side where it's partially through I can kind of see through it it's a little funky but I can kind of r along this wall if it's at a half interval and that's fine for certain walls or situations like that but for doors you really want it to be kind of this All or Nothing otherwise you can have this confusion where it's in the middle but navigating through this we can't move past this desk as we can see if we try to execute that planned movement and it doesn't look like there's any additional walls and just the artwork and since we're on a grid then it doesn't really matter again that those walls are obstructing that we can see with the windows we can see out when we get close enough so it creates this really nice immersive experience for everyone and that's going to cover the basics of Walling in Foundry virtual tabletop I hope that this has been helpful to you and is a useful reference point for you when it comes to determining what the different settings on walls do in Foundry and how to work with them more effectively in the comments let us know if there's other topics that you'd like to see us cover more in depth with walls or if you'd like to see us do some shorts on some different examples of wall setups and how to use those and of course let us know what you'd like to see us cover next on Foundry Basics once again this has been Zephyr with the baywi channel if you enjoyed this video then subscribe to keep up with all of our latest content and consider becoming a patron not only do you support the channel but also gain access to all the modular systems and scenes that we've ever made including the beautiful artwork featured in this episode again it's been Zephyr thank you so much for watching happy gaming and have a good one
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Channel: Baileywiki
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Keywords: dnd, dnd5e, fonderie vtt, foundry dnd 5e, foundry modules, foundry tutorial, foundry vtt, foundry vtt dnd 5e, foundry vtt modules, foundryvtt, foundryvtt best modules, foundryvtt combat, foundryvtt tutorial, fundição vtt, fundición vtt, gießerei vtt, gießereivtt, rpg tools, vtt foundry, vtt, foundry vtt tutorial, foundry, foundry vtt review, d&d, foundry vtt 2021, foundry vtt features, foundry vtt modules d&d
Id: eZ31dLPDtVI
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Length: 23min 51sec (1431 seconds)
Published: Mon Mar 25 2024
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