MNBlockHead
Well-known member
To distract myself while waiting for a meaningful number of RW users to upgrade their software so that we can get the next major release, I started thinking about associating *.STL (STereoLithography) files to scenes in RW.
I recently became a backer of Fat Dragon's kickstarter campaign for their new DRAGONLOCK product. Basically, they'll be selling STL files for printing your own 3D dungeon tiles. It looks cool and I'm planning on getting a 3D printer by the end of the year.
Initially, I figured, I would get the STL files, print out a bunch of pieces, paint them and just keep around to build things on the fly. But then I thought, instead of that, why not indicate in RW, which pieces are needed for a specific scene.
For scenes with combat encounters, that I would like to play out with miniatures, I'll include a "Tiles" snipit. It will list the styles that are needed to build it out.
I was thinking I would then include a foreign-object snippet with the STL files. But I quickly realized that I would be using many pieces frequently, so I would just be duplicating files many times in the database. Also, I will often have already printed out the pieces I need, in which case the STL file needn't be attached.
Therefore, I've decided to create an entire new mechanics article type to manage dungeon tiles. For example, I could have a "curved wall" article that would perhaps have a brief description, an image of the piece, and the STL file.
That way, in my Tiles snippet, I just type out the piece names/references and let RW autolink to the title article.
While I'm waiting for my STL files from Fat Dragon and waiting on getting a 3D printer, I figure I could start learning how I want to organize things by using the pieces already described on the Kickstarter campaign. I can also, do that same thing for my DM Scotty inspired "2.5D" dungeon and cavern tiles.
So, now I need to think about how to organize them. My first thought is to organize them by wilderness, urban, dungeon, cavern and then by structure type. But if I use tiles from multiple systems, such as tracking my Dragonlock pieces and my homemade DM Scotty "2.5D" pieces (search You Tube to see in action), then I think it makes more sense to organize them by system first. The subgroups may depend upon who that system organizes them.
Also, I may just avoid subgroups and instead rely on tags for more granular organization.
For monsters, NPCs, and Player Characters, I would just attach one or more STL files for printing out minis in the topic/article itself.
I'll post back here after I play around and come up with something that works for me, but in the meantime, I would be interested in knowing if anyone else is using RW in the manner. Even if you are not, I'll be interested in learning how you would tackle organizing dungeon tiles in RW.
I'm thinking that it would be cool if companies like Fat Dragon would sell STL packs in the Content Market. Even cooler would be if adventure designers would include not only PDFs of printable 2D dungeon tiles but also STL files for 3D tiles and miniatures of the monsters encountered. There are so many cool things adventure makers can do to make a purchased adventure in RW so so so much more awesome than anything you can get in a printed book. Adding artwork, minis, soundscapes, and more.
I recently became a backer of Fat Dragon's kickstarter campaign for their new DRAGONLOCK product. Basically, they'll be selling STL files for printing your own 3D dungeon tiles. It looks cool and I'm planning on getting a 3D printer by the end of the year.
Initially, I figured, I would get the STL files, print out a bunch of pieces, paint them and just keep around to build things on the fly. But then I thought, instead of that, why not indicate in RW, which pieces are needed for a specific scene.
For scenes with combat encounters, that I would like to play out with miniatures, I'll include a "Tiles" snipit. It will list the styles that are needed to build it out.
I was thinking I would then include a foreign-object snippet with the STL files. But I quickly realized that I would be using many pieces frequently, so I would just be duplicating files many times in the database. Also, I will often have already printed out the pieces I need, in which case the STL file needn't be attached.
Therefore, I've decided to create an entire new mechanics article type to manage dungeon tiles. For example, I could have a "curved wall" article that would perhaps have a brief description, an image of the piece, and the STL file.
That way, in my Tiles snippet, I just type out the piece names/references and let RW autolink to the title article.
While I'm waiting for my STL files from Fat Dragon and waiting on getting a 3D printer, I figure I could start learning how I want to organize things by using the pieces already described on the Kickstarter campaign. I can also, do that same thing for my DM Scotty inspired "2.5D" dungeon and cavern tiles.
So, now I need to think about how to organize them. My first thought is to organize them by wilderness, urban, dungeon, cavern and then by structure type. But if I use tiles from multiple systems, such as tracking my Dragonlock pieces and my homemade DM Scotty "2.5D" pieces (search You Tube to see in action), then I think it makes more sense to organize them by system first. The subgroups may depend upon who that system organizes them.
Also, I may just avoid subgroups and instead rely on tags for more granular organization.
For monsters, NPCs, and Player Characters, I would just attach one or more STL files for printing out minis in the topic/article itself.
I'll post back here after I play around and come up with something that works for me, but in the meantime, I would be interested in knowing if anyone else is using RW in the manner. Even if you are not, I'll be interested in learning how you would tackle organizing dungeon tiles in RW.
I'm thinking that it would be cool if companies like Fat Dragon would sell STL packs in the Content Market. Even cooler would be if adventure designers would include not only PDFs of printable 2D dungeon tiles but also STL files for 3D tiles and miniatures of the monsters encountered. There are so many cool things adventure makers can do to make a purchased adventure in RW so so so much more awesome than anything you can get in a printed book. Adding artwork, minis, soundscapes, and more.