The summary of ‘Foundry VTT Basics: Walls (2024)’

This summary of the video was created by an AI. It might contain some inaccuracies.

00:00:0000:23:53

The video from the Bailey Wiki Channel, presented by Zephyr, is a comprehensive guide on working with walls in Foundry Virtual Tabletop (VTT), focusing on their manipulation, configuration, and impact within the game environment. The tutorial explains the basics of placing and managing walls, shedding light on key functions like containing players, creating lighting effects, and hiding secrets. Techniques covered include precise placement using shift and control keys, selecting contiguous wall segments, and handling wall joints.

Several types of walls and their settings are discussed, such as opaque walls, which block light and player movement, terrain walls for layered visibility, invisible walls for light and vision but not movement, and ethereal walls that allow movement but block vision. The tutorial also delves into configuring virtual doors and windows, such as normal, locked, and secret doors, and using curtains creatively for secret passages.

Advanced settings like proximity, attenuation, and reverse proximity are introduced to enhance dynamic gameplay by adjusting visibility and interactivity based on distance. Methods for batch editing, cloning walls, and employing grid snapping for precision are provided to facilitate efficient design. The importance of aligning doors and walls with the grid system to ensure smooth navigation is emphasized. The video concludes with practical examples and an invitation for viewer engagement and support.

00:00:00

In this segment of the video, Zephyr from the Bailey Wiki Channel dives into the basics of working with walls in Foundry Virtual Tabletop (VT). The discussion includes the importance of walls for various functions like fencing in players, creating immersive lighting effects, and hiding secrets. Zephyr provides a detailed guide on how to place, manipulate, and configure walls, emphasizing that the tutorial applies to all Foundry VT users regardless of their system or module loadout. The segment also covers different types of walls and their settings. Viewers are encouraged to use timestamps to navigate the video for relevant sections. Key actions include left-clicking to place walls with micro snap adjustments and using the shift key for precise placements.

00:03:00

In this part of the video, the focus is on configuring walls while drawing. Key actions include double-clicking to open the wall configuration and using the control key to draw connected walls. The segment also explains selecting walls with the rectangular select tool and the alt key for selecting contiguous wall segments. Additionally, it highlights how to manage wall segments at joints, ensuring proper selection. There are tips on drag selection, noting that including the midpoint of a wall in the selection box is sufficient. The video also covers wall direction settings, emphasizing the importance of consistent direction when drawing walls by using the control key to avoid inconsistencies.

00:06:00

In this part of the video, the speaker discusses various techniques and shortcuts for managing wall creation and manipulation, particularly in the Foundry VTT software. They explain the convenience of using the “alt click” feature to adjust multiple walls simultaneously and describe the importance of wall orientation by outlining how to determine and utilize the directional properties of walls.

Additionally, the speaker highlights the “snap to grid” option, beneficial for aligning walls precisely along grid lines or corners, which simplifies the process, especially when adding features like doors. They mention the usefulness of custom settings and the clone wall tool to replicate specific wall setups, which can save time when dealing with complex designs.

The use of selecting multiple walls is also covered, detailing how holding down the shift key allows for selecting multiple entities simultaneously in Foundry. Lastly, the speaker sets up a scene with different types of walls to explore their properties, indicating they will delve into specific settings and their implications on movement and light restrictions.

00:09:00

In this part of the video, the speaker demonstrates how different wall settings in a GM (Game Master) system impact light, sound, and movement within a game environment. They explain that:

– **Opaque Walls**: Block both light and player tokens completely.
– **Movement Mechanics**: GMs can drag tokens through walls, but players cannot move through them, receiving a collision notification instead.
– **Terrain Walls**: Allow light and vision to pass through the first wall but block it at the second. This is useful for objects like pillars, showing their form without allowing passage beyond.
– **Invisible Walls**: Allow light and vision to pass through but prevent movement, useful for windows, furniture, or barriers like grates.
– **Ethereal Walls**: Let players move through but block vision entirely, creating areas that are navigable but visually obstructed.

00:12:00

In this part of the video, the speaker explains how virtual walls and doors can be configured in a digital tabletop game environment. Curtains act as barriers that restrict light and sight but not movement or sound, and can be creatively used for secret walls. Doors have three types: normal, locked, and secret. Normal doors can be opened or closed by players; locked doors give an audio cue when interacted with and can only be unlocked by a GM (Game Master); secret doors are invisible to players until they interact with them. There are settings to configure door states (open, closed, locked) and sounds that play when doors change state. Window walls function based on proximity, allowing light and visibility when players are close enough, adding an immersive layer to the gameplay. Settings for grid scales and distance can be adjusted in the scene configuration.

00:15:00

In this part of the video, the speaker explains the concepts of proximity, attenuation, and reverse proximity in relation to how they affect visibility, sound, and light within a specified distance. The proximity setting allows objects or features to be hidden until within a certain range, such as 10 feet. Once within this range, surrounding elements become visible and walls cease to function as barriers. Attenuation adjusts visibility in a manner that creates a circular perception field that scales with distance. Reverse proximity operates oppositely, allowing walls to function normally when within the threshold but becoming transparent when outside it. Combining these features can create dynamic and interactive environments, although they may occasionally produce calculation conflicts. The speaker concludes by demonstrating a practical example of walling a house, drawing basic walls, and incorporating doors and windows.

00:18:00

In this part of the video, the creator discusses different methods for adding doors and walls in a design tool. They explain the option of either switching to a door tool directly or continuing with basic walls and converting sections later. They highlight the benefits of both methods depending on the specific task. The video then moves on to the placement of interior walls and addresses the selection and batch editing of multiple doors to apply settings uniformly. The creator also covers configuring window walls, adjusting light and sound proximity settings for a realistic effect, and the use of clone walls to complete window placements. Finally, the video touches on adding invisible walls to restrict movement in certain areas, suggesting the use of grid snapping for precise placement.

00:21:00

In this part of the video, the speaker discusses the importance of properly aligning doors and walls within the grid system in Foundry Virtual Tabletop to enhance user navigation and gameplay. Key points include ensuring that obstacles like desks block movement effectively, doors align precisely with grid units to avoid confusion, and walls and windows are positioned to create an immersive experience. The segment concludes with an invitation for viewers to comment on other topics they would like covered, and a call to subscribe and support the channel for access to additional resources.

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