Dungeon Alchemist How to leverage the Procedural Generation

Dungeon Alchemist How to leverage the Procedural Generation 1 - steamsplay.com
Dungeon Alchemist How to leverage the Procedural Generation 1 - steamsplay.com

A tutorial on how to leverage the Procedural Generation in Dungeon Alchemist to quickly create the base for prefab buildings in Foundry VTT that can be added to any battlemap. All the assets for this prefab are linked in the guide!
 
 

Video Guide

https://youtu.be/k66biGIyED4 – [youtu.be] 
 
 
All the assets for this prefab can be found here:
 
– Images: https://imgur.com/a/CV7uDqV – [imgur.com] 
 
– JSON file: https://pastebin.com/J5XZWd3f – [pastebin.com] 
 
 
Prefab credit to Baileywiki: https://www.youtube.com/channel/UCg6hyng0ObRKLwfz3QIhcog – [youtube.com] 
 
 
Better Roofs mod: https://foundryvtt.com/packages/betterroofs – [foundryvtt.com] 
 
Token Attacher mod: https://foundryvtt.com/packages/token-attacher/ – [foundryvtt.com] 
 
 
Music: https://www.bensound.com – [bensound.com] 
 
 
 

Create the map in Dungeon Alchemist

Generate any map you want in Dungeon Alchemist. In this case, we are creating a Tavern.
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the map in Dungeon Alchemist - 86C5E7D
 
 
Export it as a Foundry VTT map:
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the map in Dungeon Alchemist - 236B11C
 
You can use 150DPI if you want your images to be sharp, but be mindful about your player’s bandwidth!
 
 
 

Edit the map in a Photo Editor

Open the image for the map you have exported in your preferred Photo editor (in this case Photoshop). Use a combination of Magic Wand and free selection to select everything in the “Dark Parchment” background area:
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Edit the map in a Photo Editor - 2737734
 
 
Invert your current selection, Copy the new selection, create a new file and Paste your clipboard’s content. Crop the image so that it only contains your building (and its shadow) and remove the white background so that it looks like this:
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Edit the map in a Photo Editor - 44CEB9F
 
 
Using a combination of Magic Wand and free selection, select the dark shadows, Cut them and Paste them into a new Layer. Reduce the Fill for that level to 33%. It’ll look like this:
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Edit the map in a Photo Editor - 4D890E4
 
 
Save the image as a .PNG file (we need the transparency!
 
 
 

Create the base building in Foundry VTT

In Foundry VTT, open up your World and create a new Scene (the name doesn’t matter). Then right click on the Scene in the right bar and select Import Data. Select the .JSON file generated by Dungeon Alchemist.
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the base building in Foundry VTT - D7E4336
 
 
This Scene now has all the details for our building (aside from the map itself):
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the base building in Foundry VTT - 0548DDE
 
 
Create a new Tile and modify its width and height to match the ones of the .PNG file you have worked with in your Photo Editor.
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the base building in Foundry VTT - 269DD3B
 
 
Line up your Tile with the existing Walls. You can use the Shift key while moving the tile around to avoid the snap-to-grid effect if needed.
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the base building in Foundry VTT - E94407B
 
 
Once you are satisfied with the position, create a new Tile and add the Roof the same way. You may have to resize your Roof so that it overextends slightly over the walls – it’ll look better when someone walks inside!
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create the base building in Foundry VTT - 97E582B
 
 
 

Create a Prefab of the building

For this to work at all, you’ll need the Token Attacher mod for Foundry: https://foundryvtt.com/packages/token-attacher/ – [foundryvtt.com] 
 
 
In Foundry VTT, click and drag a blank Token onto the Scene, next to your building. Give it a fitting name.
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create a Prefab of the building - A11BC8F
 
 
With the Token selected, open the Attaching UI from Token Attacher:
 

 
Dungeon Alchemist How to leverage the Procedural Generation - Create a Prefab of the building - 92B4A1C
 
After this, the Token will be attached to your building – when you move it around, everything (map, walls, lights) will be moved together with it.
 
 
Now create a new NPC Actor, name it something appropriate and assign it the building’s map as its art. Click “Prototype Token” and then, making sure you have the token with everything attached to selected, click “Assign Token”
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create a Prefab of the building - 76D9001
 
 
Success!
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create a Prefab of the building - 12D621C
 
 
Here you can see the same prefab “imported” into a different Scene:
 
 
Dungeon Alchemist How to leverage the Procedural Generation - Create a Prefab of the building - 7282B28
 
 

Written by Jesper

 
 
Here we come to an end for Dungeon Alchemist How to leverage the Procedural Generation hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
 


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