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OpenForge Cut-Stone OpenLOCK Walls

by devonjones, published

OpenForge Cut-Stone OpenLOCK Walls by devonjones Nov 11, 2016
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Contents

Apps Used

OpenForge Manager

Desktop App

Design Tools

OpenSCAD Blender

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Thing Statistics

7496Views 2835Downloads Found in Toy & Game Accessories

Summary

This is an experiment in OpenForge supporting the OpenLOCK system completely. We've been in discussions with Printable Scenery and we heartily support this open standard for locking tiles.

Here we have all the walls for square/rectangle openlock wall types.

OpenForge is now a patron supported project. I use the resources that my patrons give me in order to get the resources to let me create more sophisticated tiles with a greater level of detail. Please, support me, and I’ll deliver an ongoing stream of awesome gaming terrain. You can find more about OpenForge and Masterwork Tools at our:

OpenLOCK Layouts

For the most part you want to print walls. You will need at least one AC/CA per corner, I suggest printing them in pairs. You will also need at least one of AB/BA/CB/CA per inner facing corner. I suggest mostly sticking with AB/BA and likewise printing them in pairs.

C is useful for dead ends, but not strictly necessary, you can build a dead end with a pair of AC/CA and an A.

B is also not strictly necessary, as you can recreate it's main use with an A and a pair or AB/BA.

Changelog

  • 12/31/16 - Added missing floor tiles from OpenLOCK 4.0 (EA, J, K, L, M, N, SA, SB)
  • 12/31/16 - Removed printing supports from inside openlock port. They were causing too many problems for people.
  • 12/31/16 - Added new OpenLOCK clips
  • 12/31/16 - Updated naming convention to match OpenLOCK
  • 7/18/17 - Some holes existed in a number of walls where the end of the wall was too close to the openlock cavity. These have all been fixed.

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I just noticed something a little weird on the BA walls. On the side with the clip slot, between the bottom and second-to-bottom bricks, there is a weird gap just cut into the side of the wall. I don't see that on the other walls. Is that intentional?

Fixed. There were some others that had holes, and a number had the openlock cavity close enough to the edge that I wanted to add some buffer.

B, BA, C, D, IA, J, K, AQ, QB & QC updated

Cool! That was much quicker than I expected. Thanks!

Nope, not intentional. Looking at it, it's caused by the openlock bay underneath just being a bit too wide for the part. I'll see if I can roll a fix soon.

Comments deleted.
Jan 28, 2017 - Modified Jan 28, 2017

hi, really nice walls, but i found a bug in the wall D 3x0,5, one side of the bottom is too thin, resulting in a hole when printed
http://i.imgur.com/cjpLRyE.jpg

Comments deleted.

For some reason I cannot open the walls in TinkerCad. I would SO love to be able to print more than just one wall at a time! I get a corrupt message whenever I try... but the locking mechanism opens fine. Weird.

LOVE ALL YOUR STUFF btw. Thanks for all your contributions!

Hrm, I'll take a look and see if those can use a repair.

awesome!

I really like this! Lets you repurpose the floor tiles as needed.

I was looking at your example floor plans and I'd like to point out that as long as you're using 2x2 squares, you really only need 3 walls, the "A", "AB", and "AC". Your users could avoid printing tons of extra wall types "just in case".

Here's a picture demonstrating this for your viewing pleasure! Take a look:
http://i.imgur.com/awFmnKB.png

Once you get into the 2x1 and 1x1 tiles, that of course gets a little more complicated, but even the full 9 walls you currently have don't really allow for a zig-zagging 1x1 corridor anyway.

Nice finding.

I'll add this image to the set. The one thing is that while it's possible to probably tesselate anything, in practice, if you don't plan it out before game time, it can still be useful to have some of the BA, CA edges, just in case of in your building out of something, when you are putting things together and run into a problem merging two lengths of wall, you have a few of the opposite facing to filling the mistake rather then having to tear it all back down to build it out the right way.

If you do all your dungeon design ahead of time though, that's not much of a problem.

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