
Vanblam Resource Packs - Red Cave - Beta 0.3
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Uploaded Beta 0.2. Made many changes, I hope I tackled most of the issues
. Added a change log at the top.

- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
There are so many things going right here
This is really cool stuff and feels unique.
playing around in the new release I only found one thing, if you throw an object at "rc_secret_wall_01" from the front facing direction you are unable to pick that object up again, quick fix would be to have an object constrain box to prevent this, you can even disable that box when the secret wall goes up.
Funny thing about the "rc_unique_lever", when I first clicked it I was like "this is the coolest stairs I've seen" and tried to climb it
, seriously man turn that thing into a stairs
keep up the great work.
Skuggasveinn

This is really cool stuff and feels unique.
playing around in the new release I only found one thing, if you throw an object at "rc_secret_wall_01" from the front facing direction you are unable to pick that object up again, quick fix would be to have an object constrain box to prevent this, you can even disable that box when the secret wall goes up.
Funny thing about the "rc_unique_lever", when I first clicked it I was like "this is the coolest stairs I've seen" and tried to climb it


keep up the great work.
Skuggasveinn
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Two weeks vacation in Spain.. cant check the pack
How big is its size?


How big is its size?
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Thanks for checking it outSkuggasveinn wrote: ↑Wed Aug 07, 2019 8:23 pm There are so many things going right here![]()
This is really cool stuff and feels unique.
playing around in the new release I only found one thing, if you throw an object at "rc_secret_wall_01" from the front facing direction you are unable to pick that object up again, quick fix would be to have an object constrain box to prevent this, you can even disable that box when the secret wall goes up.
Funny thing about the "rc_unique_lever", when I first clicked it I was like "this is the coolest stairs I've seen" and tried to climb it, seriously man turn that thing into a stairs
![]()
keep up the great work.
Skuggasveinn



Re: Vanblam Resource Packs - Red Cave - Beta 0.2
I added elevation edge stairs, this should kind of give another way to get up and down safely. I added 3 top parts so you can have the stairs at 3 different elevations, -2, -3 and -4. -2 will be a little iffy because the back part of the stairs will protrude through, so you would need a wall right after the floor to hide that.
This will be available on the next update

This will be available on the next update


Re: Vanblam Resource Packs - Red Cave - Beta 0.2
I have my elevation edge stairs auto building the wall, both floors and the invisible platform. Because it has an onInit hook and no minimalSaveState will it still run the onInit hook on every load? Its stairs so I don't think you can spawn a dummy version because you would loose the teleport location correct? ( unless the other stairs are right above). I don't imagine people will have many stairs on one level but would this set up be OK for performance?
I guess I could place 2 things instead of 1, one being the stairs and the other that spawns all the other parts and then destroys its self.
EDIT: I ended up deciding to use 2 objects. Works more efficiently I think.
I guess I could place 2 things instead of 1, one being the stairs and the other that spawns all the other parts and then destroys its self.
SpoilerShow
Code: Select all
defineObject{
name = "rc_ee_stone_stairs_up_ab_g01_h4d", --ab = auto build, g01 = ground_01, h4d = height -4 down.
baseObject = "base_stairs_up",
components = {
{
class = "Model",
model = "mod_assets/vanblam/red_cave/models/env/rc_ee_stone_stairs_up.fbx",
staticShadow = true,
},
{
class = "Model",
name = "elevation_wall",
model = "mod_assets/vanblam/red_cave/models/env/rc_ee_stairs_top_h3.fbx",
offset = vec (0,12,-1.5),
staticShadow = true,
},
{
class = "Null",
onInit = function(self)
local g = self.go
local choice = math.random()
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation +4)
spawn("invisible_platform",g.level,g.x,g.y,g.facing,g.elevation +4)
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
end,
},
},
tags = { "red cave", "vanblam" },
}
SpoilerShow
Code: Select all
defineObject{
name = "rc_ee_stone_stairs_up",
baseObject = "base_stairs_up",
components = {
{
class = "Model",
model = "mod_assets/vanblam/red_cave/models/env/rc_ee_stone_stairs_up.fbx",
staticShadow = true,
},
},
tags = { "red cave", "vanblam" },
}
defineObject{
name = "rc_ee_stone_stairs_down",
baseObject = "base_stairs_up",
components = {
{
class = "Model",
model = "mod_assets/vanblam/red_cave/models/env/rc_ee_stone_stairs_down.fbx",
staticShadow = true,
},
},
tags = { "red cave", "vanblam" },
}
defineObject{
name = "rc_ee_ab_all_extra_parts", -- ee = elevation edge, ab = auto build,
components = {
{
class = "Null",
name = "choose_only_one",
-- NOTES: This object has all the parts needed to cover your
-- elevation edge stairs. Simply choose the one you need and
-- diable the rest.
},
{
class = "Null",
name = "eh_stairs_up_neg2_ground_01",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h1")
g:spawn("invisible_platform")
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation-2)
end
end,
},
{
class = "Null",
name = "eh_stairs_up_neg3_ground_01",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h2")
g:spawn("invisible_platform")
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation-3)
end
end,
},
{
class = "Null",
name = "eh_stairs_up_neg4_ground_01",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h3")
g:spawn("invisible_platform")
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation-4)
end
end,
},
{
class = "Null",
name = "eh_stairs_up_neg2_ground_02",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h1")
g:spawn("invisible_platform")
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation)
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation-2)
end
end,
},
{
class = "Null",
name = "eh_stairs_up_neg3_ground_02",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h2")
g:spawn("invisible_platform")
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation)
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation-3)
end
end,
},
{
class = "Null",
name = "eh_stairs_up_neg4_ground_02",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h3")
g:spawn("invisible_platform")
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation)
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation-4)
end
end,
},
{
class = "Null",
name = "eh_stairs_down_neg2_ground_01",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h1")
g:spawn("invisible_platform")
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
end
end,
},
{
class = "Null",
name = "eh_stairs_down_neg3_ground_01",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h2")
g:spawn("invisible_platform")
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
end
end,
},
{
class = "Null",
name = "eh_stairs_down_neg4_ground_01",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h3")
g:spawn("invisible_platform")
spawn("rc_ground_01",g.level,g.x,g.y,math.random(0,3),g.elevation)
end
end,
},
{
class = "Null",
name = "eh_stairs_down_neg2_ground_02",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h1")
g:spawn("invisible_platform")
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation)
end
end,
},
{
class = "Null",
name = "eh_stairs_down_neg3_ground_02",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h2")
g:spawn("invisible_platform")
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation)
end
end,
},
{
class = "Null",
name = "eh_stairs_down_neg4_ground_02",
onInit = function(self)
local g = self.go
if self:isEnabled() then
g:spawn("rc_ee_stairs_top_h3")
g:spawn("invisible_platform")
spawn("rc_ground_02",g.level,g.x,g.y,math.random(0,3),g.elevation)
end
end,
},
{
class = "Null",
name = "do_not_disable_this",
onInit = function(self)
local g = self.go
g:destroy()
end,
},
},
placement = "floor",
editorIcon = 136,
tags = { "red cave", "vanblam" },
}
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Can you showcase this in a short clip?
I've had very limited success in multiple explorable elevations on top of eachother.
Mostly because the editor will crash instantly with multiple ceilings on different heights on the same square.
But your approach looks very interesting.
Also when it comes down to stairs, in my mod looking down a stairs shows a small part of the next map in duplication so it looks better. Changes in the original map will also showcase in the double image (enemies defeated and such, lights on/off)
Will your stairs compatible with this approach?
With that I mean a stair that has no wall at the end of the stairs and you can see through it. A model with just the steps alone would be an awesome addition if it's not too inconvenient 
https://youtu.be/wp1CYqWvIeU
I've had very limited success in multiple explorable elevations on top of eachother.
Mostly because the editor will crash instantly with multiple ceilings on different heights on the same square.
But your approach looks very interesting.
Also when it comes down to stairs, in my mod looking down a stairs shows a small part of the next map in duplication so it looks better. Changes in the original map will also showcase in the double image (enemies defeated and such, lights on/off)
Will your stairs compatible with this approach?


https://youtu.be/wp1CYqWvIeU
Last edited by Pompidom on Thu Aug 08, 2019 10:11 pm, edited 1 time in total.
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
You might actually be able to place (duplicate) monsters down there; make the area inaccessible, and have the real ones on the next map destroy their duplicate when they die.
Re: Vanblam Resource Packs - Red Cave - Beta 0.2
- I was planning on doing a Video for the project when I do the final release.Pompidom wrote: ↑Thu Aug 08, 2019 7:25 pm Can you showcase this in a short clip?
I've had very limited success in multiple explorable elevations on top of eachother.
Mostly because the editor will crash instantly with multiple ceilings on different heights on the same square.
But your approach looks very interesting.
Also when it comes down to stairs, in my mod looking down a stairs shows a small part of the next map in duplication so it looks better. Changes in the original map will also showcase in the double image (enemies defeated and such, lights on/off)
Will your stairs compatible with this approach?With that I mean a stair that has no wall at the end of the stairs and you can see through it. A model with just the steps alone would be an awesome addition if it's not too inconvenient
https://youtu.be/wp1CYqWvIeU
- Well my area above the stairs is just an invisible platform covered by a model, so there shouldn't be a problem.
- I think later on I could create some half stairs that would be open on the other side. I can just toy around with it till it looks right

- On a side note, I will release blend files for anything you wish to modify.