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Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Wed Aug 07, 2019 2:48 am
by vanblam
Uploaded Beta 0.2. Made many changes, I hope I tackled most of the issues :D. Added a change log at the top.

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Wed Aug 07, 2019 8:23 pm
by Skuggasveinn
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 :lol: , seriously man turn that thing into a stairs :D

keep up the great work.

Skuggasveinn

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Wed Aug 07, 2019 9:48 pm
by kelly1111
Two weeks vacation in Spain.. cant check the pack :shock: :shock:

How big is its size?

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Wed Aug 07, 2019 10:42 pm
by vanblam
kelly1111 wrote: Wed Aug 07, 2019 9:48 pm Two weeks vacation in Spain.. cant check the pack :shock: :shock:

How big is its size?
About 230 megs.

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Wed Aug 07, 2019 10:46 pm
by vanblam
Skuggasveinn 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 :lol: , seriously man turn that thing into a stairs :D

keep up the great work.

Skuggasveinn
Thanks for checking it out :D, I never even thought of that being a ladder, nice idea :idea: . Ill fix the item constrain box issue on the next update :).

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Wed Aug 07, 2019 10:51 pm
by vanblam
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 :)

Image

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Thu Aug 08, 2019 1:51 am
by vanblam
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.
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" },
}
EDIT: I ended up deciding to use 2 objects. Works more efficiently I think.
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

Posted: Thu Aug 08, 2019 7:25 pm
by Pompidom
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

Re: Vanblam Resource Packs - Red Cave - Beta 0.2

Posted: Thu Aug 08, 2019 9:46 pm
by Isaac
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

Posted: Fri Aug 09, 2019 1:15 am
by vanblam
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
- I was planning on doing a Video for the project when I do the final release.

- 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.