Re: Vanblam Resource Packs - Red Cave - Beta 0.2
Posted: Wed Aug 07, 2019 2:48 am
Uploaded Beta 0.2. Made many changes, I hope I tackled most of the issues
. Added a change log at the top.

Official Legend of Grimrock Forums
http://mail.grimrock.net/forum/
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
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" },
}
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" },
}
- 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