DangWoodchuck Posted April 16, 2016 Share Posted April 16, 2016 I'm no expert on codes, but I found that the cave walls that appeared before the Stuff of Nightmares update is still within the game's files, located in the game's textures file, which is in the levels folder, found inside the data folder. They're under the names of wall_cave_01, wall_dirt_01, wall_rock_01, etc.. Any of you code experts know what code in the files is causing these walls to be unseen? I know this is intentional, but I'd like to see if I can code them back, for it adds to the claustrophobic cave atmosphere. These are the cave wall files. Link to comment https://forums.kleientertainment.com/forums/topic/66406-howre-the-cave-walls-disabled/ Share on other sites More sharing options...
Mobbstar Posted April 16, 2016 Share Posted April 16, 2016 Judging by the fact that the cliff walls (under floor) have to be enabled, I guess the walls have to be enabled too. Too bad I have no idea how that kind of stuff is done. EDIT: Here's the code I mean. local underground_layer = groundtiles.underground[1][2] local underground_handle = MapLayerManager:CreateRenderLayer( GROUND.UNDERGROUND, resolvefilepath(GroundAtlas( underground_layer.name )), resolvefilepath(GroundImage( underground_layer.name )), resolvefilepath(underground_layer.noise_texture) ) map:SetUndergroundRenderLayer( underground_handle ) (I think) I apply the essentially same thing in my mod "Lost Fragment / Adventure+", but it makes the thing invisible... Link to comment https://forums.kleientertainment.com/forums/topic/66406-howre-the-cave-walls-disabled/#findComment-751271 Share on other sites More sharing options...
DangWoodchuck Posted April 16, 2016 Author Share Posted April 16, 2016 18 minutes ago, Mobbstar said: Judging by the fact that the cliff walls (under floor) have to be enabled, I guess the walls have to be enabled too. Too bad I have no idea how that kind of stuff is done. EDIT: Here's the code I mean. local underground_layer = groundtiles.underground[1][2] local underground_handle = MapLayerManager:CreateRenderLayer( GROUND.UNDERGROUND, resolvefilepath(GroundAtlas( underground_layer.name )), resolvefilepath(GroundImage( underground_layer.name )), resolvefilepath(underground_layer.noise_texture) ) map:SetUndergroundRenderLayer( underground_handle ) (I think) I apply the essentially same thing in my mod "Lost Fragment / Adventure+", but it makes the thing invisible... Where's that set of codes found in, and if it's not visible in your mod, would it be visible without the other mods? Link to comment https://forums.kleientertainment.com/forums/topic/66406-howre-the-cave-walls-disabled/#findComment-751282 Share on other sites More sharing options...
Mobbstar Posted April 16, 2016 Share Posted April 16, 2016 Just now, DangWoodchuck said: Where's that set of codes found in, and if it's not visible in your mod, would it be visible without the other mods? It is in prefabs/world.lua Visible without the other mods? What do you mean? Link to comment https://forums.kleientertainment.com/forums/topic/66406-howre-the-cave-walls-disabled/#findComment-751286 Share on other sites More sharing options...
DangWoodchuck Posted April 16, 2016 Author Share Posted April 16, 2016 58 minutes ago, Mobbstar said: It is in prefabs/world.lua Visible without the other mods? What do you mean? Thanks. You said that the walls were invisible when you implemented the codes into the Lost Fragment and Adventure+ mods. Is the result the same without those mods? Link to comment https://forums.kleientertainment.com/forums/topic/66406-howre-the-cave-walls-disabled/#findComment-751298 Share on other sites More sharing options...
Mobbstar Posted April 17, 2016 Share Posted April 17, 2016 7 hours ago, DangWoodchuck said: Thanks. You said that the walls were invisible when you implemented the codes into the Lost Fragment and Adventure+ mods. Is the result the same without those mods? I am talking about the UNDERrock, the BELOW GROUND walls. When I tried to define them a second time, they turned invisble (or black, I didn't check). BTW, it is only one mod. Use c_amplus(2) in any (non-DLC) save to enter the second map, where said effect occurs. Link to comment https://forums.kleientertainment.com/forums/topic/66406-howre-the-cave-walls-disabled/#findComment-751451 Share on other sites More sharing options...
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