Valentine Freight & Post Office MLO for RedM

Valentine's freight depot and post office sits on the main street with no way through the door. This opens it up: three rooms to walk between, a reworked exterior, and 226 props placed into the map file itself rather than spawned by a script when somebody walks past.

29.99 USD

The counter is the public floor, where players queue and collect. Behind it the office is a private back room for whoever runs the place, and the freight room holds the goods and the storage. Five doors join them up, each one carrying its own door ID, so a lock script can take any of them and none of them need one to swing.

It is put together as an interior rather than as a room full of furniture. The collision is tagged room by room, the timecycle is written for the inside so the light stops behaving like open country, an ambient volume zone covers the interior, and every room gets a reflection probe. Five of the props were modelled for this build.

It goes in over the vanilla freight station where it already stands, so there is no position to pick and no coordinate to paste. Being geometry rather than code, it has no opinion about your framework, your database or the rest of your resources.

Product Features

Valentine, Where It Already Is

It goes in over the vanilla freight station on its own footprint, so there is no position to choose, no coordinate to paste and no teleport to wire up. Players walk to the same spot on the main street they always did and this time the door opens.

Counter, Office and Freight

Three rooms with three jobs. The counter is the public floor where players queue, the office behind it is private space for whoever runs the place, and the freight room takes the goods and the storage. Enough separation that staff and public are not standing in the same square metre.

Props Built Into the Map File

All 226 of them are part of the interior itself rather than objects a script spawns when a player gets close. They stream with the building, they are there before anyone arrives, and there is no spawner to fall over or to pay for in frame time.

Collision Written Per Room

Custom collision, tagged room by room rather than dropped over the whole shell as one lump. That is the part that decides whether a player walks the floor and stops at the walls, or slides through a corner that looked solid.

Its Own Timecycle Indoors

A timecycle authored for the interior, so the light inside stops taking its cue from the weather over Valentine. Walking in reads as walking indoors instead of standing in a box that happens to have a roof on it.

A Probe in Every Room

An ambient volume zone covers the interior and each of the three rooms carries its own reflection probe. Surfaces pick up the room they are actually in, which is what stops glass and polished wood reflecting an outdoor sky from inside a storeroom.

Five Doors, Each With an ID

Three to the street, one from the counter into the office and one from the counter into the freight room. Every door has its own ID, listed for you to paste, so any lock script can take them. Leave the lock script out and they still open and close.

It Does Not Ask What You Run

A map asset has nothing to detect. There is no server file, no client file and no event to hook, so VORP, RSG Core, RedEM:RP and a server running none of them all load the identical thing. This is a statement about what is in the folder, not a set of integrations that were tested one at a time.

What It Costs to Draw

Around 18,400 triangles in the interior shell and around 11,000 in the reworked exterior, with collision at around 18,400. Figures worth having before you add a building to a street players ride down constantly.

Sealed Files or Open Ones

The escrow edition is protected and goes straight in. The open edition hands over the game files themselves, which for an interior means the props, the lighting and the textures are yours to change rather than a Lua file you can edit.

The Interior, and Nothing Running In It

Worth knowing before you buy: this is the building only. No post office job, no mail delivery, no stagecoach system and no interaction points. The rooms, the doors and the door IDs are the hooks, and what happens inside them is yours to write or to buy elsewhere.