#[WIP] Unity AssetRipper / Fixer

1 messages ยท Page 4 of 1

trail oriole
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Sure

clever steeple
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i cant find it AudioPluginDissonance.dll

trail oriole
clever steeple
trail oriole
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The heck

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From the error it should be in the native folder

clever steeple
trail oriole
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Wait, what version are you on again?

clever steeple
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i think it was 0.4.4 or 0.4.6, but i may have updated your tool (without re-patching)

trail oriole
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Since the line that errored isn't even in 0.5 lmao

clever steeple
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i may have done an oopsie. I dont think i updated after the first crash lol

trail oriole
swift plank
trail oriole
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ok the repatcher worked on my end yippie :)

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@swift plank ๐Ÿ˜Ž

clever steeple
swift plank
clever steeple
trail oriole
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I don't even know what failed in the log lmao

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When did it crash? During the patch? Also can you send over the shader so I can see if it happens on my end?

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And does it happen if you use this? I found the line that seems to cause it, but not really sure.

clever steeple
trail oriole
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oh so that worked fine?

clever steeple
trail oriole
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It uses the same function, wat

tranquil hare
clever steeple
trail oriole
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aAAAAAAAAAAAAAAAAAAAAA

clever steeple
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but that is only relevant for the Extract Project Information

trail oriole
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well try it on 0.5 skulld

clever steeple
trail oriole
clever steeple
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i'll try repatching it without my shader

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i think it worked. although i didnt even press the Run Patcher button. i just opened the window and it started doing things

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it seems ProBuilder got deleted entirely and one texture is missing

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I placed jetpacks in my scene and they their position got set to here

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Something happened to my main entrance

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but this ^ might be v50 problems

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GOOD LORD. I had made a prefab of the ship from SampleSceneRelay and it has changed some models

trail oriole
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I don't touch object positions or anything so dunno why that happens. If probuilder is gone then maybe it picked back up after a crash so it didn't do a full step.

clever steeple
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everything works, except that some textures and some models have changed. but maybe v50 changed them idk

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I'll re-copy them from vanilla levels

trail oriole
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Well that's a good sign at least

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Better than a full project manual migration anyway

clever steeple
trail oriole
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Ok it might be ready for master merging then

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Merged (which supports re-patching now) ๐Ÿ‘ Now I have to get back to work but that should help the people who want to go to v50 at least.

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Also supports Linux thanks to @swift plank

naive steppe
rugged sentinel
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Oh shit we have re patching for V50?

humble ember
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@trail oriole i ran a fresh run earlier today on a new project for v50

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i dont seem to have Level12 scene

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oh it doesnt exist yet i guess

trail oriole
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What's Level12

humble ember
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not in the game yet

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its the ocean moon coming next update

trail oriole
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o I haven't seen any of the new stuff yet

humble ember
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ahh

twilit salmon
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Can someone send layers/tags list in unity project

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don't really want to setup the project rn

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and collision matrix ๐Ÿ™

humble ember
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i hate to be that guy but you should probably just get it setup dawg

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from what youve been glancing at you'll probably appreciate seeing it all

twilit salmon
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ok ๐Ÿ‘

naive steppe
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Backing up Starlancer now, then gonna try a re-patch with the new data

naive steppe
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Okay, so I encountered some errors

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Everything seems fine in my custom moons though. This is the only script that seems to be broken, but it seems to be a base unity one?

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Script is broken on Auralis and Triskelion, but oddly not on Solace

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The generator looking things on Experimentation reverted to default materials and their UV maps got borked

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@clever steeple can you confirm any of these on your end?

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Regardless I'mma make a fresh project and import my backed-up stuff and just link project information

clever steeple
clever steeple
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i gotta test it more

naive steppe
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The Selectable Level script wasn't changed, so that seems a little odd

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Ah, but Terminal was

clever steeple
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it seems it unassigns the PlanetPrefab

naive steppe
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ohh that would do it

clever steeple
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and the SpawnanbleMapObjects

trail oriole
# naive steppe

Weird, maybe the path is too long for some checker lmao, that thing goes off the damn screen LUL

naive steppe
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Considering it's a system io file thing that sounds probable lol

naive steppe
naive steppe
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@trail oriole my interior still generates fine as well, so I think those errors didn't amount to much

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ah nvm, I think the asset ripper aspect completely failed

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I don't have the new enemies

trail oriole
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I have them when I patched and repatched multiple times yesterday, you sure you are on latest?

naive steppe
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Yea I think it just failed cuz of that path mishap, trying again now

mystic trench
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Am i able to patch my moon for new v50 now?

naive steppe
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@trail oriole re-patched again after deleting those folders (which were just demo stuff bundled into the asset) and it seems to have worked fine

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Gonna keep my backup tho ๐Ÿคญ

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All of my moon scenes load, and my interior still generates :3333

dull furnace
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(psst you should make your geometry one-sided)

naive steppe
dull furnace
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oh, I see

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that'll probably be even worse for performance than double-sided geo then

naive steppe
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It seems to do fine, they're simple objects with box colliders

austere furnace
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or one of the rooms

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zaggy (i think) is talking about triangle counts, not the collision stuff

naive steppe
naive steppe
austere furnace
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are you using probuilder or smth else?

naive steppe
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premade assets

austere furnace
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oh you didnt make them, that makes it harder l ol

naive steppe
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yee

austere furnace
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basically youre supposed to delete the outer walls because they will never be seen

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and yet are still getting rendered

naive steppe
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No functions to cull unseen faces?

austere furnace
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so if you look at a base game tile, you can see through it, all the walls are one-sided

austere furnace
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correction: ones outside of your fov would be culled (because everything would be culled)

naive steppe
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While I understand that it'd be better if I could one-side them, here's a plain wall

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The props in the level are more likely to cause a performance drain

austere furnace
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wait what, why does it have 44 triangles?

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do you have a photo of what it looks like on the inside?

naive steppe
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Probably done during UV modeling or something

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here's lit just cuz it looks nice

austere furnace
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uh okay yeah, i wish you the best of luck in trying to make it optimised

naive steppe
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thanks lol, it seems to run well in my tests so far, but I haven't paid a ton of attention to the fps, I was more concerned with fixing flickering lights and stuff
All the meshes are on high compression and textures are 1024 or less with half normals, so we'll just have to see

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Actually, I'll boot up rq and see what my latest build runs like

austere furnace
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you might evenutally just need to export it into blender and remove the backside and maybe even decimate modifier

naive steppe
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I could also try probuilderizing them and doing it that way lol

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Yea it's a decent hit, but nothing that can't be fixed. Triskelion had the same or worse fps at one point ๐Ÿคญ

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oh good, ascii fbx ๐Ÿ˜ตโ€๐Ÿ’ซ
probuilder it is

naive steppe
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โœจ

trail oriole
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Heck yeah

naive steppe
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Still might need to figure out a way to decimate the pipes a bit, but that's a problem for another day

wide jasper
naive steppe
# wide jasper i decimate but i also do limited dissolve

The issue here is that it's in ascii fbx format which blender wouldn't import
I tried autodesk's legacy fbx converter but blender just ignored the converted file, so I'll have to figure out something else if I want to really dig into it

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But I think using probuilder and carving away the unnecessary faces will work well enough

dull furnace
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and yeah there's no way to make it not render those outer faces without removing them

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at least not without CullFactory, and even then some might render unnecessarily, it just prevents entire tiles from rendering so you could potentially still be rendering those outer faces

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It seems to be fairly common for store assets people are using to have unnecessary geo like that, which is a bit annoying, but it's definitely worth removing

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you're probably right that props will have more of an effect, but removing all that geometry will help give you more headroom to add lots of props

naive steppe
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Yeeeee, working on it now

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And the beauty of tiles is that you just have to change it once :3

dull furnace
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true, having just a few prefabs makes it a lot easier

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also, would be good to get a before/after perf measurement with a fixed seed if you want to be really scientific about it

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I would be very interested to hear how much of a difference it makes in actuality

naive steppe
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Well with the way things are set up, you'll have to settle for my approximation ๐Ÿคญ
Current build I have running averaged about 170-180 fps on Auralis (Experimentation with factory interior runs a solid 240)
So once I'm done with all this (probably tomorrow) I'll give it another test and report back

naive steppe
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@dull furnace @austere furnace
; w ;

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This is a heavily stripped down tileset for testing purposes, but I did fix all of my tiles

dull furnace
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hell yeah! it'll help a lot for debugging to be able to see through it like that too

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I'm often looking at dungeons from the outside for CullFactory and it makes it so much easier to figure out what's going on when I can see everything

naive steppe
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Thanks for the suggestion! I'm happy to have done it before first release ๐Ÿคญ

tulip widget
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Is this working for the newest patch

trail oriole
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It's not version specific, so yes

flat stag
trail oriole
flat stag
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A lotta wrong, I was trynna update my unity project for my mod to this one for some testing stuff and I must've copied or did some files wrong lol

trail oriole
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oh I see, your mod wasn't originally in a project with this I assume?

flat stag
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I was using example enemy's unity project

trail oriole
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Gotcha yeah migration into this is still a bit of a gray area. Did you try and use the project guid migration tool in it?

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(I actually need to update the readme about that)

flat stag
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There's a project guid migration tool?

trail oriole
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Yeah one sec Imma push the updated readme about it

trail oriole
flat stag
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Thaaaanks

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I'll do it in like 4 hours

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I need sleep, its been 20 hours

trail oriole
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Good sleeps

trail oriole
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@naive steppe as I'm making my way through a side thing, I found a setting that will be useful once I finish said thing in modern Asset Ripper ๐Ÿ‘€

naive steppe
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that took way too long for me to figure out how to post that

trail oriole
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lmao

tulip widget
# trail oriole

So is this modern asset ripper designed for any mono game?

humble ember
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@trail oriole cw support when ๐Ÿ˜›

trail oriole
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cereal wafers? I dunno what cw is lmao

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ceramic walrus

humble ember
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content warning

trail oriole
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oh right

humble ember
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i dont play it just lurkin in the modding channels

trail oriole
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that might be my sample game for this heh

humble ember
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im jealous the devs are dropping the real shaders

flat stag
flat stag
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Damn

tulip widget
fervent wraith
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Hey there! I noticed a while back you talked about having your lethal company game pretty much fully running through unity. Do you have a good step by step on how to do this or would be able to walk me through it real quick? Feel free to shoot me a DM. I wasnt able to DM you since you have it disabled ๐Ÿ™‚

tranquil hare
fervent wraith
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Check Pinned Comment!!!
A tutorial on how to set up Unity for Lethal Company content creation, specifically covering moons in this video, using Nomnom's Lethal Company Project Patcher and IAmBatby's Lethal Level Loader.

This is the first tutorial I've ever made, so the process was a bit nerve-wracking, but I think it came out pretty well!

Bu...

โ–ถ Play video
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Saw that it is pinned

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I am not trying to make a moon, just want to take a look at the new disco ball to try to integrate it into our mod. ๐Ÿคฃ

trail oriole
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Yes, if you aren't making a moon just follow the first like eight minutes and what not

fervent wraith
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Looks like there has been a change in the options. Which one should I choose?

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Oh probably high end since it is core?

trail oriole
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Not the sample one, yes

fervent wraith
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Cool, thanks

fervent wraith
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@trail oriole Sent you a DM to ask you a quick question if you are available for that.

swift plank
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hey nomnom, do you have the game agnostic/generic version of project patcher on github anywhere?

tulip widget
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Generic version is going to be crazy.

pearl burrow
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keep having to program in fixes that are only relevant to specific games or unity tools

swift plank
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That's fine, I'm not asking for a trully global solution

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I just wanted the repo for the project patcher, excluding the lc specific stuff in it

pearl burrow
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yeah no me too

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it seems super useful

swift plank
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Need it for something risk of rain 2 related

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I ended up just hacking something together with asset ripper on my own though

pearl burrow
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u would have to say though there may be certain problems cuz lethal company is relatively simple as a game i think

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some unity games go nuts...

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i'd love to see how well it works though

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could test it on a bunch of the games on thunderstore

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since a majority of those are unity games

swift plank
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When/if the repo for the generic variant of the patcher goes public, let me know, I'd like to replace my hacky solution

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It is very bad

trail oriole
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May take awhile as I'm balancing like three work projects and two side projects + the patcher atm

flat stag
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same

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its fun isnt it

flat stag
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why did i promise to make mods for people randomly? god knows

tranquil hare
flat stag
pearl burrow
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hmmm

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i wanna use the dungen analyzer thing but it seems like the samples that dungen comes with doesnt have their GUIDs correct

trail oriole
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can probably use the normal guid fixer tool asset to fix those

cedar halo
dull furnace
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random question, does the asset rip project work on Linux? my Windows installation is self destructing for no apparent reason and I'm about ready to just never touch Microsoft software ever again lol

trail oriole
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The latest version supports linux yes (someone else did the support for it)

dull furnace
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hell yeah, I'll probably try it out soon enough then

harsh blade
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Any idea why my unity is crashing when using the LC project patcher?

mystic trench
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Good question

harsh blade
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Yeah

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Seems like its throwing an error and then deleting all the LC assets that were from the previous version

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luckily I have my project in git so I could not have it break my whole project

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but its still a bit odd

trail oriole
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Well if you have an error or something, send the editor log after it crashes. Otherwise send a video and/or any other useful information to see what the issue might be.

A known problem is if the lc-patcher settings asset gets corrupted and it infinitely tries to re-create it. So make sure that the asset is fine (in the root of the project). If it isn't fine, remake it and/or re-install the package.

harsh blade
trail oriole
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Go to the project asset in the root of the project, see if you can re-assign the script at the top of the inspector for it, if not, then just delete the asset and remake it via the create menu (I don't have the project open atm so I can't give a direct path. I think it's in the readme)

rugged sentinel
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Apologies if this has been asked a lot lately

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Should I just be good to run the tool again after updating

trail oriole
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Yep, make a backup and make sure you are on 0.5.1 ๐Ÿ‘

rugged sentinel
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Got our project in a github so should be good to roll back if it blows up

rugged sentinel
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I am getting these kinds of errors after ripping

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pretty much every .dll the project uses from BepInEx / Thunderstore

trail oriole
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Are you coming from 0.3 or somethin?

rugged sentinel
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oh yeah thats exactly it

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ok thanks, didn't see that

trail oriole
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No prob, let's see if that solves it

rugged sentinel
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that seems to have fixed it, thanks a lot!

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some materials like water for example are missing, which was something i noticed back in 0.3, is there a way to fix that at the moment?

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other than that, everything seems to be working in-editor

trail oriole
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Nah those shaders are still not integrated. There is a PR for shaders and a pipeline that requires them to be rebuilt each time you save (I think), so I just haven't had time to look at that ~~from like two months ago skulld ~~

naive steppe
trail oriole
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Nothing critical. Just fixed a situation where some custom shader graphs would crash the importer.

harsh blade
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System.Array.System.Collections.IList.RemoveAt (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0000)
Patches.FixBrokenLevelsPatch.Postfix () (at ./Library/PackageCache/com.nomnom.lc-project-patcher@f9a3f2519f/Editor/Libs/BepInEx/Utility/Patches/FixBrokenLevelsPatch.cs:48)
(wrapper dynamic-method) PreInitSceneScript.DMD<PreInitSceneScript::Awake>(PreInitSceneScript)

I'm getting this error everytime im launching my project in Unity, it won't let me load my bundles for my v50 project of LLL, im assuming this is a me issue im just not sure what to look for to fix it

trail oriole
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Looking into it ๐Ÿ‘ Seems to be a v50 change

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Or an edge case was hit, I dunno

harsh blade
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Okidoki

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Ill just try loading stuff ingame for the meantime then

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if it errors ill know its an issue with my bundles

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Seems to be a ProjectPatcher issue, suprised no one else has ran into it before me

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wait, maybe not I forgot some stuff

tulip widget
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@trail oriole Hows the general ripper coming along, I'm going to use it for content warning,

shadow delta
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Wooo

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Excited to do this for my moon and interior

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Gonna make a backup just in case ๐Ÿ˜›

trail oriole
trail oriole
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Pushed a fix for it ๐Ÿ‘

trail oriole
shrewd orchid
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Heya, trying to update my project to V50 but ran into some issues

  • I updated the lc-project-patcher version in my project
  • Tried running project patcher again on top of my existing v49 project (path to data is correct)
  • Patcher tried to run, didnt see any errors but the Assets/LethalCompany/Game folder has no assets, what v49 assets were there were deleted. All the v50 content is in AssetRipperOutput~ folder (which i told the patcher to delete, makes me think it failed before then?)

any ideas whats up with that? good chance i ran it wrong ๐Ÿ˜Ž

trail oriole
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I'm not available atm, but if you can retry it from a backup (which I hope you did since it tells you multiple times to backup prior in readme and in popups), and if it still fails, then send the Editor.log before the editor re-opens (otherwise it clears it). https://docs.unity3d.com/Manual/LogFiles.html If you can't capture the log in time, then send a video instead of you running it from a backup so I can see what happens. Also make sure you are on the latest version (0.5.3, check the package manger to make sure you have it).

shrewd orchid
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tried from backup, still no assets. no worries if ur not available atm :D

creating a new project works fine

the editor did not restart at all when patching on top of the project actually

trail oriole
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@shrewd orchid when you get a chance, can you try it through https://github.com/nomnomab/lc-project-patcher.git#v0.5.4? I might have fixed it

shrewd orchid
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Running now its getting significantly further than it did before. Going to bed now and will check on it when I wake up lol. Thanks for your help :D

tranquil hare
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i love when unity gets stuck on "Initial Asset Database Refresh" forever, even on new projects :)

flat stag
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Yep

tranquil hare
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I force closed the editor, and when I re-opened, it had no idea what version the project was and reimported everything which worked xd

dull furnace
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I wonder, whatever happened to that custom shader reverse engineering thing? did it not work out in the end?

tranquil hare
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There was some recent work on shaders in assetripper, but it still can't handle more complicated shaders like what shadergraph puts out sometimes

dull furnace
tranquil hare
trail oriole
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I could try out that PR locally with the new tool rewrite, and see how it goes. Although I'm still wary of the shader regen stuff per project save, especially if a project has a ton of custom shaders (like Ultrakill)

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With the core + wrapper rewrite, I've been having to optimize a ton of the process to support games that have considerably more assets than LC LUL (Like Ultrakill, Content Warning, etc)

tranquil hare
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It's still pretty broken so I wouldn't recommend tbh

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Buuut you might get some usable results if they aren't shader graph shaders

dull furnace
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my understanding was that the PR to the patcher got the custom pass working in editor, but not sure if anything happened since it was submitted

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(maybe I'm mistaken that it worked in the first place though)

trail oriole
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Got the core rewrite basically done now. Now I have to figure out the rewrite for the bepinex stuff, as I have lc working much better in editor now (and generates much faster) but has no mod support yet.

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Might need someone to test it out on their end soon as well (I'd have to dm the core + wrapper)

mystic trench
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๐Ÿ‘

trail oriole
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Finally got a readme generator

mystic trench
trail oriole
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The new core tool generates a basic readme for the current game wrapper being used on top of it.

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The core being this

mystic trench
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Oh

trail oriole
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@naive steppe lemme know when you are free to try this out (I will have to send it to you)

naive steppe
trail oriole
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Yeah would need a test of a fresh project with this, and a repatch of that same project (such as dragging a prefab into the /Assets/Scenes/SampleScene.unity scene with some changes to it).

naive steppe
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Mmk, go ahead and send it :3

trail oriole
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@tranquil hare how does one use assettools NET to get shader code? I don't understand if it's from UABE or a custom program that uses the api in some way

tranquil hare
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I'm not familiar with UABE or assettools.net so I'm not sure tbh, unless I'm misunderstanding what you mean?

trail oriole
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AR just breaks with LC for some reason and stops decompiling the shaders past like 20 lines (and stops mid line). And from the one PR it looked like you were using assettools to get them instead, so I assumed you used that for the shader file as well

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oh wait am I misremembering who did the PR Skull

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heck that was Bobbie

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Well in either case, what did you use to get the shader file haha, and if it was AR what version was it

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oh you used a PR for it, christ I need to scroll down more

tranquil hare
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Yeah, PR 1316

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Though it doesn't seem to pull out any cbuffer info, and there are some unhandled instructions, particularly newer shader features from shader model 5 like atomics

trail oriole
tranquil hare
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I really want to figure out what's going on with it

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Been in a huge lull for a while now. Maybe this can reignite the drive to learn something

flat stag
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@trail oriole i have questions

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so, i have this project im working on, big mod and whatnot, and i need to start getting it to work in the unity play editor so that i can work on stuff like interiors and moons

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problem is the unity project is not an asset ripped version

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and ik you've been working on updating a lot of the patching and stuff like that, im wondering if i should just remake the unity project, make it an asset rip and baasically copy files over

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or if theres an option to just apply your thing onto my project and the files will transfer over fine, or if i should just wait for whateverr you're cooking lol

trail oriole
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Most annoying but probably easiest option would be to make a new ripped project, copy your mod files over, and resolve the guids to game stuff manually (such as with the script recovery tool thing). Otherwise, I'm almost โ„ข๏ธ done with the rewrite for the patcher, so if you want to dm me the project, I can use it as a test case for trying to make an actual migrator (which I need anyway to go from old patcher to new patcher). @flat stag

flat stag
trail oriole
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I'll see what I can do today; depends on if I get pulled away for work stuff or not.

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Everything is basically rewritten and done in the new patcher. Just have to figure out the new flexible migrator, and putting the stuff on github and stuff.

flat stag
flat stag
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Trying to zip it just does nothing

trail oriole
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Sure

flat stag
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Sent ya an invite

trail oriole
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Accepted it ๐Ÿ‘ I'll start cracking at it, albeit I just woke up so may be a bit before I get fully into it lol. I'll keep you updated anyhow

flat stag
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Yee that's totally fine

trail oriole
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@flat stag let me know when you are around so I can publicize the repos and throw them at ya

trail oriole
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pain mfw you send that right when I was about to start getting ready for bed. Aight

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How much time you got

flat stag
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Uhh

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I'm like

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Here here

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I just woke up lmao

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@trail oriole :p

flat stag
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Oo lovely

trail oriole
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After you do the migration, the only file you have to manually copy over is your asset bundle

flat stag
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Yep that makes sense

trail oriole
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Since I pushed the migration file moving stuff to your repo (meant to do a PR and a button lied to me)

flat stag
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Lol

trail oriole
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So that's all good to go on that end LUL

flat stag
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So what am I missing Kek

trail oriole
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All the steps

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I only put the files where they needed to be so they can be used easily

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And I converted the solo plugin dlls into the actual full plugin contents so it can load what it needs

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Should be quite straightforward

flat stag
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Oowhhh okie

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Sankyu, will di

#

Do*

trail oriole
#

Step 9 you simply select this folder Assets\CodeRebirth

flat stag
#

Perfecto

trail oriole
#

Well I gotta sleep, so good luck. Should be fine if you follow the steps and follow w/e pop-ups it complains to you about ๐Ÿ‘

flat stag
#

yee okie

flat stag
#

Fix Filelds

#

the steps confused me ngl.
i didnt realise i had to install 3 packages lol, the bepinex wrapper, game wrapper, and the unity project patcher

#

hmmmmm

#

i think i did it wrong :3

#

was this supposed to go into the managed folder?

#

lol

#

yeah didnt seem to work, ill retry with a the managed game folder path

flat stag
#

also i think this is missing a .git

#

oh wait no im stupid lol, its a link Kek

#

im ognna also assume the same thing about dungen and add that now

#

actually ill import it after

#

yeah tbh cant really figure it out

#

why is this the game folder path ๐Ÿ˜ญ

#

oh nvm i think i got it patched

#

i almost did step 7 first lol

#

oh wait i misunderstood this

#

lol after running step 9

#

this error got spammed a bit

#

here too

#

then a buuuunch of warnings

#

this too

#

ill try it again

trail oriole
trail oriole
trail oriole
trail oriole
barren viper
#

These errors sounding like suggestions lol

flat stag
#

and nothing happened

trail oriole
#

It's also in the prerequisites hmmGe

flat stag
#

prerequisites prorequisites

#

pish posh

#

who reads that

#

but yeah its empty

#

i first do this

#

then this

#

then this

trail oriole
#

ok that one actually seems to be a bug

flat stag
#

yay

#

well not yay

#

but yay me for not being entirely stupid

trail oriole
#

I put the /Plugins/ as root instead of /Mods/ so it can't find/Plugins/plugins

flat stag
#

oh lol

trail oriole
#

Fixing

#

@flat stag did the dialogue popup for a missing path direct you properly btw?

#

Like when you first pressed the button

flat stag
#

uhhh which poop up?

#

pop

trail oriole
#

Making some stuff slightly more clear

#

How long will you be on btw? I assume you are on a different time zone

flat stag
#

ill be on for like 2 more hours

trail oriole
#

Coolio

flat stag
#

im supposed to be making a butterfly enemy but im lazy af

flat stag
#

also working with the navmesh agent is so ass

#

i dont get why unity doesnt let me visualise it

#

why do i gotta just read numbers and be like "its probably thiiiiis big"

trail oriole
#

whatcha mean

flat stag
#

this is the only visualisation i have

#

for how big the navmesh is

#

this green cylinder is also teh navmesh

#

and i cant see it changing sizes

#

ah yes, a radius of 0.5

trail oriole
#

Unless I'm reading what I'm reading wrong, it seems like radius has been moved into the agent itself to replace the one in the type (?)

flat stag
#

...

#

the navmesh agent is just so easy to understand

#

i like how perfect the UI is

#

it makes everything so seamless

#

like you can perfectly visualise how big something is just by changing the radius

#

no need to look at numbers

#

this whole time, this guy's navmesh has been the default thing thats under the mapdot

trail oriole
#

big boi

flat stag
#

@trail oriole when i try building my current project lol

#

idek what Player is :p

trail oriole
#

building?

flat stag
#

yeah asset bundle

trail oriole
#

Original project or new one

flat stag
#

original

#

not sure what its mad at

trail oriole
#

You can just remove the tool while building until I look at that

flat stag
#

sure

trail oriole
#

Ok I should have these changes cooked out in a lil bit

flat stag
#

noice

trail oriole
#

so far

#

@flat stag ok I pushed the changes. I'd try it out on a fresh project to make sure the flow is good

#

Tweaked the readmes as well

flat stag
#

making it rn

#

how do bepinex wrapper step

#

if this opens like this lol

#

ill do it manually but it feels like i should do game wrapper step first?

trail oriole
#

oh right it needs to be flipped in order

#

no don't do it manually

flat stag
#

totally doing it manually

#

i lied so fast

trail oriole
flat stag
#

it did say installed successfully

trail oriole
#

That's good

flat stag
#

do i just run the patcher now?

#

cant remember tbh

trail oriole
#

Yep

flat stag
#

im assuming this gucci

trail oriole
#

Yep

#

I assume you already assigned a proper game path?

flat stag
#

ye

trail oriole
#

Cool, was the new popup more helpful

flat stag
#

by popup you mean this?

trail oriole
#

If you have a bad path in any of them (or missing) it will yell at you when you try and patch, then redirects you

flat stag
#

okay wait

#

why is the game folder path

#

this

#

now

#

i wonder what its doing now

trail oriole
#

Oh lmao

#

I might know the problem with that, just reassign it for now

flat stag
#

i gotta let it do its thing KaguyaPensive

#

or should i just cancel and remake it lol

trail oriole
#

I'd remake it as it won't complete

flat stag
#

alright

trail oriole
#

It's almost there sweat

flat stag
#

your patcher is gaslighting me

trail oriole
#

As it should ๐Ÿซต

#

There we go

#

Here I can push this real quick

#

Pushed it

#

Now it won't default to a wrong path

flat stag
#

oh nice

#

pushing changes but not pushing readme changes

#

lovely

trail oriole
#

huh

#

oh you right I didn't push the lc readme change lmao

flat stag
trail oriole
#

Just flipped the order

#

So not missing anything

flat stag
#

yee

#

oh btw

#

do i save these

#

or not save em

trail oriole
#

Doesn't matter either way. If you don't save, then it will keep popping up each restart. I need to force a save if you press either tbh but meh

#

Yeah I'll just auto save when you open the tool

#

Anyways, did you get the popup this time?

flat stag
#

i almost did, cuz the path just didnt apply the first time and i angrily pressed it back again and forgot Kek

trail oriole
#

huh

flat stag
#

pretty sure this time its a skill issue of my own

#

cuz i copy the path, apply it to the top, and probably forgot to press enter to apply the path

trail oriole
#

I see

flat stag
trail oriole
#

lol

#

The editor does get a bit funky while it does its thing LUL

flat stag
#

how many times does the editor restart lol

trail oriole
#

Yes

flat stag
#

4th restart's the charm

#

nvm

#

that one died so fast

trail oriole
#

I abuse restarts as I can't rely on recompilation detection for a few steps

flat stag
#

as long as its intentional lmao

#

i remember the last patch only had one restart

trail oriole
#

Yeah the last one was also shit

flat stag
trail oriole
#

oh btw when it finishes, send me the step results json in the project root as I'm curious on how long the steps take for you

flat stag
#

sure

#

it's already been 13 minutes minimum Think

trail oriole
#

Yeah it depends on pc stuff that I'm not sure about specifically yet

#

A from sccratch patch takes me like 5 minutes LUL

flat stag
#

you must need something super good, mine is decent ๐Ÿ˜ญ

#

just upgraded my RAM to 32gb last month too smh

trail oriole
#

Doesn't help that some steps rely on assetdatabase stuff which cannot be multithreaded

#

so sad

flat stag
#

okay maybe its the 6th restart

flat stag
#

oh this one was instant

#

nvm

#

7th time lets gooo

#

7 times how lovely

#

this too

#

that normal?

trail oriole
flat stag
#

im assuming i dont press this then

trail oriole
#

no

flat stag
trail oriole
#

Edit > Project Settings

flat stag
trail oriole
#

It all looks fine to me ๐Ÿค”

flat stag
#

weird

trail oriole
#

oh yeah I have that "error" too

#

I'll add a tip to just ignore it

#

Unity is dumb

flat stag
#

also add a tip that you're gonna have 7 restarts lmao

trail oriole
#

lol I barely even notice them since you don't have to keep the window focused during the patch

#

I just go play a game

flat stag
#

yeah cuz u got some 5060 KaguyaPensive

#

alos wheres the step thing

trail oriole
#

The who

trail oriole
#

project root

flat stag
#

oh

#

yeah

trail oriole
#

not assets

flat stag
#

i didnt read that

#

selective reading

trail oriole
flat stag
#

just about 14 minutes Think

trail oriole
#

not bad, might need to add a "real time elapsed seconds" when it finishes

#

Since it doesn't account for imports

#

But that's about the same elapsed I get

flat stag
#

now for the lovely next step

trail oriole
#

Now the path is fixed heh

flat stag
#

please put this link its own link

#

i swear trying to copy this is the most annoying hting ever

trail oriole
#

huh

#

you can right click links you know Kappa

flat stag
#

wut

trail oriole
flat stag
#

no copy tho >:c

#

oh

#

wait

#

there is a copy

trail oriole
#

It should be in a code block anyway since I put the other gits in them, I'll change that

#

But yeah

#

oh it's getting stormy outside

#

gonna drown TT_pog

flat stag
#

it's done that a lot here recently

trail oriole
#

Nice

flat stag
#

sooo

#

ah yes

#

im blind

trail oriole
tranquil hare
trail oriole
#

At least 13

tranquil hare
#

At least

trail oriole
#

I came from Mint since that had bad coverage where I'm at, and I had a discount from a friend for Fi

#

Fi is kinda expensive for what you get

#

I don't use data really at all since that's annoyingly priced by usage

tranquil hare
#

It ended up being cheaper than what I was using before for me. I've had both at&t and verizon

trail oriole
#

Oh yeah that I can see

flat stag
#

last step

#

-hopefully

trail oriole
#

So close

flat stag
#

so i just gotta replace my current unity project with this one right, since the files are going my project to the ripped project?

trail oriole
#

Imma need you to reword that

flat stag
#

im gonna replace the OLD unity project that i've been using with THIS NEW asset ripped UNITY project, Correction?

trail oriole
#

Yes LUL

#

very good game to play while waiting for patches fr

flat stag
#

jesus christ

#

was batby like a hidden worker for balatro or smthn

#

was he sponsored???

trail oriole
#

The plot thickens

flat stag
#

okay i think it worked

trail oriole
#

Now you just need to copy over your bundle

flat stag
#

or just make one cuz im lazy

trail oriole
#

it's right there tho

flat stag
#

where u want me to put that?

trail oriole
flat stag
#

i wonder if my project will auto copy it tho

trail oriole
#

Not sure what you mean

flat stag
#

i gotta change this? Think

#

my csproj.user auto copies the asset bundle if it changes lol

trail oriole
#

ah

#

Yeah probably just add a step to copy into the new mod folder

flat stag
#

alright looks fine to me

trail oriole
#

copying from the new mod folder instead of the asset bundle folder? Hmm

flat stag
#

theres an asset bundle folder?

trail oriole
flat stag
#

oh i guess i gotta make that folder

#

why cant u do everything for us

trail oriole
#

what

#

You defined that folder when you built your bundle

flat stag
#

nuhuh

#

it was hamunii technically

#

blame example enemy

#

idek what standalone windows is but sounds awesome

trail oriole
flat stag
# trail oriole

idk why this is the one part im not getting Kek should i be changing this in any way to match the unity project structure or match the unity projecture structure to this

trail oriole
#

Your bundle has nothing to do with the project structure. When you built your bundle it went to the folder in the screenshot. That's where the bundle is in your old project. Just copy that folder where it was to where it is in the same directory in the new project smh, which is outside of /Assets/. Then copy the bundle from that folder into your mod folder so it can use it.

flat stag
#

okay yeah willllll do lmao

#

there we go

#

lmao what

trail oriole
#

lol

flat stag
#

i didnt realise the recycling bin had a... name length limit

trail oriole
#

Windows does

#

I think it's 255 characters?

flat stag
#

i dont remember naming anything that big sweating

dull furnace
#

wait it actually refuses to delete because of the filename? incredible

trail oriole
#

Probably just fully deletes it

#

Rather than recycling

flat stag
#

yeah it asks me to permanently delete

dull furnace
#

ah I see

#

I always do permanent delete because I like to live on the edge (have an empty recycling bin), so I've never seen that

flat stag
#

oh uhhh

#

whats the name of the asset bundle package

#

https://github.com/Unity-Technologies/AssetBundles-Browser.git?

dull furnace
#

kinda funny that a FAT32 name limitation still lives to this day

trail oriole
#

oh right I forgot to add that as a default git package

#

Ye

#

Or I can just add it to the install steps as an optional, as not everyone will need it

flat stag
#

size seems normal

trail oriole
#

(but I'll add as a default to lc at least)

flat stag
#

oh yeah whoops i forgot u wanted me to do smthn with bepinex

trail oriole
flat stag
#

version 0.0.1 please

trail oriole
#

Imma unversion yourself

flat stag
#

wheres the bepinex thing located?

trail oriole
#

all configs are in the project assets root

flat stag
#

had to make it since this didnt exist lol

#

oh wait

#

no im stupid

trail oriole
flat stag
#

it definitely existed

#

i was looking in tools

#

lol

trail oriole
flat stag
#

now just waiting on pressing LAN to have done something

flat stag
#

i had to start up game to make it lol

trail oriole
#

Yes

flat stag
#

how did u know i wanted 144p

trail oriole
#

Peak gamer

flat stag
#

also my mod stuff aint showing :p

#

i probably did it wrong tbf

trail oriole
#

Did you enable bepinex in the config

flat stag
#

totally

#

anyway i just realised i didnt build the latest asset bundle with the new enemy stuff Facepalmlmao

#

i gotta do that later after this reload

trail oriole
#

Well the project seems good now anyways

flat stag
#

well i enabled it Think

#

yeah i dunno, im being forced off the pc so i cant test anymore but i dont see my mod's stuff owo_think

trail oriole
#

m8

#

You have to put

#

Your bundle

#

in the folder

flat stag
#

I DID

#

its thereee

trail oriole
#

No it aint

flat stag
#

wdym ๐Ÿ˜ญ

trail oriole
#

That isn't that folder

flat stag
#

u said to put it into the same as Assets

#

lmao

trail oriole
#

I said do that, and then copy it over

flat stag
#

into my mod folder

#

ah

#

okay to be FAIR

#

i think that was like my very very first question

#

and from there got confused

#

lmao

trail oriole
#

Yeah once you do that it'll be good to go

#

The AssetBundles folder is just where the bundle export thingy puts it, so you still gotta copy it over to the mod itself

flat stag
#

yee

#

PLEASE tell me this is right

trail oriole
#

Yes

flat stag
#

okay thank god

#

ill test it out later im being yelled at cuz of DnD or smthn lame

trail oriole
#

This is so sad

#

Sure lemme know how it goes

flat stag
#

Oh wait I didnt watch thr whole thing LOL

trail oriole
#

The steps are quite simple now tho pensivewobble The only complication was with the confusion of the final assbundle folder lol

#

assetbundle

flat stag
#

Tru tru

#

Ass bundle

trail oriole
#

Also hooked up this toggle to the same compile flag instead of another step

#

oh wtf project to project conversion exited half way before it finished WaitWhat

#

I'm fixing that, but if you notice anything missing let me know

flat stag
#

LOL

trail oriole
#

ok I fixed that sweat

#

@swift plank were you the person who did the linux stuff before SweatThink

swift plank
#

yes

#

what did I break?

trail oriole
#

Nothing, I just rewrote the entire tool into three parts and was curious if it works on linux, and/or what parts would have to linux-ified by someone

swift plank
#

testing that may need to wait

#

unfortunately nvidia broke something with latest drivers on linux causing Unity Editor to have a native crash when using vulkan (required for HDRP)

trail oriole
#

ouch that sucks

swift plank
#

supposedly they're (Nvidia) working on a fix

#

I'll give it a look over whenever I can to see if it seems fine

trail oriole
#

I lied it uses one custom step

#

Everything is a lot more decoupled so it should make your life easier I'd think (but no rush obv)

trail oriole
naive steppe
trail oriole
#

Just a free one I found

tranquil hare
#

Just saw your video in dev general and was about to ask :p

flat stag
#

got these errors btw @trail oriole

#

just got around to testing the asset bundle lol

#

kinda seems to work

#

eclipsed animator also doesnt work

#

also lmk how i can replace the water textures lol

trail oriole
#

Also the hologram shader isn't rippable so it's pink

flat stag
#

ah icic

#

am i also good to import stuff like dungen or do i gotta do that before the rip KaguyaPensive

trail oriole
#

Typically before. Not actually sure on the process of core things like that after the fact yet.

trail oriole
flat stag
trail oriole
#

Well do that again and check the log for a warning about it. Also what version of lc patcher did you patch with

flat stag
#

uhhh the one we did like, 13 hours ago?

#

before the readme was flipped

#

also doesnt like me building i think lol

trail oriole
#

Update the tools

flat stag
#

okie

trail oriole
#

I also added in version checking after you got off so it'll have that too

#

Reminds me that I should add a button to the tool that updates all 3 at once if pressed

#

In bed so can't do that atm

flat stag
#

its okay, i like clicking 6 buttons instead of 2

#

alright all updated, lemme try again

#

ignore too? Think

#

ah it points to dissonance setup anyway

#

hmm i updated but my shader's still the same for the water, sky still white

#

(the redness is particles from my thing)

trail oriole
#

The water material is fixed when patching, not by the tool existing lol

flat stag
#

sed

trail oriole
#

If you want water now

#

Go to the material in the lc tool in your project under packages int he project window

#

The path is above in chat

#

Copy the material properties of the water shader for both materials with the suffix and go to their same material int he project

#

Set the shader to the water shader

#

Then paste the material properties

#

Hard to text on phone but does that make sense

flat stag
#

yee

trail oriole
#

The 04 one is the flooded water if you were wondering

flat stag
#

icic

#

what about the sun? i dont see any errors

trail oriole
#

Nothing about eclipsed?

flat stag
#

npoe

trail oriole
#

Look at sun animator in assets

flat stag
#

oh warning

trail oriole
#

Ok

#

What is that listing to

#

Click it

flat stag
trail oriole
#

No like

#

Click the warning so it pings

flat stag
#

aaa lemme play the thing again lol, thats prolly why its not pointing me anywhere

#

lmao i got the intro cutscene

trail oriole
#

Lol

#

It always jump scares me since I never expect it

flat stag
#

it aint pointing me anywhere

#

oh whoops

#

wide screenshot

trail oriole
#

Doesn't ping an asset?

flat stag
#

the number for it keeps increasing lol

#

nope

trail oriole
#

Can you check both sun animator assets

#

Or it's sun controller

flat stag
#

do you know where it'd be lol

trail oriole
#

It's assets

flat stag
#

ahh

#

i mean i see 2 sun animator controllers

#

references when i type eclipse in animation clips

trail oriole
#

It's a param on the two sun anims

#

Click them

#

Open animator

flat stag
#

both are the same

trail oriole
#

Does sun have one

flat stag
#

nothing

trail oriole
#

Hm sec

#

wait what huh

#

it's supposed to be eclipse? I thought it was throwing warnings when it wasn't eclipsed

#

Checking

flat stag
#

yeah i use eclipse lol

trail oriole
#

something was using it, trying to find it

#

ok huh, no warnings when going back ๐Ÿค”

#

Was your mod renamed wrong or something before? I swear it was complaining about it

flat stag
#

i have no clue Kek

trail oriole
#

mm

#

Well to fix it on your end for now

#

Open both animators in a text editor and replace both

m_Name: eclipsed
m_ConditionEvent: eclipsed

to

m_Name: eclipse
m_ConditionEvent: eclipse
flat stag
#

okie

trail oriole
#

All good?

#

Also for the Dungen part there might be a simple way to add it after the fact until I make an after "import replacement" thing

flat stag
#

ill give it a shot lol, working on the water stuff now

trail oriole
#

What I'm thinking:

  • import dungen into another project
  • take out of unity
  • remove all the meta files
  • copy everything into the game's ripped dungen folder to override the existing scripts (That way you keep the guids intact)
  • move the dungen folder into the project root, or somewhere that isn't in LethalCompany
  • done
#

Should work I think

flat stag
#

bet, will give it a try too

trail oriole
#

Only things that might break is if it has like SOs it uses

#

So might not want to copy those, and just scripts

flat stag
#

whats an SO?

trail oriole
#

ScriptableObject

flat stag
#

ahh

trail oriole
#

Basically don't copy over any assets, as the guids in them will be wrong

#

Just scripts/dlls/those things

flat stag
#

ill give it a go, im not too impatient to wait for an after import to the tool anyway Think

trail oriole
#

Probably don't need samples

#

Well in any case, when you do the materials and the animator text replacement lemme know so I can die sleep lol

flat stag
#

Kek lets hope im not too slow

#

for water i gotta copy over the shader and materials and keep the same name? Think

trail oriole
#
  • Go to original materials for VowWater and Watersomething04 I don't fuckin remember just type water
  • Assign the new water shader SGsomething\Water you'll find it
  • Go to the same two materials in the lc-project-patcher package folder in Runtime\Water and open in inspector
  • Copy material properties from the top into their respective in-project materials
flat stag
#

oooh Kek

trail oriole
#

It looks complicated but it's like a 10 second thing

flat stag
#

yeah that makes sense

trail oriole
#

Actually the replacements might show up in search too

#

Would make it easier if so

flat stag
#

yea

trail oriole
#

ah they do

#

side by side

flat stag
#

alright i think i got it

trail oriole
#

yippie

#

Now for animators

#

sunanimcontroller and sunanimcontroller 1

flat stag
#

yeah just trynna figure out how to open em in a text editor

trail oriole
#

go to file, open with, notepad

#

ez

flat stag
#

oh yeah lol

#

works

#

alright changed that too, time to check ingame

#

water works, eclipse doesnt :p

#

you should probably just go sleep lol

trail oriole
#

bruh what it works on my end

#

Make sure they updated

flat stag
#

odd, i reopened them afterwards too and they were "eclipse"

trail oriole
#

then is there a warning about either spelling in the console

flat stag
#

oh, same error, weird

#

is there like a refresh button i gotta do or does editing the file just work

trail oriole
#

what line does it say

flat stag
trail oriole
#

Go to both files, right click, re-import

flat stag
#

both have been reimported, checking again now

#

huh, that might've killed my meteors too

#

its pretty angry at me

trail oriole
#

huh

flat stag
#

yeah no clue lol

trail oriole
flat stag
#

ig ill have to repatch or smthn later lmao

trail oriole
#

Do this for me

#

Play, enter the moon, land ship, pause game, search t:TimeOfDay, click object, go to where it says animator in field, click animator, click on its controller, look at its params

flat stag
#

ight

#

param is still eclipsed

trail oriole
#

Did you not rename both fields in both files

flat stag
#

i did

trail oriole
#

Just rename it there then

flat stag
#

ight

trail oriole
#

Well that's the event Kappa What about the param

flat stag
# flat stag

(same with the other one before u try and say it smh)

#

alright, 5th times teh charm

trail oriole
#

I believe

flat stag
#

noice that works

trail oriole
#

finally lmao

flat stag
#

now i just gotta figure out what went wrong with my script Kek

trail oriole
#

it borkey

#

Oh btw

#

Do me a quick favor

flat stag
#

yeah

trail oriole
#

in a few secs open the tool window

#

Tell me if it happens

flat stag
#

wut

trail oriole
#

The normal window

#

For the tool

flat stag
#

this opens

#

if thats what u mean

trail oriole
#

Ye check the console

flat stag
#

nothing about it there

#

a lil hard to tell over the warnings and errors that keep popping up but i dont see anything special

trail oriole
#

thonk okay stop game, clear console, close window, re-open window

flat stag
#

thats interesting

#

yeah sure

trail oriole
#

Never fuckin landing for you

#

Someone divided by 0, so sad

flat stag
#

no console logs

#

after reopening window

trail oriole
#

really, you did update the core tool right

#

Like before

flat stag
#

yeah i updated all 3

#

well i pressed update

trail oriole
#

hm that's correct, I'm trying to get something to popup on your end hm

#

Enter play mode but don't press lan

flat stag
#

opening window in lan screen also pops nothing

trail oriole
#

Just entering the game should be printing some tool related warnings/logs. Show me the console

flat stag
#

also wut