#How to Make a Custom Moon in Lethal Company | Lethal Level Loader
1 messages · Page 2 of 1
yes
i just put mesh for parent
Yea try that
doesn't seems to work
the game just ignores my model
like yeah, i can see it, and i can collide with it
but for some reason game doesn't change its sound when i step on it
idk if its only the editor problem or what
Either that or the LC system isn't recognizing it bc it's a CSG mesh? Can you try just making 2 boxes, 1 with the metal tag, 1 with catwalk, and see if the footsteps work?
the catwalk tag works
i also found out, that when baking navmesh, the game generates it also on the model
so the game thinks that im still on the ground
Yeah navmesh will bake on anything that matches its settings.
Metal must be used internally for other reasons then, but at least this tells us something's up with your mesh for why footsteps aren't working appropriately
yeah, so the problem lays on realtime csg
models made with pro builder works normally
so i guess i have to rebuild my whole model.
before you do that
Probuilder has an option to strip its scripts from everything, does csg have something similar that'll convert everything to normal meshes?
@green spear just don't want you to scrap things you don't have to
wdym
Let me check
Seems like maybe there is something like that
OMG, YES THERE IS SOMETHING LIKE THAT
AND NOW EVERYTHING WORKS
geez
youre a life savior
@outer pendant
You're welcome! I'm glad my knowledge is coming in handy :3
now tell me how do i change ambient music in my level :P
tbh I'm actually just doing that for the first time now
@outer pendant Why is this happening?
The yellow warnings can be ignored, but idk why it would be crashing on you
the strangest thing possible
I'm sorry I can't be of much help here :/
I get this error when trying to land on the moon? I renamed a couple things so I wonder if I accidentally messed something up
Make sure your scene name in your Selectable Level file is the exact same as the actual scene name of your moon
hmm seems like it is the exact same
Does your Extended Level reference the correct Selectable Level file?
Hmmm, I know I ran into this at some point, but I can't remember what exactly the issue was
You've got your scene marked in its own bundle?
Yepp
Do you remember what stuff you renamed?
I renamed the scene/folder in the scenes folder, the extended level, the selectable level
iirc
I also
Recreated the selectable level from a different template
Do you still have the original SL, and if so are you referencing the new one in your EL?
I ended up deleting the original, and I dragged in the new one to the reference a couple times just to check
didnt do anything sadly
Screenshot your EL and SL
Just gotta reassign your materials to their objects
Yeah ig
I thought it was deeper than that so I didn’t bother doing it lol
the concept for the conditions is pretty sick ngl
ty!
Okay, lemme see the scene hierarchy for Assessment
Doesnt seem like it
So you can route to it but not land, correct?
yep
when I pull the lever it says the scene has not been added to the build settings scenes in build list?
in the console
Right. Have you been able to land before this?
yep
last thing that i remember before it started breaking was the renaming and stuff
Oh I see the problem
In your EL you're referencing "AssessmentLevel", but your new SL is "Assessment Level" with a space
it says that but the file itself is AssessmentLevel.asset
it just adds spaces every capital letter in the inspector ig
Ah dang, so it does
At this point, I would try making a fresh EL and SL, then just copying the settings over. You can copy the full lists (meaning scrap, enemies, etc.) over as well, no need to do them every item one at a time
If that doesn't work, I'll call in reinforcements
Hey sorry this took a while I fell asleep lol. But this is what happens when I apply meshcolliders to the parent mesh
they're non-accessible??
Hm. Make sure the mesh is read/write enabled
like if you click the mesh itself, it should have import settings I think
I've corrected the mistake
I can't seem to find it 
there he is
let's try this out
What happened?
The rocks have collisions!!! not the bridges tho god damn it
🤷♀️ Welp, seems like it doesnt want to work. I remade the selectable/extended level and packaged the scene into another scene to just see if that was the issue.
Well whatever works I guess lmao
The meshes had to be set as readable and the mesh collider has to be applied to the children
WOOOOO
@sleek saddle I'm calling in backup, any thoughts?
You're quite welcome lol
The unity console logs?
?
yeahh lemme get back to you on this
can i also see your asset bundle browser window to see like what your bundles should be containing
like that?
yeee lemme see the other one too
I did end up changing the scene after sending the image of the selectable level
I fixed the scene name
still didnt work
can i see that
hmm
and this
can you upload the bundles somewhere for me
alright
does that work? I had to send them all separately since discord upload limit
@sleek saddle I have fixed it, it was just a problem with unity it seems. I ended up restarting the program and it fixed itself which is kinda obvious that I shouldve done in the first place xD
sorry that i didnt respond
I got a question about water, i try to add water, i use the VowWater material but i got the material like there were no shader, is there something to configure ?
Unfortunately as you've noticed, the internal water shader is broken in the ripped assets. Until someone figures out how to fix it, or Batby gets HDRP water working, I suggest using this free asset. It's what I'm using for Auralis, Triskelion, and my upcoming moon :)
https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-hdrp-207454
okay 🙂
Imagine using water and not liquid cheese
I've been trying to figure out how audio works and how can i change it
basically i know how to add ambient to outside and all
i also know how to mute audio inside facility
tho i have no idea how to play audio again after leaving dungeon
like, for some reason it stays quiet
any idea to what this two reverb presets are used for?
Excuse me, this cheese moon is the glorious golden planet spoken of by Sigurd and you will not trash talk it
deepfries it
Not entirely sure tbh, I haven't used them. I also haven't finished testing my own moon update, but once I do I'll let you know how I went about ambience
Alright
I’m having a problem
An artistic problem
I’m trying to make my moon look like desert plateaus but it just looks flat and bland I’m so sad
look at the reference photos @knotty narwhal
Alright
Although I still haven't fully figured out the audio stuff I managed to change the skybox to a custom one which looks amazing with my moon and perfectly fits 👌
UnityEditor.BuildPipeline:BuildAssetBundles (string,UnityEditor.BuildAssetBundleOptions,UnityEditor.BuildTarget)
AssetBundleBrowser.AssetBundleDataSource.AssetDatabaseABDataSource:BuildAssetBundles (AssetBundleBrowser.AssetBundleDataSource.ABBuildInfo) (at ./Library/PackageCache/com.unity.assetbundlebrowser@ad2a81ec30/Editor/AssetBundleDataSource/AssetDatabaseABDataSource.cs:87)
AssetBundleBrowser.AssetBundleBuildTab:ExecuteBuild () (at ./Library/PackageCache/com.unity.assetbundlebrowser@ad2a81ec30/Editor/AssetBundleBuildTab.cs:359)
UnityEditor.EditorApplication:Internal_CallDelayFunctions ()```
What do I do about this? Since I kinda need to have it for making rotating objects in my moon
Its a warning, but it doesnt include the rotator in the package, so idk what to do about that
okay so you need it attached to the object and doing stuff at runtime
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I haven't yet figured that out myself, but try this:
oh yikmes
In the same folder as your script, try creating an Assembly Definition, then build again. This'll probably just spit out an error telling you that it can't do it, but it's worth a shot.
You might end up needing to make a separate plugin to just apply the script at runtime to your object.
unless @empty anvil knows a better way 🤭
from what I am reading.. it is almost impossible xD
oh and I did try that, it sadly didnt work as suspected
Yeah asset bundles aren't meant to hold scripts for some reason I'm not 100% sure of.
Idk how much you know about coding, but I guess that's your option if you want that light to rotate ^^;
yepp
May of figured out a way to do it without scripts
Well
More like I did xD
I just used animations instead
which was a little easier
Yeaaaa I thought of that as I was taking my dog for a walk - "Dang, I need to tell her there's a better way D: "
Glad you figured it out though!
yepp :D
Finally got it done which is a relief
Just got to work on my next idea when I wake up later wooo
By the way, how does your AI Fix mod work? Because I have it downloaded as a dependency for my moon and it doesnt seem to have an affect, interior entities that I have set to spawn as outside entities are spawning in the air with no ai spitting out errors.
That's.. Definitely not intended
You have it as a dependency, but do you have it added in Unity runtime when you're testing?
StarlancerAIFix typically just assigns interior enemies to the outdoor AI nodes, alongside some few other fixes to make that work
Yeahh
I have done that
I was playing via my thunderstore modpack so maybe theres something in there that isnt compatible
Not sure though
Ill test if it works on its own later
Pretty much what Nikki said lol
Is it failing to work in the editor or the actual game?
Kk, do you remember if regular outside entities were spawning properly?
kk
Yep
They are
Very strange. Any other mods besides AI Fix?
I mean I have a modpack so yeah a lot
Just hav eto figure out which mod is the incompatibility
Do you know of any AI altering mods that would be incompatible?
Actually, let me isolate just the AI fix and the moon
seems to be a mod incompatibility issue
Ill try and figure out which mod so you can see if you can debug
I received some spawn issue reports regarding Enemy Fix, do you have that?
Not familiar with the mod itself, so I can offer no alternatives :s
ah, it despawns enemies after each round to prevent entities from persisting over levels
Yea but idk what causes it to glitch out and just not let enemies spawn again.
yeah idk, Im going to do some testing to see if I can remove it without issues
Is there any general tips for optimizing a moon?
I would say: use light models
Eg: the less detail a 3d model has, the less it weights
If you using any type of probuilder tool to build your level, structures or something
Then make sure, that the faces not visible for the player are not rendering
It saves some memory
Also the less player can see, the less camera can render
So higher fog should boost performence
Lastly, if you making your own 3d models for props etc, make sure to create low poly version of your model and add atributte to your mesh so it would change its model to low poly If player is too far
@grave lodge
got it
Another tip
Sometimes if you can, use textures on a 3D models with normal maps
instead to adding bumps or any other details to the mesh itself
yee normal maps are cools
How would I set up the moon so it would only use a specific interior?
In your selectable level, underneath Dungeon Flow Types, put only one element.
0 is facility, 1 is mansion.
For reference, that's Assurance's selectable level data
Gotcha. How would I know the Id for a custom interior?
That's unfortunately not something you can set up on your side I don't think
it's been a long journey
but after a lot of effort
gate model along with its texture is done
gate of the facility
Gotcha
Thank you very much
looking for some help with this
the lethal company volume profile asset thing doesnt show up
its only 3 when in the video I've been watching they've had more files and so I'm like "did I screw up already?"
That's odd. I know it's a pain, but maybe try making a new project, and make sure you follow steps super closely
im still having that issue with my materials, somebody said to just reassign them but the objects already have them assigned? im not sure
Can you post a screenshot of the inspector window of one of your materials?
is this what you meant?
The right side is the inspector window. Select one of the materials that you're having the issue with directly and screenshot it
thats the problem im having issues with like all of them
and its weird cus all the materials look fine
And when you're at runtime they're pink?
some are, others are just not there
What happens with surface-texture? Pink or invisible?
invisible iirc
i'll check again in a sec
yep
but the navmesh seems to have baked properly seeing as how monsters can walk as if its there just fine
i clip through when i try to walk on it tho
It's super late so I have to hop off, but I'll see if I can figure something out in the morning. If you're comfortable with it, DM me and send me a zip of the following folders so I can debug it hands-on. If not that's understandable
Might have to do it via google drive or somesuch, unsure
Is there a good number for the totals of the enemy weights to add up to?
Not really
The base game doesn't add them up to 100 or anything
Just vibe it out lol
I know that's annoying to hear tho
fair, I just dont want it to get in the way of custom enemies
yknow?
if it is too high as a total then vanilla enemies will be the only thing that spawns
im going to go for around 300 for interior, 200 for outside, and 100 for daytime
Someone posted something once about how the spawnwithrarity type function works, but I can't remember who or where.
Like I said though, just experiment til it feels right :3
my textures are now working, but hitboxes aren't, i just clip straight through my terrain, any thoughts?
(im using a mesh collider)
Look if you have any other option there
I should be home in around 30 mins so i could try to help you
i dont
K, lemme get back home and Ill try to figure out
Also, is your terrain object inside environment objects group?
so basically instead of mesh collider you should use terrain collider for terrain
so this is how it looks in my project
ho wait
now i found out
your terrain is a 3D model
not a terrain object in unity?
hmm
thats odd
@haughty lily alright, try to set your terrain model like it was before
and then clear navmesh environment and bake it once again
lastly build your project with asset bundles and make sure to check "clear folders" so it will delete old files and create a new ones
yes
i tried this and it didnt work :(
(i didnt reply to the other message, but i did try the clear folders option like you said as well)
Weird
yo great tutorial, i have a few questions about the bundling:
- is there a reason why 2 .lethalbundles are needed?
- why is the entire folder is bundled instead of just the extended level files? (for bundle size?) i tried just doing extended levels & in my case it was a smaller bundle & loaded fine (i think)
- if i was to create items with lethal lib, how should i do that in this project & manage the bundles so i dont need to load dependancy bundles
- It's the way LLL handles things iirc, but it is needed
- You can just tag one of the level files, I just figured it'd be more foolproof to tag the content folder and then manually tag the scene, but do it however works best for you
- I haven't made items yet, so I'm unfortunately unable to answer that question. My thinking on it would be to make it its own extensionless bundle (not lethalbundle) and make a plugin to load the bundle and set the logic to spawn the scrap on moons. If you're talking about items you can purchase, I have even less of an inkling on how to go about that
Yo orange, in response to your last question if this is a worry for you I would port the items into a separate unity project for the time being
It’s a Unity limitation. AssetBundles that contain scene files can only contain scene files
awesome, thanks everyone :)
looks like if I manually bundle the level files I can create items without a dependency on the main bundle.
I would assume that makes the bundles bigger if it duplicates some materials and prefabs the items share with the levels but we’ll see
Love the tutorial, it's been a huge help. Just followed the tutorial for now so it's still the default look, but everything works and I feel pretty good about making something now!
Couple questions on just what is possible since I had a few ideas:
Simplest question, is there a/what is the limit on the number of fire exits possible? I don't think I've been to a custom moon with more than 3, so wasn't sure if that was a cap.
More complex one, would it be possible to teleport the player OTHER THAN into the facility, like external warps between areas of the moon? It actually seems like it may be possible without much custom scripting using either the OOB plane or the entrances as a base, but I wanted to hear some thoughts from those with more experience before I looked into it too much.
I think I'm already getting to ambitious with my ideas for my own good.
- Not that I'm aware of, but I wouldn't know for certain.
- Probably. I know there's ways of setting up portals in Unity, but idk how much scripting it would involve or if it would be doable at runtime for a mod
Essentially that's all the entrances are, portals. The dungeon exists in the same scene 200 units below the ship (in vanilla)
So there might even be a way to use the entrance teleport code to your advantage there
-
Limited by the amount of places in the dungeon that could be forced to spawn
-
Totally, but requires scripting. Would be a prime candidate for a LethalToolbox addition once that’s initially released
Yeah I'm aware they just teleport you, that's why I thought it'd fit pretty well as a base to work off of.
I was not aware of LethalToolbox, but I looked at it and that's pretty exciting for when it releases. And yeah that'd be a great feature for it, I could see some cool moons utilizing it
And just to clarify with the fire exits, since it's only limited by how many places it COULD be forced to spawn, that's usually a crazy high number yeah? At least for default interiors where fire exits hav many possible locations, including multiple in the same room
I may try to see if I can figure this out on my own as I have plenty of coding experience, but not really the modding experience. If not then I'll patiently await LethalToolbox cause that sounds awesome
[Warning: Unity Log] TerminalKeyword must be instantiated using the ScriptableObject.CreateInstance method instead of new TerminalKeyword.
How should I handle this Warning
ok so for clarity, does the ground neeed to be a terrain? i've been struggling with this shit for a while and i can't figure it out
i turned it into a terrain but i needed to rotate it and couldnt figure it out
My Triskelion doesn't have any terrain, what issue are you encountering?
the ground isnt grounding
When are you getting this warning?
hitbox fail
You've still got something marked for the lem then, bc when I was testing it I was able to walk around
In the asset bundle browser, select the lem and you should see what assets are still marked for it
oh right
literally nothing that should be effecting the ground is marked as .lem
weird
Do it anyways lol
Ta-da! 🤭
How does one change the sounds something makes when it gets stepped on?
Under the tags in the inspector, certain tags change the footstep sounds
ok so
for some reason the game stops climbing before getting to the last section of the ladder with 4 sections
it just gets stuck
Make sure the ladder top and bottom positions are set correctly and that the trigger covers the whole ladder
the trigger does yes but what do you mean by top and bottom being set correctly
In the interact trigger component, there's a top and bottom position for ladders controlled by two empty points that you can adjust the transform for
Tbh I haven't really messed with ladders tho, so I'm not 100% on how to make them work properly
alright
it looks fine to me
maybe i just needed to click them to actually spawn them in
Hm? Is it working now?
You're welcome!
Quick question, with sf Desat's lighting setup, how do I stop it affecting the facility and the ship interior? 🤔
Make sure you set the SunAnimContainer to use the new direct and indirect lights
another quick question
i recently found out what occlusion area is and what it does
and i also see that i need to bake it for my scene in order for it to work
does anyone here used occlusion area in their map?
because it basically cuts areas from rendering when players camera can't see it
which should boost performance
and really often people likes to complain about performence in custom moons
🤔
Put the occlusion area covering your intended playable area, go to window -> rendering -> occlusion culling and you can bake occlusion there
I've also put a large plane with no renderer and an occlusion portal component just underneath my map to prevent the dungeon from rendering while you're outside
but only bake once you have all your occlusion set up
Thanks! 🙏🏼 🙏🏼
@outer pendant do you remember how to add your own custom story log to moon?
I already added it to the map, but i have no idea where can i create text for terminal to actually read it
Actually, I haven't done it yet. I'm not sure the functionality is fully implemented yet
oh
I’m really hyped for this, it’ll add a lot more depth to most moon’s lore
it sort of works i guess
i mean, you need to add the story logs object to your scene and set it as you please
you also need to give it an unique ID
and then in extendedlevel you can put this story log
tho, for some reason the text i've written didn't show up
im gonna try to figure it out tommorow
as well as audio problems
since my moon is finally finished
now i have to debug it and im ready to upload :D
It’s finished?! Congrats! When’d you start? I feel like I’m taking forever
I’ve started Feb 9th
Like over 2 weeks ago
Insane, I’d like to try it!
i appear to have done something very wrong as i don't have a scenes folder, only a prefab folder, i can't save my project and the skybox isn't working

The scenes folder should definitely have come from the rip process in Nomnom's utility
I'm unclear as to the sequence of events here. Did you have a scenes folder at some point?
i don't think i did, no
this is what i mean by the skybox not working also, i set it to the bridge whatever
are you following alongside the tutorial, step-by-step?
i was trying to but something went wrong it seems
I'm pretty sure I go through the setup of folders and such, did I not? D:
god i wish it was possible to just have a template mod all set up already
you definitely did but i must have missed it, but i can't find where you did in the video if you would happen to know
Just checked, start around 12:40
red pixels that look like radiation particles have appeared on the youtube page so i don't think my computer was a fan of me missing the step
the scenes folder with all scenes is in the game/scenes
man. I have just experienced the power of prefabs
turns out ctrl+d isn't the only answer
prefabs are great lol
I've expirenced a lot of bugs and there is no way for me to release this moon tommorow.
I still have problems with audio
Turns out that story logs doesnt work
And lastly, since i've baked area occlusion
My moon loads way slower while generating dungeon.
I have no idea what to do at this point.
Also, looking at the direction, where isnt anything causes fps to drop even to 50
From 95
Great.
Any potential reasons?
That's strange, can I see your occlusion settings?
I've set it to default 5, 0.25 and 100
And if you remove the occlusion bake, your performance increases?
Just level loading
Before i've even find out about occlusion are
My dungeon was generating pretty Quick
Today i've tested my moon on actuall game, not in unity, and loading map takes like 10 s
It doesn't seems much
But imagine having screen freezed for 10 seconds straight
Compare to other maps that takes like 3-4 s to load, my load time seems a bit of
Weird, I haven't had that happen. As far as performance in general goes, I don't know the extent of your knowledge. Are you using LODs? If not, are your models high-poly? Are your textures high-res?
Im not using LODs, tho my models are low poly and textures are 1k
Show me your terrain settings
Overall performance of my moon seems right
I do use terrain from unity
my bad, I thought you were saying you were having big fps drops
Not really
I mean
I had one weird drop from 95 to 55 while looking at open space
I mean, there was only terrain after all without any models or something
I do have huge terrain around my map like vanilla maps does
But i've set its detail per batch to 8 and also texture quality to 512 instead of 1024 like normally
So idk whats going On
Yea that's really weird. What's your dungeon size multiplier?
1.18
I use facility only
🤔
I also deleted turrets from spawnable objects
Only mines are left
So now im thinking
Maybe thats the case?
🤨
No, that wouldn't be it. I only have mines on Solace as well.
At the bottom of the occlusion, how big is your bake size?
It was around 3.4-4.1 MB as i remember
Can I see a screenshot of what your moon looks like? If you don't wanna share it publicly you can send me a DM
Ill show you tommorow
👍
Sounds very interesting
May be a silly question, but how did you get the little mini AI navigation window like in the tutorial? It wasn't there by default for me, I was able to do everything it did for the tutorial's sake using my own ways, since I was personally used to those with Unity, but it seems like it'd still be useful to have once I go more fully into making a moon.
Also it seems that dayspeedmultiplier doesn't work if I'm right? The day moved slower but also it counted as two days. Unfortunate as I was hoping to see if it could make rather large moons more bearable
Not sure tbh
Oh strange, I thought for sure I looked there but I must have missed it, thanks!
Probably a question for Batby honestly, I just thought it was strange as I was doing some messing around
how do i get rid of purple textures in unity editor?
for some reason my scanner while testing game is ping
same goes with terrain, that has less texture quallity than 1k
and also every water is pink for me
🤔
some of the LC shaders are broken in-editor, nothing to be done about it atm
how do i make planet description scroll when there's not enough space for whole description
?
I thought it did it automatically? If not then I'm not sure, that should be something that's part of basegame
i thought so xD
but for some reason it doesnt work for me
maybe ill try to add few enters at the end
I've seen a number of moons where the monitor text just goes off screen without scrolling. I think Solace falls under that issue as well. Some like Outpost just ended up making the info concise as they did not find an alternative.
Yea, it does. Not sure why it doesn't just scroll like in vanilla
Darn
so.. I keep falling through the map when I walk against specific parts of the ship from the outside 😰
I accidentally moved everything in the scene on the y-axis once, which might have led to this?
anyone knows a fix by any chance?
set your ship navmesh to 0 0 0 first
then adjust rest of the map
bake env
build your bundle
and try again
thanks, hope it works 🙏🏼 I'm going insane trying to fix this
damn now I'm getting yeeted 100000 meters into the air
you've set the ship navmesh to 0 0 0, right?
yup :/
have you adjusted the terrain position after that?
go to a vanilla scene, copy the ship navmesh, paste it in your mod scene
That'll give you the exact location the ship will land and you can fix everything around it
oh and if you have any terrain too close to the ship that I cause you to break through bc of collision
I actually had this problem on Solace at one point
I did that too already 😰
but I might just try to put terrain further then
I have, hmm 😕
i've started again from scratch and things are going much better
something odd i noticed is that the sky is grey instead of black but i presume this is hopefully just a matter of different settings
Doublecheck the hdrp settings shown in the vid, they have to be set correctly for things to render properly
not sure where hdrp settings are shown
Should be right after running the patcher in the vid
Well as long as things are rendering it should be fine
I'M LIKE A GOD
locusts don't render properly either i can't believe you would skip over such a critical thing in your tutorial
oh god. now i have to actually make a moon
Any ideas yet?
five ideas, some being significantly less possible than others
sierra will be real, it will just take time and maybe a nap because im sleepy
what’s your idea with Sierra? 
Yeah this is sick. Batby and Knight are awesome for making this come true.
so uh
my moon is bascially finished, but,
i tested it while it was rainy and the quicksand just doesnt spawn in
i have my terrain have decal layer 2 visible but for some reason the quicksand just isnt there
i sweeped the whole map and couldnt find any
well ignored it for now, but i tried playtesting it by importing it as a local mod, but it just doesnt show up
is this how you're meant to format it?
oh
i did this but now no custom moons are showing up in the terminal
rewatch the tutorial
i dont think he mentions how to upload to thunderstore in the tutorial
sand and pipes
i love the tool to make the abyss
oh no i'm messing with paint holes
i already did that 👍
i have everything except for changelog but im pretty sure that should be fine?
lmk if i need changelog
Celestria.lethalbundle and CelestriaScene.lethalbundle
31:32 - 32:58 https://www.youtube.com/watch?v=dnZG5464ZcE
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...
it's not compulsory
copied this chainlink fence from assurance but for some reason i can only move its collision and not the fence itself
actually basically any props i copy i can only move the collision of
you shold get a changelog
that's because they're in a combined mesh
well, is there any way i can un-combine the mesh or something?
look for the mesh filter where it says combined mesh
then hit the bullet point next to it
and look for the mesh which has the same name as a game object
not sure i fully understand
ah, thank you!
it would appear this has mutilated the fence
lol what the hell 
it also made this one specific pipe inside out
Hmm yeah it isn't perfect, but it worked with most things I tried it with #1199473521265475745 message Might just be some meshes are more specific than others I dunno
i suppose i'll have to use quicksand instead of fences for now
wait
On vow there is already a split fence you can use
The rest of them are combined lmao
I think I see why it goes funky for some meshes, if the mesh itself has submeshes, that are meant for that same object (instead of submeshes elsewhere for other objects) it doesn't carry them over. Not really sure how to solve that atm, but I'll add it to my list.
also whenever i move my camera near these twin silos they vanish, this seems to be a lod thing but i don't know how to disable the lod
Yeah that is another case of the real asset having submeshes and it doesn't convert properly 
would you know how i would go about disabling the lod to sort of avoid this though
oh aha i can just extract silotwinslowdetail
some of the mesh from vanilla is combined
if you want to uncombine it, just go to the mesh filter of this object, click the 3 dots icon on the right and selects option to split mesh in the scene
already solved it
👌
SIERRA IS REAL
Nicely done! :D
WOAH this took like what, a day??
roughly yeah. still very wip though

Insane, let’s goo
i've got it working* ingame so let me get some screenshots real quick
*nothing is spawning other than invisible unmoving locusts and i have no idea why
Bird
great idea, i should add some baboon hawks here
Big bird
screened shots
Damnn that’s really cool
does anyone know how to extend the range of foggy weather? it's just cut off in the middle of the map 😅
lighting > local volumetric fog > volume > size
for the foggy WEATHER effect? 🤔
because normal fog works fine 🥲
oh, then i'm unsure
hmm thanks regardless 👍🏼
you cannot, unfortunately
it's instantiated at runtime when you load into the level, and it's hardcoded to be in the same position with the same settings (including the bounding volume) every time
well thanks that saves me hours of worrying about it at least
I take you dont have foggy weather for auralis then?
I do, bc it'll obscure the heck out of the ship area, but I might make a plugin that extends foggy weather bounds, it's just low priority lol
gotcha! yeah I understand it would be cool but honestly does not have that many cases where it's needed
Late reply, but if you're still having issues with Mesh Colliders, make sure to check this box under your mesh asset model settings!
Was super annoying but none of my meshes had collisions until I discovered that trick.
In general, good to avoid mesh colliders, but if you need em, this is the way!!
Zeekers needs to remake some of its code of the game so the modding would be more clear and also map making will have more options
not really, it's something i can add in future lll updates
Maybe, but it would be easier for everyone if he change his code to be more flexible
Hard coding is a bad habit as a game dev
forsure but stuff like this in particular is pretty low priority

I just don't understand why I can't find the code where the fog gets instantiated
Spaghetti code
I've gotten pretty good at untangling the spaghet
at least when it comes to finding when something happens
I'd love to talk to Zeekers about some super light but incredibly benefical changes he could make
would also love to be hired
@sleek saddle as i remember well
LLL doesn't allow for custom scripts right now, right?
Because i was trying to figure out how to add story log to my moon manually
Occasionally I've encountered some prefabs to add custom terminal word, to generate action that should happen etc but I didn't managed to make it work, especially because I found another scripts that contains all the word scripts inside list and I'm sure it's dependent for everything to work
Pov: you can't contact zeekerss
no lll allows custom scripts
he's responded to a message i've sent before which was neat
Oh
if he wants to reach out to the modding community about communication and changes i'm probably the person who would middleman that i think
Tbh im not even surprised why he doesn't want to hire anyone
After all, he is just 21
Literally 1 year older that me
For someone so young its a nightmare to even start small company, not to mention the costs to run it legally
Oh no I totally get it
I do think I would be a pretty strong candidate if he does look though
Too bad he isn't here
same age, pretty much same location, heavy experience in the codebase etc.
he is he just doesn't respond
Oh
Never saw him online or smth
I thought he isn't here
Normally i would expect mods to give him special rank or something lol
You guys are from the same country?
Yeah
He's From Australia, WA, I'm From Australia, Melbourne (Was actually born in WA funny enough)
The Upside Down
I'd be down to move if required though (Not just for LC)
no wonder LC is so terrifying and silly
Damn
Kangaroo fighters
No way bro
Can't even search him up on the users list
Nvm
Found him
kinda wild how australian LC modding is alongside zeeks being aussie
frl
yippeeee
i double checked that everything was right and it's still not working
i double checked that everything had the right tags and bundles and whatnot
idk what could be causing this
Alright
I guess tommorow Ill try to figure out how to add working story logs for custom moons
If i get it to work then i try to even create tutorial
i noticed starlancer moons contains all the scenes and stuff in the same prefab, how does it do this? currently i have bundles for the extended file for my moon + the scene but when i make multiple moons i want to know so it can be optimized
oh yeah sorry
i dont know how i said prefab
np, I just put each extended level into StarlancerMoons.lethalbundle and each scene into StarlancerMoonScene (or w/e it's called lol)
But this also became the reason why I initially had to use duplicates of the enemytypes and spawnable map objects
got it
Any idea why the screen is so tilted?
All the objects have no rotation
the camera is rotated idk how i managed to do that
I have no idea, but this happened to me too
Click on the axis box on the top right
For eg X
To make camera perfectly aligned to that axis
Should fix you
it did wooo
You set up local zones for fog and sky by changing 'global' to 'local' in their respective settings and then adding a box collider, correct?
Correct. Whenever the camera is in that volume, those settings will take effect
If you have overlapping bounds (say one local and one global) set the priority of the local one to override the global
holy shit after 3 days I finally figured out what caused my map glitch problem
What was it?
ohh interesting
there is no way to add story logs
all i found was 2 files
one for all terminal keywords
and other for view command that actually shows storylogs
i guess LLL should have overwrite those files in order to add new entries or something
other than that i can't see any possible way
functionality is broken currently i think
anyways is there any way to change the range of shadows on certain moons?
in the sun properties
epic
there should be shadows attribiute
found the shadows attribute but it doesn't seem to have a setting for range
show me
need to see whole
searched every tab, can't find it
it is, thanke
Thankee~ 💙
Well done!!! you deserve it ✨
that said, I'm having a bit of an issue lol
Unity wants me to have a mesh filter on my grass to use the "paint details" tool on my terrain. But I have no idea what to put inside that mesh filter and I can't find anything online :/
if I put nothing, Unity tells me its missing a mesh instead of mesh filter
If you're painting grass or trees on terrain, from what I've gathered you need a model (mesh filter). The function is specifically for adding 3D meshes that you can brush onto the surface as far as I know. I think the main distinction with details is the meshes can only have 1 texture while trees can be more complex.
Oh I see, I haven’t had issues with trees tho, perhaps my grass is more of a tree than grass??
If it has more than 1 texture it won't play nice is the main difference I've seen. Haven't played much with grass specifically
Yeah sorry I can't be much help. Hopefully Mr. Niche Internet Microcelebrity has a better answer
Lmfaooo thank you a lot anyways haha
I'm unclear as to how you have a mesh renderer with no mesh
Are you using LODs per chance?
Wait what do you mean?
uhhh I should shouldn’t I?
But why is it asking me for a mesh filter? What is that?
Unless I'm misunderstanding something I don't see how this would render anything, even a plane has a mesh filter: Plane on it
up to you
If your model is low-poly enough, no need for an LOD system
Post a screenshot of everything related to your grass prefab
That’s pretty much everything there is to see
My tree prefab is pretty much exactly like this except with an LOD, why is it working?
I’m sorry I’m not really used to the Unity language lol, what do you mean by nested?
Like there’s no mesh in it?
If you put something under an object (giving it a parent/child relationship) that's what I'm referring to as "nested"
like if you open the prefab
Oh yes sorry
are there more objects inside?
I’ll be able to check in like 45 minutes when I get home, I’m in class rn oops
but this is probably the problem, I think I didn’t create any parents
Maybe that’s the problem
I’ll try
That's not a problem in and of itself
But I'm thinking you have an object inside that's actually holding your mesh
Oh yeah
It’s like
grass1
-> default
I think I’m starting to understand what went wrong lol
The terrain painter requires that the root prefab its referencing have a mesh filter component, so if you make an empty parent object and put an object with the mesh under it, then try to use the empty parent object as the reference, the painter doesn't know what to do
you’re god damn right, I shouldn’t do stuff when I’m sleepy
I’ll try it out when I get home lol, thank you
You're welcome! Mr. Niche Internet Microcelebrity did, in fact, have a better answer 🤭
Lmaoo, big fan big fan!!
pretty sure at least 50 of these views are me
I'll take 'em regardless
The grass is real!!!! this is wonderful, thank you Captain Starlancer
this is starting to look really good
time for some bushes and shrubs
"starting to" as if it wasn't one of the coolest looking maps being worked on already
Hi, i got a question, maybe it's more a unity issue.
I want to duplciate the snowcabin from level5Rend. I copy and then paste it on my map, but i'm unable to move the house from it position, only props can. Do you have an idea of why ?
You'll have to split the combined mesh (part of the tool that Nomnom implemented). The main mesh for the cabin is Cube.009 under Snow Cabin.
If you click the "in Scene" one, it'll decombine all meshes that use that mesh filter (which in this case should lead to the same result, bc nothing else uses the Snow Cabin's mesh)
Thx ❤️ it work 🙂
Starting to see from experience how StarlancerAI began development I think. But since someone did all the hard work for me, I think I'll be able to create some absolutely devious things : )
I'm happy it's become such a desired tool in moon-makers' arsenals :3
I got one more question, i've looked at the way the bridge fall is done, is it possible to add custom scripts like this on our map with ServerRPC and ClientRPC that will be used by the game ?
If you know how to do it, then sure. Any custom scripts would have to be referenced in an accompanying plugin though, the bundling process can't include it
However I do not personally know how to do it yet
Why can't you include it in the bundle?
Idk about custom moons, but I've made custom scripts just fine on my enemies end?
Hm, maybe I'm misremembering what I was told. The way I understood it was that, if referencing a script that's in a scene when its built, you'd have to activate said script with a plugin bc the scene wouldn't be able to build it into LC's c-sharp assembly, thus leading to a missing script reference in the scene
@sleek saddle would probably know, maybe it just works different with enemies, cuz I can just make a custom script, attach it to my enemy, and use it like other scripts
@outer pendant Would you happen to know how I can put terrain details on top of each other? right now they won't be placed on top of each other and are evenly separated
Uhh do you have access to a scatter/spacing value or anything?
yea
I thought putting it all at 0 would make them spawn on eachother?
Ah, they're already zeroed lol
Try deselecting everything but the one detail type you wanna place
Worst comes to worst you can just manually place the detail, which for special cases is probably the right call regardless
that doesn't work sadly
truee, but I'm trying to make a whole forest with very dense grass
so that's going to be quite the pain, especially since I have to rotate and resize every single grass object
I can also cope with the fact that we can't always have what we want
Ah, have you messed with the density scaling settings?
For each detail type?
Yea, if you go to edit them
it just makes some types less likely to be placed, but nothing about putting them on top of eachother, at some point it just reaches a max
are we talking about this?
Right, I was moreso seeing if it'd give you an effect
I was actually just about to mention that lol
well haha it's alright it looks fine, I just thought some more density might look cooler
Go into the package manager, search the unity registry, and download terrain tools, it'll give you some more advanced options to play around with
I'm pretty sure I have that already sadly
Rip
Then perish
I shall, thank you masterlancer
definitely an upgrade fr fr
Btw captain knight, just finished uploading the beta build for my moon. Still gotta touch it up in various ways but wanted to go ahead and thank you for helping me get it up in the first place
Yoooo I love it
Thanks!
(I hope he hangs it up on the big space fridge)
How should I go about making events and triggers?
(Tough question I know)
But every tutorial I’ve found doesn’t apply at all to LC
Unless I’ve missed a document about that somewhere?
you'll have to make use of the InteractTrigger script
depending on what you're trying to do, check for anything in vanilla that might have it set up like you need
Oh vanilla has triggers and events? I don’t even know where lol
I can’t think of anything other than the bridge on Vow
Can the InteractTrigger script be activated with just a player walking by, without any button press?
I think I should just mess around by myself a bit
Yep, go look at Experimentation in the entry area
No wayy
Hi, i got one more question 😓
I've generated my .lethalbundle file, it in unity playmode, but when i put the profile folder in r2mod at this location : \BepInEx\plugins\IAmBatby-LethalLevelLoader\LethalBundles but i dont see my moon in the "real" game
am i missing something ?
ladders are really buggy for me. i copied them from vow, but for some reason players immediately warp to the top when interacting with them and fall off high up the ladder if they climb down
Did you make both bundles, one for scenes, the other for everything else?
@grave lodge was it you that dealt with ladder weirdness?
Is it the lethal bundle ?
i'll try that, but one more question
how do i extend ladders?
yes, mark your Extended Level(s) as one lethalbundle, and then your scene(s) as another one
What do you mean by activate the script ? For the test, i've made a script that rotate an object over time, in unity it work, but in real game it dont
I don't really know the method, sorry ^^; try asking in dev general
Np, thx for your time ❤️
ain't no way, the garage door has a 3% chance to close?!
also why the hell does the building have a useless interior
Leftover dev junk from testing probably
i guess I can just copy his huge red trigger
I'm unsure why there aren't any audio reverb triggers outside the doors. Does interacting with the doors themselves change the audio?
Yep
They switch to a preset
Idk yet how to manipulate it correctly to get my ambience to not stop working tho
yeah me neither
I'm guessing I should assign sounds to these triggers too?
on top of the ship
uhh
You can do whatever you want to do :P experiment and explore the possibilities
Yep
Will it screw something up if I absolutely destroy that huge one
Possibly
If you really wanna get rid of it, I'd test deactivating it first
But there's probably some reason Zeekers set it up like he did
true true, I think I'll keep it, but I'll change its sound
orrrr I'll create a new one
in case I screw it up
anyways i'll try stuff
what did you do???????
ya done goofed
certified bozoros moment 😂
is that video recorded with the remade posterization shader, or has there been an assetripper update that I don't know about to make shaders work?
OOH WAIT YOU'RE MAKING EMBER TWIN?

LMAO that's really funny
Where tf did that air horn come from
ah so basically, you have to tweak stuff with the ladder trigger & its children
Then add more ladder meshes
be careful though since apparently ladders that are diagonal work weirdly
i've seen it with my own three eyes, yeah
yepp
unrelated the combined mesh uncombiner seems to obliterate most hanging lights which is very rough because they are very useful as they are lights
why does it always obliterate the most important props
Using the hanging lights in the dungeon tile prefabs might help
just disable the power off stuff
I'm going mad, this still isn't solved
this god damned goofy airhorn is still destroying my ears
Maybe it somehow can't find my sound?? and plays the first sound it can find?
show me all your reverb triggers
Changing properties of one object doesn't affect other
You need to copy values and paste them manually as far as I know
Oh yea I know, I meant like knowing the issue I'll probably be able to fix everything else
but sadly, 🎺
it didn't work :((
I'm so confused
Try to look around your scene
Maybe there is a audio object that plays this sfx once? @knotty narwhal
Also show me your audio reverb presets
It should be in systems
what's the point of all these triggers?
Look in the ripped assets for the airhorn sound, right click it, find references in scene
Around your ship you have triggers that changes reverb of sounds and also you can make them trigger wind sounds or play any sound you want honestly
why was this guy making the sound lmfao
I must've messed around a bit too much
this is so stupid
good news: no more airhorn!
This is really weird, no sounds are playing
I've tried vanilla and custom sounds
I'm so confused
Do you get any errors?
Load bearing airhorn drum
im so confused rn
what does weather values do?
after update of my moon where i added few SFX's, adjusted environment and changed weather values, it crashes everytime you try to land on it
i have no clue what's wrong
Some of the weathers use the weather variables to set certain parameters, like flooded weather uses them for min and max flood height (or something similar), but foggy weather doesn't use them at all for some reason
Did you revert the weather changes?
nope
Show me your variables
Probably not in this case
just for the sake of certainty, look at a vanilla SL and change the None variables to match (unless it's already matched)
nope
Lovely, one of those
OH OH
Did you add details to your environment?
Like grass and stuff
i thought maybe LOD's causing crash but now i deleted all of those components and still no result
nope
Gotta sleep and cant help but make sure terrain gpu instanced and material used is too
terrain is fine
Go to sleep you koala
You might have already tried this, but disable stuff in your hierarchy in chunks until the game stops crashing
Much easier than just throwing ideas around
Where are the Outside Hazards at in the hierarchy? I have none set but if they try to spawn I get stuck on random seed
Since there’s nothing set
SelectableLevel
Perhaps I deleted it by accident because I can’t find it
(Not in the scene)
Ah
Outside hazards? Or outside objects?
Are you trying to place things in the scene marked as hazards or anything?
one thing that bothers me a lot is that i can run my moon in unity editor
Also ignore
Just focus on this for now
lethal lib got update
alright
Anyone happen to know why a local post processing volume would work fine when placed into a scene but not when it's a component of a prefab (assuming the same position and blend distance)?
Are they duplicates of something that you're using elsewhere?
I'm sorry I'm not sure I understand
Like how I explained with enemy duplicates, anything that's referenced more than once across all of your bundled SLs has to be unique.
Well the problem is that I don’t want any outside objects
I don’t understand how I could accidentally duplicate it :((
Did you accidentally leave the list with an empty element?
Perhaps
bc I don't have any outside objects on my moons
So that sounds like the most likely cause
99% probability
damn it lol, thank you
np :P
I think in your tutorial you kept it to none incase we wanted a spawnable object, I just forgot to completely remove it
I should have emptied it out, otherwise it would've locked up like yours
meh no worries it's more of a skill issue on my part lol


