#How to Make a Custom Moon in Lethal Company | Lethal Level Loader
1 messages · Page 3 of 1
alright
so
turns out
if i try to route to my moon as a first moon in fresh save
the game crashes
however if i try to run it on the second day
map works just fine
Did you try removing the none weather?
Tempting to ruin
_>
Your situation has perplexed me
imagine i'm trying to debug it for few hours now
yeah
so im unable to route to my moon on the first day
but other days work
does it even make sense at this point?
screenshot your full selectable level for me
I'm not seeing anything that should break on day one but not the others really
Try rounding your decimals to integers
Shouldn't be the issue, but we're grasping at straws here
catalyst? maybe catalystscene?
nope
scene name is catalyst
literally all i've added in new update was SFX's and some object position rearranged
hmm
To confirm, if you load a prior version it works fine?
don't put your numbers in there
LevelID I think gets thrown away by LLL
literally older verson has the same settings and it works just fine ._.
iirc LevelID gets set at runtime by the game just to give each moon a numeric identifier
it is better to set 0 so that LLL gives the value itself
?
im just going insane sorry
oh lol
interesting
in the new version, what did you add?
few SFX's for the outside
few props
and adjusted some of props position
literally all
and changed weather values
can I see the status of the SFX?
do it with triggers
although it's kind of weird
i mean, idk if i can do it with triggers, because its sfx for stuff like working machines
so it should play all the time
one thing i've noticed in vanilla SFX
they got additional script
but
There is an option if you have a crashing game maybe try to free up RAM
or let someone with a NASA computer test it
i mean, its sfx from vanilla
it's an Audio reverb script
but i have no clue what kind of script it uses
That shouldn't have anything to do with it failing to load on day one but working past that tho
the problem is something else
darn
Audio sources are literally just audio sources, you dont have to assign them a clip or anything, iirc you just have to give them an output
@green spear what are your dungeon flows?
I'm looking at the logs and there's literally nothing to tell me what the problem is
mostly facility and low chance for mansion
try deleting the LLL cfg
but i want a specific audio to play :P
where is it?
hold on
it doesn't seems like its SFX's problem because after disabling them crash sill occurs
yeah so you'd give them the clip in code or whatever lol, the way I do it is just make the audio sources for whether i want something to play over the world or a local sound through messing with sound settings and play whatever clip I want through a list of audio clips I have already made in code
if thats all you added, revert to the previous version and just restart what you're doing tbh
i don't have an backup ;-;
@green spear did you modify the shipnavmesh group at all? Or the reverb trigger floating in the air positioned vertically?
try it
doesn't work
Maybe, but this warning is in both logs
not really?
the cube is disabled and i only changed reverb triggers sound change for my planet ambience
should i enable this floating cube?
after this, use github :p
worth trying
i have no idea how to
@outer pendant do you use github?
im not a programmer at all
I'd help but i've never done moon making so idk what should be kept off hte github
Not really, I've just made traditional backups whenever major changes happen
:p
disable the Environment, build, test
still crashes 😂
so its not the env thing
weird
rollback?
nvm
after disabling whole environment
the game doesn't crash
i think ill give up
Nah don't give up, you just made progress
Disable the stuff in the environment one by one to narrow it down further
yeah you're getting closer to the problem
at this point
i reverted almost everything
and deleted new stuff
and my moon crashes the game
...
i love unity
maybe ill try to reinstall editor
im so mentally tired rn
That'd be like dropping a bomb to kill a bug lol
All you gotta do is keep narrowing it down, the problem will reveal itself eventually
but i've already reverted everything
._.
You've missed something then, so just trust the process for now, if the problem remains elusive, we'll keep addressing it after that
@sleek saddle am i able to pull files out of lethalbundle or at least preview them for example my level settings like weather values, description etc
?
Eh
not really unless you use assetripper or whatevs on the asset bundle itself
that i know of*
I hope I'll eventually be able to fix the damned music not working
Whats not working?
@green spear is this still the no error crash
Any ambience or music I try to trigger just doesn’t work and I’m going mad
I haven’t figured it out and it’s been a week
For me personally i just copied blizzard ambience from dine to my planet and then i changed audio clip
Interesting, I’ll give it a shot thank you :))
Well that's progress at least
alright
so at this point im giving up xd
i have no clue what is wrong
i fixed lighting
and everything worked
and now
when i adjusted sun position
it doesn't work xd
i have no clue
the map works only when i disable all my props and lighting
if any of these are turned on
moon crash
is it possible that idk
asset bundle compiler is broke or something?
i remember one thing honestly
before updating my moon i've decided to try nomnoms patcher, more specific if im able to patch project after it already was patched
i did created a copy of my project and then patcher corrupted it so i deleted files
idk if this might have any connections
sigh
im giving up
there is no way why does this moon crashes
looks like turning off shadows fixes the issue
Okay, so any grass or other details you have need to be marked as not casting shadows
Do you have a lot of anything in particular that's marked for casting shadows?
Yes
does turning off shadows on your direct light still prevent the crash?
Hmm idk how interior lights work, but can u delete em and just remake em? Presumably its something u arent seeing
Not interior, moon lights*
im so confused
Whats up?
anyway
disabling shadows doesn't help xdddddddddddd
i mean
it worked once
AND NOW IT DOES NOTHING HAHAHAHA
im going insane
the problem does not exist
and exist
at the same time
at this point
@outer pendant may i send you my whole project for you to export it on your pc?
I won't be able to look at it for a while (working on my stuff), but yea, send me these
alright
do enemy prefab objects affect enemy max count and power level?
Nope
@green spear id still like to peep your terrain settings just incase
turn draw instanced on on oob terrain
try that
turn raytracing off for good measure too but i dont think that matters
Thats the outofbounds terrain
ah okey
I thought it is better to have one large object rather than few smaller
Im starting to believe that this might be the main problem
do the thing i told you to first
Ill do it tommorow 😮💨
Tho, i don't think thats the reason for crash
Previous version of the map had those settings and everything works fine ;-;
Yeah, i know
i have no clue why
but it fixed my crash issue @sleek saddle
really thank you..
i have no clue why this happend in the first place, because before everything just worked smooth
but god
finally im over this nightmare

so real talk
basically its cuz unity tries to initialise the like rendering of your terrain all in the single, first frame
terrain's are somewhat unoptimisised so the size and quality settings can overwelm the game and cause unity to just die
setting it to instanced offloads this work to the gpu
may i ask you @sleek saddle about something?
For some reason the eclipse weather doesn't show up in terminal on my planet
tho its the only random weather
how are you checking
just going to terminal>moons
On day one, I think it's always "Current Weather" that takes effect
yeah but day 2 and 3 stays the same
does override weather work
wdym
like this?
ye
alright, now it works
now the only thing left if to fix eclipse texture so its positions in on the sun xD
i have no clue how to do it tho
@outer pendant
Are you using sfDesat's lighting set-up? (Physically based sky instead of HDRI)
Hm, if you're using a vanilla lighting setup it should already be lined up. Doublecheck the values
each moon has its own sun position tho
did you move the sun without moving the eclipse texture?
?
Have you messed with the animations at all?
i would say no, because recently i copied sun from the rend and replaced my old sun with it
That's really weird, it should already be matched up
sorry, it does or doesn't work now?
Copying doesn't always work out
Vanilla stuff might be configured in a really weird way that would be specific for that map and changing its values sometimes makes sense but taking it out doesnt
Learned that the hard way
zeekers really not cooked right with the game code xd
as long as it works, that's all that matters 🤭
im the type of person, who wants to have control and awareness over how everything works so i can be confident in what im doing
Same!
You can copy all the values, just not at once
That'll help show what each value does
And if its not a visual change, then just ask
its not hard at all
🤯
if you chill out for a second so I can actually send a resource that'd help you 😂
Don't wait. Struggle through it
Im also freezing someone help me Canada is cold
taken sraight from my notes lol
you'd do this to trigger an animation, trigger being something like startWalk or whatever trigger parameters you set up
and here, just in case you may need this sub section lol
Xu are you busy right now, I hate pinging mods in case they're busy
not busy no
Can you or someone you push the job onto verify in https://discord.com/channels/1168655651455639582/1216821603485094009 that I have indeed made a mod and am eligible for the role? I wanted to get access to the showcase channel
Also the https://discord.com/channels/1168655651455639582/1217558052891525210 dev should be elligible
last time it was WIP iirc thats why it was only a pin :p
Yeah I get it, thanks a lot!
I have commited Ash Twin
hey moon nerds
little pro gamer tip
the bake of your moon is only used to place random outside objects
if you wanna save on filesize this bake can be pretty shit! because after placing them the game rebakes at runtime using whatever settings you have
not to dunk on wesley but as an exaple astroid13's navmesh went from like 9.6mb to almost 1mb
very ezpz gains
wait wha
oh you didnt know that?
nah bake navmesh but the baked navmesh file asset is only used when spawning the random outside objects like trees, pumpkins etc.
it rebakes at runtime because the bake needs to account for those placed objects
so the actual baked navmesh file you bundle doesn't need to use high quality/accuracy settings
if it's low accuracy in Unity, then won't LC rebake also be low accuracy?
set settings to garbage >bake >unset
It can be slightly tedious depending on the context but for some maps could be pretty notable gains
Ideally you want to bake navmesh as little as possible, so not even that tedious
If you map has to be like 70-90mb anyway for reasons then the diff might be chill but for example I managed to get astroid13 to like 6mb total
so the gains matter wayy more
noiceeee
Going to have to learn all these optimization tricks because mine is getting chunky in size and I'm not even done adding to it.
I believe Bozoros will be pushing about 90mb + an extra 30 for something else I'm adding
I’d love to see why (without any judging tone)
its a mix of things, and I don't mind, it is a lot lmao
I decided against cutting resolutions of certain textures because I personally play with HDLC and the map looks so much better with it turned on
A lot of it is due to the new music tracks in the insanity queues, and now I have two firework music tracks that are being used
Config file will have an option to tick on DMCA free
Most of it is audio and some of it is texture resolutions
Yeah audio is fair
I guess you could compress it?? Idk how any of it works
You’d lose the quality right
id love to see the asset bundle browser window ordered by filesize
@outer pendant so I followed all the steps in your youtube tutorial, but I'm running into an issue. I lowered the terrain like you said to be below the ship (even have my little player height ref) but when I actually load into the level in game, the ship just phases through the ground like the terrain is still above where its supposed to be, any idea if I messed something up?
(screenshot is just to show where I set up the ship)
It's possible that you accidentally moved the ship stuff as well. Go into a vanilla scene and re-copy the ship navmesh for comparison
just copy/paste from a different scene into the scene i'm running?
Yee
Probably grabbed the whole environment parent
...I may have done what I always do and default things to 0/0/0 in terms of position
that... that would explain a lot
not on purpose!!!! xD
I may have screwed up my sun
I kept playing with it to see my moon during day and night to make sure it looks good, but now the sun starts halfway in the sky
Normally setting the direct light’s position at 0 0 0 fixed it but now it just doesn’t
: - )
Well, same solution, copy the position from a vanilla scene lol
Or if you're using sfDesat's stuff, just copy the local position from within the prefab and it should give you the correct starting point again
do I just run the asset bundle stuff again to re-put in the stuff to test?
Yep, nothing changes without rebuilding the bundles
Yeah that makes sense I’m an idiot
Thank you 🙂
I guess I can copy it and put it at 0 0 0
Not an idiot! Just a simple mistake :3
it has worked!
Dope. My interior is coming along swimmingly
Uh, what did you change?
I don't believe I changed anything but I might just double check the section of the video related to lighting
Lmk of you end up doing anything with those worms binder... 😈
I have a few custom interior ideas but I’ll need a proper Audio Knight tutorial for that 
Truuuue, I’m at school rn, but I’ll try right after!
Did you set the exposure to -2
...y'know what it was @outer pendant
I still had the default sun/sky stuff
in the scene
from a new scene
Ah that too
Lmao I thought it might be something like that
I’ll have to figure out triggers, particles, events and animations soon
That'd be a helluva lot more work than the moon tutorial xD
I haven't even started messing with that, good luck
I don’t doubt it lol
the Major one in https://discord.com/channels/1168655651455639582/1206155878647078912 is very good though its a bit outdated
if you use the nomnom asset ripper it works flawlessly though
For complete ease of use, I'd recommend having a separate project for DunGen related activities tho. If you try to keep everything in your main project (like me bc I'm lazy) then you have to direct the patcher's runtime asset to a folder that doesn't have LLL if you want to test the interior generation
I do remember you having that issue
You can make multiple moons in one project?!
Oh yeah
Different scenes
That’s crazy, that means you can save on space by reusing custom assets
Binder’s big realization
There are benefits to separating them though since some people don't want the extra load time or storage space. Works with Starlancer because the moons are super efficient on space through some black magic
I think you can just set it to be invisible in editor? I haven't touched the setting for that
Ooo
LLL supports hiding moons so I assume that's what the setting on the extended level object (I think?) does
Idk if hiding it just removes it from the listed moons or just makes it inaccessible though
No idea
“Oh yeah, giants deep is twice as big as the other moons, don’t ask questions” lol
Maybe
Also ||hidden quantum moon? 👀||
Totally not, I have no idea what you’re talking about
clearly you're just bad at optimisation xD

I am!
Yes!
I'm not even done adding things and my file size is so big 😭
my file size isn’t optimized yet but it’s well over a gb
Relatively
It won’t stay like that tho
I also went all in and included as much stuff as possible
Wait the lethalbundle files are over a gb? Because those 2 are all that matter
Oh
I’ll check when I’m home ::)
Are unused assets still being downloaded by the users?
E.g I have a whole music in my assets but it’s not in the actual scene, will the user have to download it
I think it just checks what's in the file you have set up and loads it all together
That would absolutely explain the size if you just have a ton of music and Outer Wilds assets
Amazing
Shouldn't be a hard fix, just have a separate folder for extra assets you want but aren't using yet.
If you mark just your extended level(s) in one bundle and just your scene(s) in another, it'll only pull what's needed for bundling. The size it shows in the asset bundle window is also not the final size, bc it's going off of the raw files and not any adjustments (like texture size limits) you've made
I’m not exactly sure how to do that, but I’m definitely interested
(also posted in LLL channel)
[Error : Unity Log] ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
Stack trace:
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnMapObjects>(RoundManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<RoundManager::SpawnMapObjects>?1943483228(RoundManager)
LethalLib.Modules.MapObjects.RoundManager_SpawnMapObjects (On.RoundManager+orig_SpawnMapObjects orig, RoundManager self) (at <a195ca621c6e43699e5855ec3dd9dd63>:IL_009D)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<RoundManager::SpawnMapObjects>?1623889792(RoundManager)
(wrapper dynamic-method) RoundManager.DMD<RoundManager::GeneratedFloorPostProcessing>(RoundManager)
RoundManager+<LoadNewLevelWait>d__115.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_013C)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)
i cannot escape this error on my custom moon, any ideas how to fix it?
i think its this LC line in SpawnMapObjects but I cant figure out why it's erroring RandomMapObject randomMapObject = list[random.Next(0, list.Count)];
Do you have multiple selectable levels?
I do... i removed one from the bundle and it fixed the other one :c
don't know whats wrong with this level since i havent done anything with it in a while before it broke
So if you have multiple selectable levels, all of the objects within them that refer to basegame stuff need to be unique references. Just make duplicates of the original stuff and make sure you don't use the same thing twice (this goes for putting enemies in both inside and outside spawn lists as well)
It's because of how LLL currently handles things, but will hopefully change in the near future
gotcha, that is quite a hassle then
thanks, will give it a go
also, do you know if lethallib registers things before LLL registers moons. custom things don't get registered to custom levels
I think that's being fixed soon #1193461151636398080 message
You're welcome! ✨
Man i cant even even set up non noms patcher
its just not working lol
¯_(ツ)_/¯
im trying again with a fresh project
make sure to use CORE HDRI
how
when starting new project in unity
you need to download 3D Core HDRI template
and use patcher on this template
yea im pretty sure I did
yes
how about microsoft .net
yes
and git?
yep
I followed everything in audio knight's video
could it be an issue with my game?
no
the assembly csharp file is not getting created
let me just restart the computer
are you using blender for models or all are free assets?
Outer Wilds assets ::)
CACTUS
🌵
Keep in mind that do be illegal tho
Oh shit
Ik other maps have done the same before but
Really?
i mean yeah
idk if it will matter but worth knowing
yeahh
i would personally not use assets you're not allowed to use
pretty sure if its reported, thunderstore would immediately take it down without a second thought ^^
I didn’t think this through
I thought that it not being monetized in any forms and being completely different from the original game was fine
yeee but like it’s not completely different because they are the same assets. Stuff like that is on a per relevant piece of content basis not just the end result
Yeahh I understand
Damn.
I’m about to ring at Mobius Digital’s doorstep to ask them for permission watch me
What would you guys recommend? Can I still post the mod and hope for the best and just remove it if someone’s not fine with it? Should I just not post it?
how much of everything is an outer wilds asset
honestly pretty much everything except some textures and the terrain
ok I got nom nom patcher to install, now im trying to do it when u click the play button you can play the game, but that doesent work, I also changed the graphic settings like in the video, but my screen doesent turn black
one problem after another lmao, but it has to be the most simple steps that cant work
yea I cant get the screen to become black
idk why
Reach out for permission
Try reloading the scene
how?
Switch to a different scene, then go back to the InitSceneLaunchOptions scene
alr thx
nope doesent work
why am I the only one having the weird problems today
¯_(ツ)_/¯
I hate this
Do you have the correct Unity version?
yup
When you set the volume profiles, are you doublechecking to make sure the path matches what I have in the video? Also did you comment on the vid about half an hour ago?
yep
let me doublecheck the double check
yea same paths
do I need to change any of these settings?
No. This is bizarre
is there a way you can send me ur unity project or sumthing?
The screen not turning black is not necessarily a breaker. Have you gone through the whole tutorial?
I'd prefer to fix the issue
no but I was doing some of it, but some of the things are annoying, like when you checked the bounds of where you can go, I could not see that "box" which showed the bounds. I also cant play test it either by clicking the play button, it just does the normal thing
Does the top right section look like this for you?
Also you can only play from InitSceneLaunchOptions, is that where you're trying to enter playmode from?
Ignore the Auto Save, that's just cuz I'm in a prefab rn
my toggle skybox was off maybe thats why
is it supposed to look like this?
Yep
oh thats why bruhh im so pissed at my self now lmao
If you click play in that scene, does the Online/Lan menu come up?
You're golden then
https://www.mobiusdigitalgames.com/fan-content-policy.html
I’m fairly sure what I’m doing is okay. They’re cool with fan content as long as it’s not monetized in any way and doesn’t imply that it’s official content. They won’t give anyone the files or assets, but they’re cool if you get them by yourself. Unless I misread of course
But obviously if they tell me to take it down I’ll take it down no questions
I know right lmaooo
Lmfao that’s fine
I just don’t want you guys to think I’m doing some evil shenanigans

nahh i didnt mention it to like burn the witch or anything
issa cool project and one of my fav games
so I put downt the terrain, same as the video, but it is appearing pure black, not like the tile texture in the video
I dont really know if it matters, but it makes it hard to tell where the terrain is
You didn't copy all the needed stuff from a vanilla scene correctly, you don't have any actual lighting in your scene
and int he video there def is more settings in ur terrain tab
you somehow have a debug window instead of an inspector
frick
right-click the debug tab and click normal
alr
ye that fixed it, I remember when i was watching majors video for interiors u needed to change it
do u know which was the lighting stuff I needed to copy?
ah, I think he only needed to change it bc he was using the real DunGen, I've never had to use Debug
You'll have to rewatch that part of the vid
oh ok
oh alr thx
omg im actually making progress lets goo
how did u move the ship?
it seems to be a bunch of parts together
nvm I just selected play navmesh ship
ohh wait i see the video
ur dragging the terrain and cube
yes, the ship is locked to a preset landing position. The ship navmesh default position lines up with it, so do not move it at all
oh alr
Pretty much finished the tutorial, now I just gotta work on the moon
Most of my moon is going to be abyss, it’s gonna be like grater
this might be a super dumb question but i've imported a pipe from Offense into my level to use it later, but I can't seem to move it? whenever I try to move it, only the inside capsule collider moves and not anything else
nevermind I worked it out
it had a combined mesh filter, replacing it with a mesh filter that actually uses the correct mesh worked
With Nomnom's utility installed, if you right-click a combined mesh, you can decombine it
oh word? thats super useful thank you!
question actually: probuilder isnt gonna cause any problems is it if I use it for blocking out my stuff?
I know probuilder can be finnicky at times
Not anymore than it usually is
mostly just want to get a gauge and block out my initial building etc
fair fair
I have a real love hate relationship with probuilder: I used to use it a ton but it always found a way to make me rip my hair out
yet its such a useful tool
I love pro builder because there isn’t any other free built in options
I hate pro builder because i use pro builder
thats a mood LMAO
It legit works 100% time but it feels like it’s supported on a layer of marbles
I never feel like comfortable with the meshes it makes
I still remember my first project was a portal like puzzle game and making interior areas with it was like pulling teeth
so many unnecessary triangles trying to extrude a section out
Meanwhile hammer do just be working
use probuilder
make mesh that is slightly too big
accidentally subdivide it
try to undo
can't fully undo
mesh is corrupted
oh god
oh fuck
had that happen too many times before LMAO
has anyone still got that list of what numbers have already been taken by moons?
I know there was one floating around somewhere
ok so when I click play in the in game editor thingy, I can go to host, and then I go into the ship, but my screen is black, and my game is frozen, but I can see my hotbar
had this error
Dissonance is related to voice comms, no worries there
Did you modify any of the vanilla scenes?
yea
I clicked save on vow after changing everything
Anything you change in them will change your playmode stuff
Just undo whatever changes you made. The scene you load into when you first get to the ship is SampleSceneRelay I think
You might've just toggled the lights or something
what should I do for vow tho?
cause I deleted the stuff and then accidently clicked save
so how can i undo that
so just do the patcher again? that wont affect the moon I made right?
Make a backup just in case, but its worth a shot
Re-patching is not really supported on the current version. If your project is backed up you can try the 0.5 branch which has experimental repatcher support
oh whoops, didn't realize that wasn't main yet
Haven't had the time to fully test it 
so I started a new project, when I clicked patch it kinda broke the project, but I still backed up the stuff for my moon so its fine. But in the new project when I click play, its still a black screen
same error
That error doesn't matter here
Are you on InitSceneLaunchOptions?
is it switching to the "Game" window when you click play?
for the graphic settings
I click the game window normally
should I be in scene and then do it?
Nah that's fine, I just forget what the default behavior is, just wanted to make sure you were in the game window after clicking play
You're not doing this on like a 15 year old laptop, right?
yea I still get through selecting lan, click on host
no this is a pretty powerful computer
oh when you said black screen I thought you meant nothing happened
okay so we're back to this issue
are any of these things related?
I don't think those should be causing this issue, but I'm also not sure how you're following my tutorial and not getting the expected result
@empty anvil
the lethal company modder gods just really hate me dont they 😭
I think I messed up backing up the scene I really gotta start over now 😭
everything is missing its textures and stuff
This should be accurate (Moon tab at bottom)
Entities
Entity Name or Nickname,Mod or Discord Thread Name,Release/WIP/Github,Personally Tested or Seen Adequate Evidence,Ranked by visual complexity, animations, VFX, visual gimmicks, uniqueness, & whether they are PNGs,Ranked by integrated systems, behaviors, dynamics, spawning, uniqueness, &...
tyty
i am a unity noob, I imported a 3d model from somewhere, it came with textures serpatly how doI apply it?
You might wanna find some Unity basics tutorials
but the gist is to put the texture into the model's material
yea I probably should
im trying to do that, I create a new material, and then try to import a material into it. But for some reason, in the new material I created where I select the texture, I can only choose it from lethal company 2d texture asset folder. I also cant add anything to it either
the model should have a material already, you just need to assign the textures
if the textures aren't showing up, they didn't import into the project
this is what I downloaded
the textures are seperate
that's just your download folder, did you put them in the project?
I just put in the .obj
Unity can't see anything outside of the project
yea so should I put in the whole folder?
yes
but then what can i do with the folder? Even if I import the obj model, the textures still dont link
I think you'll be better served by looking up some model importing tutorials, specifically of .obj stuff bc I don't know anything about that format
alr thx
fbx gang
You have to set up the materials manually
If you mean terrain size you can click on your terrain object, go to the terrain settings tab, and then change the length and such manually (mesh resolution)
thx but it was actually the navmesh thingy but I got it so were guchi
also when you guys add trees how do you do it, from the terrain painter? Or from the tree prop?
also
@empty anvil when u have time could you help me fix my issue, where I cant play in the LLL editor
There's a tree painter but for various reasons I just did mine manually
so u like get the 3d model like a fxb, and manually place it?
That's what I did because of some specific limitations on my end. If you're just placing regular trees I would go to the paint trees tab in the terrain inspector, click edit trees, and add in the models you want. Then you can paint those wherever you need.
for some reason, the vanilla ones are side ways with the tree painter
also when u place down the 3d models, do they have collision?
Make a prefab for the trees you're painting beforehand, and then I recommend adding manual collision to the prefab with capsule colliders so that it's performant
what about for something like a bridge?
You could use the bridge in vow
But depending on what you want I would make or find a fitting asset
I already got a 3d model for it
I would just import it and place it where you need it then
collision will already be applied?
You'll have to add it manually. Make it a prefab and then attach colliders as needed. You can use mesh colliders to fit the model, but they are laggier. If it's just a bridge a box collider will probably do the job if not a couple of them
how do I add a collider?
I have a mesh called bride .001
Take the mesh and place it into the scene. Find the object in your outliner and place it into a prefabs folder to make it a prefab. You can open up the prefab you made and add components. Just search for colliders to add and change their position and scale until they fit well. You can add multiple if you need to.
alr ty!
It saved me so much time lol, I didn’t wanna place, rotate and resize like 50 trees
Great tool fr fr
My desert moon has more trees than most moons
Also I highly recommend watching a little YouTube playlist for making Unity terrains @sour pier it’s really helpful
I started there
Haha imagine having to manually place, scale, rotate dozen and dozens of trees, who would do such a thing.....
After a month it gets much easier

In my defense the tool did not like my mushrooms at all
Also was able to fine tune things to look better visually so not a total waste
do u have a link
when i put in my custom tree
and start painting
the tree isnt actually placed
It may be super tiny or clipped into the ground depending on where the model's axiom is, or it may have just not liked the model. Could be a number of issues
btw by collider, do you mean a cube, sphere, capsule ect
I will just manually place it
I only need a few on the map anyways
Whichever fits the model best. For my mushrooms I used capsules for the stems and some combination of box and spheres for other components. Sphere colliders are weird though at times so careful
Boxes can be scaled in a number of shapes while spheres stay uniforms and capsules scale to their radius
so the answer is yes to colliders are the 3d objecets? What would u say is best for a tree
propbably a capsule or a cylander
Depends on the tree but a capsules should be fine
alr thx and how do I make the capsule invisible
Shouldn't be visible in game
alr thx
since my in game editor is not working, can I test it in game?
via r2modman
how would I do that?
You can go to settings>import local mod
what would I import?
You need a zip file with your assets
I would recomend you install BepInEx separately and run without r2modman for testing
makes it a lot smoother (you can configure it to auto output the asset bundle and/or dll to the right folder)
wdym my assets like my mod folder?
Whatever assets your mod needs
So your asset bundle and maybe dll? I haven't actually looked at the tutorial in this thread
where do I put the asset bundle in?
im kind of confused Ima just wait for nomnom to help me fix in built in unity editor
alr
does anyone possibly know how to fix the unity in game editor issue?
Wdym
#1210653206225363018 message
Yep
and you also built your scene before?
were there any errors in the logs
Yes look at the picture right below the messages I linked above
Btw the problem happened in 2 different projects
Even in a fresh project
I am going to go to sleep I hope someone can help me out tomorrow 🙏
maybe this is related to the error im getting
^
can I make more fire exits by just copying teleport entranceB?
Anyone know by chance how to expand weather volumes aside from fog? I had dust clouds running once but it seemed to primarily be in a small area around the ship. Also do I need to bring over a storm volume from other maps if I have storms enabled as a weather?
is there a way to make my moon rain? Not rainy weather by rainy visually
nvm I think i got a way
yep, you need to copy the whole entrance container and change its letter from B to C, D, E...
im not sure about storm volume, tho the clouds should be on the whole map
you should add them to global sky and fog volume
I'll check - might be something weird with using physics based skies
You also need to increment the ID in the entrance teleport script. Main entrance is 0, fire exits are 1,2,3, etc
Starlancer Wiki
There's already a lethal.wiki, it'd be nice that if you did make some documentation, you'd put it there lol
@empty anvil plz I very much need your help with the unity in game playable thing, your the only one who knows how to fix it 🙏
Still got the black screen?
yep
And you've followed each step in the tutorial?
yep
Even installed the plugins?
I pretty much finished my moon, all the terrain and strucutres
yea
even before I made the moon it was a black screen issue
I made a new project too
same issue
yep
and now I ran into another issue into my scene
I keep moving the gray grid thing, and im stuck in place
that gray grid I circled
I an only move that
nvm
I got out of it
but still have the in game editor issue
it's impossible to get stuck in the editor
as soon as I click host game and load into the world it becomes black, but I can see my hotbar
I do have an error with it, bu audiknight said its not relevant
what is your unity editor version?
2022.3.9f1
okay
damn
man this sucks im so eager to test my moon but i cant 😦
when I take the ladder
from experimentation
I can only move the collision looking thing
and not the actual ladder
nah, you can just export it and put inside your lethal company files
and you can test it out in game
plz elaborate
when you have your thunderstore profile or r2modman
you can just browse profile folder
create any folder inside bepinex/plugins
put your lethal bundles there
and just launch modded game
do I put all the lethal bundle files
alr ty!
game in editor is a bit glitched so i recommend final test in actual game anyway
so I just create a new folder and call it waht ever and just put in the bundles in there?
yep
in the plugins folder?
yes
for some reason its not appearing in the terminal
I checked my console
it did say it loaded custom content from haunted mansion (the name of my moon)
do you have extended level file in your assets?
yep
show me your settings
how about selectable level
did I need to do the asset bundle thing for selectable level too?
the scene name needs to have exact the same name as your scene name
so you should put
LuigisMansionScene
also keep level id set to 0
oh alr
and deselct locked for demo
yea I changed my mind from luigis mansion to a normal mansion midway through
ty gonna try it again
oh wait do I also gotta change the asset bundle name to luigismansionscene too?
nah
cause for some reason, hauntedmansionscene.lethalbundle is not appearing
check where are you exporting those bundles
I just built it again, its tehre
make sure to put only mansion.lethalbundle and manshionscene.lethalbundle
no other manifest files etc
yep i did and its still not appearing in the terminal
like my profile for r2
I have LLL, lethal lib, hookgen patcher, LCbettersaves, and BepinEx
what files have you put inside your folder?
the ones u told me too
into your profile folder?
was I just supposed to be it into the profile folder?
the path should look like this
C:\Users...\AppData\Roaming\r2modmanPlus-local\LethalCompany\profiles\DanielusTests\BepInEx\plugins\Danielus-Danielus_Catalyst
yep i did that
alr
give me like 2 min
i renamed it the asset bundle to luigi mansion btw
for scene
wait
I think i got the issue
I think I put it was a dungeon flow
or is that mansion the mansion interior
@green spear
nvm even without the bundles that there, so thats the mansion interior
Yeahh naming your moon the same as an interior probably isn’t the best
alr
yea I didnt realize it was the same name
wait is it the level id maybe
weird
could there be something wrong with my scene?
just the enviroment or everything?
everything
scene looks fine i guess
things just refuse to work for me
@sleek saddle if you have time could u try helping 🙏
show me also your r2modman profile mods
but in the profie folder
are you sure it doesn't appear in game?
yes
i sent it
try changing your planet name to something else and also make sure, that the lethalbundle files have similar names
alr thx
BRO
IT WORKED
because I changed the name
and made everything consistent
bruhhhhhhhh
thank you so much for the help tho bro
I really appreciate it
👍
the game crashes?
then there is something to do with dungeon generation
lower the size for sure
to like 1.3
alr
its still stuck
it’s the audioreverbtriggers around the ship
oh
oh so I did set it to 0, but I forgot to save the scene so even if I make a new asset bundle it didnt save that
ah nvm its still happening
