#How to Make a Custom Moon in Lethal Company | Lethal Level Loader

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sour pier
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ok

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If fixed the reverb issue

sleek saddle
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u need landmine and turret in ur map objects

sour pier
sleek saddle
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SelectableLevel

sour pier
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uh

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oh

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I see what u mean

royal void
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seems like that's a separate issue actually

sour pier
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yea

royal void
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it corresponds to this line:

GameObject gameObject = UnityEngine.Object.Instantiate(currentLevel.spawnableOutsideObjects[j].spawnableObject.prefabToSpawn, position2 - Vector3.up * 0.7f, Quaternion.identity, mapPropsContainer.transform);
sour pier
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I just took titans

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selectable level

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and changed a few sthings

sour pier
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so something is messed up in my scene?

royal void
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do you have an object with tag MapPropsContainer set up? seems unlikely but good to rule that out

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I would've expected it to error out sooner if that's not there

sour pier
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by tag do u mean the name of it?

royal void
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nah, there's a specific dropdown on game objects that selects tags that it should have

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it may also be named MapPropsContainer, though, I don't recall

sour pier
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this?

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by what u mean by tag?

royal void
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yeah, that

sour pier
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yea im not finding anything called maprpopscontainer

royal void
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that's probably your issue then

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looks like on Rend it exists under Environment/MapPropsContainer

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you would simply add an empty object named MapPropsContainer and give it the MapPropsContainer tag and then it should work

sour pier
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ty

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oh I gotta add it to my moon not rend

royal void
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yeah

sour pier
royal void
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hmm

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same stack trace exactly?

sour pier
royal void
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I mean the error

sour pier
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and put it under enviroement

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oh

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let me double check

green spear
royal void
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it's basically a folder for objects that spawn after generation

royal void
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ah, yeah, same stack trace

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I would suggest checking whatever in the editor corresponds to spawnableOutsideObjects

sour pier
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also there is

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this error too

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pretty sure its the same thing too

sour pier
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in my selectable level

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should I just remove these things?

sour pier
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im dumb

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I forget to click save scene

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after adding the map prop thing

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it works!

royal void
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oh nice

warm timber
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hi, It might be a duplicate but, I'm following the video and when I open the level scene, I see this. Is this okay?

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I'm keep following the tutorial regardless but wanted to know if pitch black everything even on level scene was something normal.
edit: it was just scene exposure. For some reason it was set to 10.

green spear
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damn

sour pier
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im still confused on making a ladder

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I split combined mesh

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but then then the railing texture disspears

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looks like this then

green spear
sour pier
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nvm I got it

sour pier
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how do I do that

sleek saddle
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i didnt know you didnt know this but you do not need to do this

sour pier
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what was the object that lets you scan the main entrance

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I remember it in the tutrioul

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but I forgot what its called

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nvm got it

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almost done with the moon, only creature spawns left

outer pendant
sleek saddle
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😭

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i reassign them anyway

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the only thing you gotta care about

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i forgot

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the main entrance will be the lowest id

outer pendant
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@grave lodge are you still having issues with your fire exits?

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@sleek saddle for some reason all of hers are pointing to ID 3

sleek saddle
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ingame?

outer pendant
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yea, so they all lead to the same exit

sleek saddle
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off the bat that smells like lethal expansion shenanigans ngl

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but down to peep it

outer pendant
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she's LLL-pilled off my tutorial

sleek saddle
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yeah but LE does some weird stuff with entranceteleports if its installed

outer pendant
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ahh mayhaps then

sour pier
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I think I messed up the fire exits

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ok nvm

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I dont know what I did to trigger this error again

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ughhh

grave lodge
sleek saddle
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can i get a log of when that occurs

sour pier
sleek saddle
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rosie

grave lodge
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mb, ye hold on

grave lodge
sleek saddle
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ye

grave lodge
sleek saddle
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whats the issue with your fire exits @grave lodge

grave lodge
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& No enemies spawn in the interior

sleek saddle
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Does this happen without cullfactory

grave lodge
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ah, let me check

last finch
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so i followed the video and used nomnom's patcher. seems like more than half the time i try to "launch" the game directly in the unity editor, the menu isn't responsive and i can't click on any of the menu buttons.
when it is reponsive, i'm unable to host a game (which i assume is because it automatically goes into online mode, since it complains about steam).
i have the patcher settings set to not skip the menu though, so why's it causing issues? šŸ¤”

grave lodge
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Do you know how id add support to CullFactory?

sleek saddle
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no clue

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You misread ur log btw

grave lodge
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I tend to do that xD

sleek saddle
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Your entrance teleport ids are fine, your dungeon id was 3

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which is correct

grave lodge
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Well ig I didnt misread since I knew that, I just didnt know if that was fine or not xd

outer pendant
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Actually I think I misread that lol

sleek saddle
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0 - Facility
1 - Facility Large
2 - Mansion
3 - Yours

grave lodge
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Ohhhh

outer pendant
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I've been out most of the day so I was just looking on my phone

grave lodge
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Got it

outer pendant
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Are you using the experimental v5?

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of Nomnom's patcher, I mean

last finch
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it's just whatever is on the main branch

last finch
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also for whatever reason it's not giving me the option to click online/lan, it just skips directly to the main menu (despite that option not being enabled)

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wait

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im a fucking idiot

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i had faststartup in my bepinex folder this whole time

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..........

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i forgot i had it load my bepinex folder

outer pendant
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lmaoooo at least now there's another thing to check for the future

last finch
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šŸ˜‚ 😭

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it works so well now after i removed it

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can't believe i didn't realize till now

last finch
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does the mic not pick up audio by default when running the game via unity editor

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is there a simple fix for that

sleek saddle
last finch
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šŸ˜”

royal void
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no idea how that happened, but it definitely doesn't seem like it should be happening

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probably something messed up in your tiles or doorways somewhere

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I should probably make it warn instead of error when that happens, but it definitely seems like that's a sign that something else is going wrong in the interior

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first thing I would check is that all your tiles have empty lists for AllDoorways, UsedDoorways, and UnusedDoorways

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those being non-empty caused issues for LC_Office previously

grave lodge
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Got it

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What about Entrance & Exit doorways. Should those be empty too or does that matter less?

royal void
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do you mean tiles that have entrances/exits in them?

grave lodge
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Below Tile Bounds Override

royal void
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hmm, lemme try and check

grave lodge
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this tile doesnt have any but I know some of my tiles do

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acutally

royal void
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those seem like they're meant to be set up, yeah

grave lodge
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nvm they dont huh

royal void
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they aren't set by DunGen at generation time

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I think this issue would specifically be related to AllDoorways though

grave lodge
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Yeal

royal void
grave lodge
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I have nothing in All Doorways in any of my tiles it seems

royal void
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this is the code that sets up the final door connections

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all their counts are 0?

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since what I'm wondering is if one might have a null as an element

grave lodge
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yep

royal void
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not sure how that shows up in editor

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gotcha, hmm

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you don't Destroy() any of your doorways, do you?

grave lodge
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No, I dont think so. I dont mess with the c# stuff other than registering a config and extended level

royal void
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interesting, okay

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if you feel comfortable, you could send me a copy of your mod as it stands with that error and I can try to debug it

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something weird is going on here lol

grave lodge
grave lodge
royal void
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just how it would be for r2modman is good

royal void
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for posterity, looks like the issue was with a Doorway being in a LocalPropSet which selected to destroy a Doorway after the Tile had its lists populated

green spear
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Am i able to change global Sky and fog volume while being outside and indoors?

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For eg, having two volumes and switching between them

outer pendant
green spear
outer pendant
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Ah, idk about turning it off/on, but what I'm trying in my moons (next update, I don't think the live version has this) is switching those global volumes to local and having one for outdoors and one for the dungeon root area

green spear
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I mean, i could have two volumes, one without the fog

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But am i able to switch them while entering facility?

sour pier
green spear
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I wouldn't say that wesley's moons do that

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Facilities had fog inside in each moon i already played

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Which I dont like

outer pendant
# green spear But am i able to switch them while entering facility?

With the method I mentioned, there'd be no switching, you set the bounds of the volumes manually (so for the interior you'd wanna oversize it to allow for larger dungeons)
As far as toggling a volume on and off with the entrance teleport, I don't know. There's some coding that disables the sun whenever you go inside, but that's the extent of what I've seen regarding that

sour pier
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how do we change the interior? Like wesley does? Im pretty sure tolian has done it too, not like the actual interior, but adding or changing effects to the default ones. Like changing the lighting or adding particlies

outer pendant
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You'd have to ask them, I'm just the moon tutorial guy lol

green spear
outer pendant
green spear
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Oh

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I was wondering what local does

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So by setting it to local i can set its bounds where it generates?

outer pendant
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Yep. This would also allow you to have special post-processing on your moon that doesn't affect the interior

green spear
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That concludes everything I needed to know

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Thanks

outer pendant
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You're welcome :3

grave lodge
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:o

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I didnt know that!

sharp shuttle
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Hello, sorry it might have been asked a thousand times already, but now that I finished my moon and got my lethalbundles files, how do I export the map to thunderstore ? I saw a thing about lem files but I dont have any when building. Thanks in advance

outer pendant
sharp shuttle
outer pendant
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Yep, then zip it and upload it. It needs to be .zip, not .7z if you're using 7zip

sharp shuttle
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thanks a lot that was a quick answer

valid umbra
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yw

sharp shuttle
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when trying to dl from thunderstore I get "Unable to resolve to a suitable thunderstore mod"

outer pendant
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Does it tell you why?

knotty narwhal
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I'm having a little issue. I want my texture to look like the first picture, but for some reason, when enabling the skybox, it gets much redder and I have no idea how to fix it.

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I tried tweaking some settings for the sun but it still keeps that red tint

outer pendant
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What do you have in your global volume?

knotty narwhal
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I'm also unsure if I've accidentally disabled something importing in here

ancient meadow
outer pendant
knotty narwhal
outer pendant
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I see you were already on Horizon Tint, that would've been my next guess lol

knotty narwhal
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yeahhh lol

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it doesn't change anything sadly

outer pendant
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Disable the components in your volumes until you find what's causing the change

knotty narwhal
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I tried every component and even Sky Volume as a whole and nothing

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I'm so confused

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disabling lighting as a whole doesnt even fix it lmao

valid umbra
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dunno how this works but changing the texture's colour itself to be less red doesnt help?

knotty narwhal
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it changes every single texture to be redder

outer pendant
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Try altering your fog colors

valid umbra
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that does sound very annoying

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also might help to know the exact effect, whether its actually making things redder or doing something like increasing saturation etc

outer pendant
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Oh wait, it might be your exposure compensation in the sky volume

knotty narwhal
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oh?

outer pendant
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Whoops, that was Tolian's screenshot

knotty narwhal
outer pendant
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What about your post processing volume?

knotty narwhal
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disabling post processing here fixes it

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so it's def the post processing

outer pendant
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That's odd if it's bloom doing that, or do you have some other post-processing somewhere?

knotty narwhal
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I don't recall adding any

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unless something from LE made its way into LLL

outer pendant
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Time to disable every object in the hierarchy until you find the culprit :P

knotty narwhal
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pain

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lol

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but true

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This is insanity

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nothing fixes it

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I have disabled everything

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what kind of stupid setting have I tweaked

outer pendant
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Did you mess with the scene camera exposure? Top right of scene window camera icon

knotty narwhal
outer pendant
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Smh what have you done then šŸ˜”

knotty narwhal
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I have no idea

#
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Looks like this guy has my problem, but no one found the solution lmao

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I posted my question in the unity discord, let's hope someone knows

outer pendant
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Good luck!

empty anvil
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Check the lighting tab and see if its the runtime shadow color affecting it

knotty narwhal
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this?

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Disabling it removes all shadows but sadly doesn't fix my problem

empty anvil
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The lighting tab

knotty narwhal
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This is what I was told in the Unity server

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I'm starting to think that this is how Lethal Company works and I'm trying to change something that cannot be changed

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Every moon gets that increase in contrast

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maybe I am not meant to change it

outer pendant
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You are meant only to suffer

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I'll take a screenshot later with and without post processing on Auralis to see if I get a similar result

knotty narwhal
knotty narwhal
golden osprey
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Add another post processing volume that cancels out the red tint :p

knotty narwhal
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Damn, it is much more exposed indeed

outer pendant
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Try messing around with this in your global fog

knotty narwhal
knotty narwhal
knotty narwhal
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how in the hell am I even supposed to choose a color, it's so hard

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this one will do

knotty narwhal
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This one?

outer pendant
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I think there's an object under Systems/Audio that has ambience in its name

warm timber
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Are there a way to use the water that appears when flooded on my moon so I can use it as sea?

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Can't really find it on my own, with what seems to be water being purple error

outer pendant
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Ideally the actual built-in hdrp water would be used, but currently LC can't render it

knotty narwhal
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this is definitely a moment in history. thank you guys so much @green spear @outer pendant

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UHHH also huge sound warning

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it's very loud

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I'm so happy, I've been stuck on this for two weeks

green spear
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no problem bro

outer pendant
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Hell yea dude!

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You got the colors like you want them?

knotty narwhal
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the colors no, but I'll cope

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I dislike the red tint on my sand texture, but I quite like it on everything else

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It doesn't look bad at all in game when I think of it

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It's somewhat worse in editor

outer pendant
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Is it a terrain painted texture?

knotty narwhal
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is there a way I could add keyframes to change the color of the sun through the day you think?

knotty narwhal
knotty narwhal
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I think?

outer pendant
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I think you can tint textures in the terrain painter

knotty narwhal
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oh yes sorry it is painted

knotty narwhal
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I guess its just about adding keyframes in the sun settings? but I've only ever done that in Premiere Pro, not Unity lol

outer pendant
unkempt gale
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can someone help me to make a custom storylog for my moon?

mellow beaconBOT
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Hello, @unkempt gale, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.

outer pendant
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Just be sure to make a unique animator and animations, otherwise you'll mess up vanilla anims

outer pendant
outer pendant
knotty narwhal
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Oh

outer pendant
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I'm pretty sure all unity animations follow the same principles

knotty narwhal
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Alright I guess I’ll also learn how to do that with videos?

outer pendant
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lmao

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I saw that

knotty narwhal
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Once I learn how to animate and use particles I’m releasing this bad boy

outer pendant
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idk how possible that is, but most (if not all) properties you can adjust are keyframe-able I think

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"that" referring to what you deleted

knotty narwhal
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I have an idea on how to do this

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From messing around too much

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I learned from Spielberg that you don’t have to see something to believe it’s there

knotty narwhal
golden osprey
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The length of the day on your moon should be 22 minutes lol

(not actually though I think that causes some issues)

outer pendant
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I'm not even sure if/how that setting actually works lmao

knotty narwhal
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I'd like to make the sun rotate around my moon like 4 times in a day tho

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I don't think that'd be impossible?

sleek saddle
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i guess you could have your default sun be invisible then use animationevents to set a second one to a certain value?

outer pendant
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It's certainly animatable, but it'd be a lil confusing bc of the time lol

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You're also talking about having the source of direct light loop around, yea? Or just "a sun"

knotty narwhal
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yeah both

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day lights night lights day lights x4-5

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with the sun actually moving too

outer pendant
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A tricky aspect is that only one direct light can cast shadows at a time

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And as far as I was able to find, the shadow toggle on direct lights is unfortunately non-animatable

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My attempted solution was to disable the sun when it got below the horizon, but because the animation was controlling part of it, that meant it couldn't disable when going into the facility which left the inside hella bright

knotty narwhal
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mmmmmm

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and just increasing the speed of the sun isnt doable?

outer pendant
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For one sun with shadows, it'd be easy. Just set two keyframes to make a full loop and copy paste until midnight. Multiple suns is where you'd run into issues with lighting

knotty narwhal
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oh I don't want multiple suns

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Just the same sun but rotating like 4x faster than normal

outer pendant
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Oh then yea you should be able to just set some keyframes close together lol

knotty narwhal
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Alright bet! I’ll have to actually fix my sun first lol

unkempt gale
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i want to test my moon with my friends how they can play the moon?

sharp shuttle
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You create a zip file with the files they say + your lethalbundles

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and upload it and they'll be able to download it

golden osprey
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And if you don't want to upload it yet, you can send them all the zip file, and you can all go to a profile -> settings -> import local mod and pick the zip file you made/downloaded

unkempt gale
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sorry for that question but where can i find my lethalBundle files?

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nvm i guess i found them

unkempt gale
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it says this

golden osprey
# sharp shuttle https://thunderstore.io/c/lethal-company/create/docs/

You make a zip file with the required components here (it doesn't actually need it all for a local file, it's just more simple for uploading later).

To access the lethalbundle files for that zip, go to where the bundles are loaded from the Unity log when you package your bundles (Something along the lines of Assets->Lethal Company->Tools->BepInEx->IAmyBatby LethalLevelLoader [probably missed a step or 2 here])

Then you need to add 2 lethalbundle files to your zip file from here: The one for your mod, and the one for your actual level. You should have named them accordingly

golden osprey
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Yep that should be good as long as there aren't any errors in the manifest

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You can go to the Thunderstore website and under the Developer tab there is a manifest validator to double check

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You can also preview the README and CHANGELOG in that tab but that's unnecessary right now.

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For ensuring you have the required dependencies, I recommend downloading a moon mod file from the Thunderstore website directly to your computer as a zip file and checking how they have their Manifest file set up. Just make sure it's a LLL moon with no weird stuff (Bozoros or Atlas Abyss for example)

unkempt gale
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it loads now but ill get this error

outer pendant
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You might have a mismatch with the scene name expected by the EL and your actual scene name

outer pendant
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My bad, it's the Selectable Level script. The Scene Name here needs to exactly match the scene name of the moon you're loading

unkempt gale
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now it loads without error

outer pendant
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Great! :3

unkempt gale
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Thank you <33

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but my game crashes now everytime i load the moon in the normal game

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wtf

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now it loads

outer pendant
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lmao it's very possible that there's something that is occasionally causing the crash. Make sure your terrain is set to Draw Instanced and that if you have a bunch of grass details that their prefabs have shadows turned off

unkempt gale
outer pendant
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Nice!

green spear
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when i paint LC trees onto my ground

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they are rotated 90 degrees

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so tehy lay on the ground

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any way to change that?

outer pendant
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LC meaning vanilla?

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if so it's bc Zeekers didn't paint trees onto the terrains, he placed them down manually (aside from the random spawns)

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you could duplicate the tree prefab and adjust its default rotation to work with the terrain painter I think

knotty narwhal
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Ohh the base game trees? Lmao

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He’s motivated that’s for sure

outer pendant
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There's really not that many trees tbh

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The playable areas for vanilla moons are pretty small in comparison to most custom moons

knotty narwhal
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Yeahhh true

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Mine was going to be huge so I decided to make an area the size of a vanilla moon inaccessible

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I don’t want people to get too lost or overwhelmed or they just won’t play it

knotty narwhal
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So, what do I need to do in order to upload my moon? Export both my bundles, put them in a folder with an icon for the mod and that's it?

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Do I have to write a manifest too?

outer pendant
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Yee, and a readme

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Changelog is optional iirc

knotty narwhal
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perfect Yellowdudedancing thank you ::)

green spear
knotty narwhal
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Lmaoo

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I could

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It’s all done

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But I want to add some Easter eggs to make it stand out a bit

knotty narwhal
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Ah damn it I forgot to add navmesh

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I’m dumb

green spear
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@knotty narwhal make sure to Bake occlusion area

sour pier
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moon is stuck on waiting ship to land

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doesent say generating world or anything

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or the seed

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nvm Ig ot it

knotty narwhal
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I completely forgot about it

sour pier
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btw i was able to figure out how to change the lighting inside the imterior thanks to tolian. Def really nice to spice up the interior

green spear
# knotty narwhal Oh what’s that again

Boost your FPS and improve your game performance by using the Unity occlusion culling tool.
This is the BASIC tutorial, let me know if you want me to make a more advance one. in the advance tutorial we will learn how to create a Custom occlusion culling and change it, fix some bugs and more.

Want to read more?
https://docs.unity3d.com/Manual/Oc...

ā–¶ Play video
valid umbra
#

does it really boost the fps from 20 to 9000

green spear
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Nope xdd
But it does boost performance really well if set properly

knotty narwhal
green spear
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XD

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Basically
I recommend not only using occlusion area and LOD's but also to make a huge occlusion portal under the map, so when you're outside facility, the dungeon will be cut also

royal void
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does that work? I don't know how it handles occludees at runtime

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also not sure if dungeon stuff is set to be occludees

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I think Unity uses potentially visible sets for occlusion culling, and only bakes that information in the editor, so I wouldn't expect that to do anything, but I may be wrong

green spear
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Honestly i dont know, but i do it just in case

outer pendant
royal void
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would be interesting to see, but those occlusion portals are a part of the potentially visible sets afaik

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as in, it creates some portals with PVSes itself and then (presumably) assigns some PVSes to the manual occlusion portals as well

outer pendant
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I'll report back in prolly a half hour with the results

royal void
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worth noting that the Occlusion Portals documentation says that you have to bake it after creating the component

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my guess would be that the PVS portals are created on a grid and then any that intersect an object with an occlusion portal will bake multiple PVSes that are swapped at runtime

outer pendant
royal void
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I don't know that creating one of those actually affects whether the exterior gets culled, the purpose of occlusion portals is to change whether some part of the map is visible through the portal via a script

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based on my reading of their blog posts about occlusion culling, I think as long as the game knows that the camera can exist under the map and the backface threshold is set to 100, it should cull all occludees on the surface

sour pier
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or ingame?

green spear
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In editor

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You prepare it in editor so in game you have occlusion culling

royal void
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probably the main way to make absolutely sure that it culls the surface would be to make an extremely large quad block visibility of the terrain just below the surface, then you can use the debugging tools to determine whether it's properly determining the depth

sour pier
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also could someone help me try to fix my main entrance por favor?

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for some reason

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I can only enter from the right side

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and a mimic spawns half way in height

green spear
# sour pier

Check your collider size and its position and adjust if needed

green spear
sour pier
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so uh

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my game goes like this

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when I hit the lever

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I can still hear and scan

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but when i click esc I cant see anything but that screen but I can move my mouse

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cursor

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i can still exit out

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I cant find any errors

#

I only have these warnins but I always did

green spear
#

@sour pier show me your dungeon setting in selectablelevel object

ancient meadow
sour pier
#

once I fix this issue

green spear
#

:v

#

dungeon

#

its size

#

type

#

etc

sour pier
#

ohh im dumb you mean the selectablelevel section im stupid

sour pier
green spear
#

have you modified dungeon generation under systems>dungen?

#

or something

sour pier
#

yea

green spear
#

what properties did you changed?

sour pier
#

I added a box volume to level generation root

#

but it worked fine when I first changed it

green spear
#

are you using unity's terrain?

sour pier
#

the only changes I remember doing was changing the entrance teleport, I deleted the one I had and I replaced it with one from rend and combined everything from the tutrioul

sour pier
green spear
#

do you remeber what changed in this build?

sour pier
#

pretty sure it was only the enterance teleport

#

I remember adding a new prefab as well, but even when I removed that the issue still happens

ancient meadow
green spear
sour pier
sour pier
sour pier
#

thats the one I added

sour pier
#

I am gonna replace the bridge model with a new one I got

#

I am gonna make it darker and add some fog

green spear
sour pier
#

@green spear

green spear
#

weird

sour pier
#

also everything was working fine untill I changed the fire exit unless I messed something up by accident

#

that I didnt realize

green spear
#

anything other have been changed in this build?

green spear
sour pier
#

not that I know of

green spear
#

try looking at those fire exits

#

maybe you'll spot something that may lead us to answer

sour pier
#

is there a way I can revert back to the old scene or something?

green spear
#

only if you have backup or spaming ctrl + z

#

šŸ’€

sour pier
#

I could maybe spam ctrl z

green spear
#

have you baked occlusion area maybe?

sour pier
#

nah i didnt do the occulision tutrioul since performance on my moon was already really good

#

and I was lazy

#

oh snap

green spear
#

try to build your scene once again but make sure to remove old files and also try testing it in game rather than in editor

sour pier
#

I fixed it

green spear
#

what was the issue?

sour pier
#

I just built it and prayed the LC gods would make it work this time šŸ’€

green spear
#

maybe there was no issue other than corrupted build for some reason

sour pier
#

the blue lights do work in the interior

sour pier
#

it looks much better in game with the lighting and fog

sour pier
#

its def not amazing, but its my first time ever using unity

ancient meadow
sour pier
#

thx

#

I made a mistak

#

the dungeon spawns down there

#

so you can see the rocks and stuff where the dungeon is

#

if I move the dungeonroot will issues happen

outer pendant
#

Moving it can conflict with the backrooms mod, but it won't cause any base game errors

royal void
#

it's probably best to only move it horizontally, I believe Batby is planning to make its vertical position automatic

sour pier
sour pier
royal void
unkempt gale
#

yo my friend is trying to make his own moon but everytime he launches the game in unity he gets this textboxes

green spear
#

Lol

empty anvil
#

You can lower the size of 3d gizmos in the topright (if in scene mode), otherwise you can disable them in top-right in game mode

knotty narwhal
#

I'm having a really hard time with my sun :/

#

It takes 3 minutes before there's any lights on my moon and I've set every parameter to the prefab ones

#

it looks like this in the editor, but in game it's like the second pic

#

wait do i need my direct, indirect and moon to be at Rotation X= 0

#

nah that doesn't make sense

sour pier
#

I realized that there is no time in my moon

#

world

#

like the UI box that tells you the time

#

also is there a mod that just lets me fly or something

#

so I can go to the areas i need to test fast

valid umbra
#

i use devtools

#

or the dev essentials modpack

sour pier
valid umbra
#

kinda yeah

sour pier
#

alr thx

#

also do you guys know what object is accsoiated with time?

outer pendant
outer pendant
#

Was it missing?

sour pier
#

I had it ticked

#

I did remove some sunlight stuff under lighting

#

is it that?

sour pier
outer pendant
#

I don't think so, is the clock missing just in the editor?

sour pier
#

I dont use the editor cause its broken for me

outer pendant
#

Hmmm, did you alter the sample scene relay in your project? Bc the moon itself shouldn't have anything to do with the UI in this case

sour pier
outer pendant
#

It's one of the scenes, but if you don't know then you probably didn't lol
Are you testing with just the necessary mods?

sour pier
knotty narwhal
#

btw I fixed my issue by just deleting the keyframes and making my own

#

Buuuut I can't find reliable info online on how long an in game day is

#

is it 11 or 12 minutes?

valid umbra
#

why do you need to know the time?

#

im pretty sure most things relating to time use percentages

#

or graphs

knotty narwhal
#

I want to time an event on my moon at a specific time

#

Animations use time don't they

valid umbra
#

yeah just use an animation curve or whatever its called and make it percentage based

#

@outer pendant or @jolly pecan might know further on that

sour pier
#

its pretty important to know the time

sleek saddle
#

Audioreverbtriggers

#

Do the clocc

valid umbra
outer pendant
knotty narwhal
valid umbra
#

it kinda would, game runs inbetween 8am and 11:59pm, you'd just have to find the percentage that 11:33 is in lol

knotty narwhal
#

I understand what you mean

#

I just thought using actual time would be easier

sour pier
royal void
#

if it's a one-time thing, you may want to look at the TimeOfDay class

#

I'm pretty sure that's what updates the time and spawns enemies according to the time of day

#

and if it needs to be an animation, you can probably update the animation progress according to the current time and maximum time from that class

knotty narwhal
#

Is there a way to make switches between audio tracks more smooth? Like with a gradual transition between both?

sour pier
royal void
#

binder

#

the ship triggers are a likely candidate though for your case

sour pier
royal void
#

the game has to know when you leave the ship, so it has some colliders that trigger the player to be considered to be outside the ship

#

those exist in each moon afaik, not attached to the starting scene

sour pier
royal void
#

one way that I know of to check that would be to see if any of the ManualCameraRenderer.cams remain enabled when you leave the ship balcony while still facing towards it

#

can check that with UnityExplorer, none of those cameras should be enabled when you're outside the ship if the triggers are working

#

can check that by looking at the UnityEngine.Camera class's allCameras field, or just search for all ManualCameraRenderer instances to manually check each camera

sour pier
#

I cant even lie im still confused

royal void
#

about how to check it?

sour pier
royal void
#

have you used UnityExplorer yet?

outer pendant
# sour pier could u elaborate a bit por favor

The AudioReverbTriggers outside of the shipnavmesh objects have a bunch of settings in them that control several basegame mechanics. Cross reference your current group with a vanilla one, or just copy over a vanilla set and clear any audio changes out of them

#

I recommend cross referencing though, so you can see what's different

sour pier
sour pier
#

I dont remember touching the audioreverbtriggers tho thats the thing, but will still see whats different

royal void
#

lets you inspect every object and component in the game

sour pier
royal void
#

it kind of serves a similar purpose to the Unity editor, but I find it to be more useful in some situations due to the fact that it uses reflection and can show you private fields and call any functions

sour pier
sour pier
#

also the only changes I see is that I changed the audio to 0

outer pendant
sour pier
outer pendant
#

Try checking the AudioReverbPresets under System against the ones from Vow

outer pendant
sour pier
#

would that make a difference?

#

in the issue

outer pendant
#

Not for the clock issue

sour pier
outer pendant
#

Quintuple check it lol

knotty narwhal
sour pier
#

from vow scene

sour pier
#

when i try pasting it in

#

also when zaggy was talking about it being a 1 time thing, It wasnet a 1 time thing it happened everytime im on that moon

sour pier
#

also how would I add custom music

royal void
#

hmm? I didn't think I implied it was a one time thing, my bad if I phrased it like it was

sour pier
#

oh you said if

royal void
#

that wasn't related to the triggers

#

I was talking to binder about their sun animation thing or whatever they were trying to do

sour pier
royal void
#

yeah

sour pier
#

well im still have the problem which sucks I just gotta fix that and then I can finally release the moon

sour pier
sour pier
#

also if someone could help me with the time issue and the reverb issue that would be appreciated

sour pier
#

ok I am gonna be busy irl but I hope some can help me tmr morning

ancient meadow
sour pier
grave lodge
#

the particles are a nice change from just the flat fog, I may implement that into my moons xD

sour pier
grave lodge
#

i think im good, I want to see how to do it myself

ornate wagon
sour pier
sour pier
#

if someone could help me fix the issue with time that would be much apprerciated šŸ™

outer pendant
#

The clock still isn't appearing even with all of the reverb triggers and presets replaced?

sleek saddle
#

Check if ur missing the sky ones

#

I grab em off assurance

sour pier
#

let me explain

#

so when I copied and pasted the reverb triggers, they paste fine, except there in different posistions. The posistion is where the ship lands in game. For some reason where the ship is in the editor is not where the ship lands. I have the ship in the right spot in the editor too

sour pier
outer pendant
#

For the ship position, recopy it from a vanilla scene, bc that's the only reason I can think of that would mess with the ships landing spot

sleek saddle
#

Nothing can mess up the ships landing spot

#

im being nitpicky on your wording

outer pendant
#

Bc if your ship navmesh position is offset in the editor, then in game you won't be hitting the reverb triggers that do all the game things

outer pendant
sour pier
#

I also double checked with the one from vanilla

#

alr I pasted it in from vow now it goes into the same spot where it actually lands

outer pendant
#

you're killin me here lmao

#

If you run into that in the future, just copy the world transform of the playershipnavmesh in a vanilla scene and paste it onto your playershipnavmesh

sour pier
#

the issue still happens 😭 does the cube name matter for the reverb triggers

outer pendant
#

nope

sour pier
#

I might make a new scene and just copy everything over

outer pendant
#

at this point I don't blame you lol, idk what the issue is

sour pier
#

oh wait my audio changes arent at 0, could that be why?

outer pendant
#

possibly, it might be breaking the ART

#

Also technically it's not that they have to be at 0, they just can't be referencing missing audio clips

sour pier
#

alr

sour pier
#

bruh its still not working /:

outer pendant
#

Re-follow the tutorial to make a basic moon and see if it loads and works properly

sour pier
#

i guess I will do it again but I did follow through it

sour pier
#

lowkey i just give up lol

valid umbra
#

@outer pendant anything in the tutorial that needs changing?

#

I'm prolly starting g within the next couple days

outer pendant
valid umbra
#

guess ill wait for that

frail ridge
#

uhh I get this error when I try using the terminal:
NullReferenceException: Object reference not set to an instance of an object
LethalLevelLoader.TerminalManager.RefreshExtendedLevelGroups () (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_0001)
LethalLevelLoader.TerminalManager.RunLethalLevelLoaderTerminalEvents (TerminalNode node) (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_01BC)
LethalLevelLoader.Patches.TerminalRunTerminalEvents_Prefix (TerminalNode node) (at <519c156a8dbc4475bcf45d93d9f3cd0d>:IL_0001)
(wrapper dynamic-method) Terminal.DMDTerminal::RunTerminalEvents(Terminal,TerminalNode)
(wrapper dynamic-method) Terminal.DMDTerminal::LoadNewNode(Terminal,TerminalNode)
Terminal.OnSubmit () (at Assets/LethalCompany/Game/Scripts/Assembly-CSharp/Terminal.cs:529)
UnityEngine.Events.InvokableCall.Invoke () (at <10871f9e312b442cb78b9b97db88fdcb>:IL_0010)
UnityEngine.Events.UnityEvent1[T0].Invoke (T0 arg0) (at <10871f9e312b442cb78b9b97db88fdcb>:IL_0049)
TMPro.TMP_InputField.SendOnEndEdit () (at ./Library/PackageCache/[email protected]/Scripts/Runtime/TMP_InputField.cs:3149)
TMPro.TMP_InputField.ReleaseSelection () (at ./Library/PackageCache/[email protected]/Scripts/Runtime/TMP_InputField.cs:4146)
TMPro.TMP_InputField.DeactivateInputField (System.Boolean clearSelection) (at ./Library/PackageCache/[email protected]/Scripts/Runtime/TMP_InputField.cs:4184)
TMPro.TMP_InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at ./Library/PackageCache/[email protected]/Scripts/Runtime/TMP_InputField.cs:2161)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at ./Library/PackageCache/[email protected]/Runtime/EventSystem/ExecuteEvents.cs:106)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction1[T1] functor) (at ./Library/PackageCache/[email protected]/Runtime/EventSystem/ExecuteEvents.cs:272)
UnityEngine.EventSystems.EventSystem:DMD<UnityEngine.EventSystems.EventSystem::Update>(EventSystem)

outer pendant
#

I never did get a clarification, or if I did I missed it, is this when you run it in game or in editor?

frail ridge
#

editor

outer pendant
#

Go to the root of your assets folder, find the LCPatcherRuntimeSettings. Pretty sure you don't have your bepinex location set up correctly.

#

That's the error that occurs when LLL isn't present I think

frail ridge
#

okay

outer pendant
#

Yep. Click Open and make sure you have the plugins I showed in the video

frail ridge
outer pendant
#

all the files are in each one?

frail ridge
#

pretty sure

#

maybe its one of these other settings?

outer pendant
#

No, that looks fine. I'm gonna tag in @empty anvil and @sleek saddle for this

frail ridge
#

alr

#

well I fixed part of it

#

I turned that on and now I dont get the error anymore, but now my moon simply doesnt show up

outer pendant
#

Double check that the scene name in your SelectableLevel matches the scene name of your moon exactly
Then make sure you have the SL in your ExtendedLevel

frail ridge
#

yep I have them

outer pendant
#

I'm truly confused

frail ridge
#

i fixed it

#

I reinstalled unity and all the other things

#

and then dragged the old files to the new project

#

sorry about allat

outer pendant
#

Lmaoo well at least it got resolved

frail ridge
#

yeah fr

#

tysm

outer pendant
#

You're welcome ^^

sour pier
#

how would I add my custom music?

#

and play it in the interior?

sleek saddle
#

look at the -1 usepreset audioreverbtriggers

green spear
#

Alright
On what are we standing at rn?
Am i able to port my moon, or still everything is WIP and I should wait?

sleek saddle
#

for v50?

grave lodge
#

I assume thats what they are talking about

sour pier
#

how does one copy something from a vanilla scene

#

when I click split mesh it really breaks it

late ravine
green spear
sleek saddle
#

you dont need to change anything

#

youll wanna adjust how you do stuff for LLL but nothing required initially and nothign crazy

#

its mostly scriptableobject type stuff

knotty narwhal
#

How should I proceed to play a specific sound to all players at a specific time, a bit like the event on @jolly pecan’s Gratar (totally @ you for no reason šŸ‘€)

outer pendant
#

You could hook into the sun animation maybe?

knotty narwhal
#

You can do that?

#

I didn't know animations could include sounds!

outer pendant
#

You can animate a lot of things lol

knotty narwhal
#

Man. The more I learn, the more I enjoy creating stuff in Unity

knotty narwhal
#

all of Zeekers' animation sounds are based on triggers, not a specific moment in the animation 😠

#

they play when triggered and that's it

#

I'm unsure how to do it then

sour pier
#

he did that with bozoros

knotty narwhal
sour pier
knotty narwhal
#

lmao alright šŸ™‚

cinder wasp
#

for some reason all my terrain is shiny, anyone know how to fix that?

sour pier
cinder wasp
valid umbra
#

There's a guide for them in lethal wiki's custom enemy section

outer pendant
#

With an editor screenshot for comparison please

cinder wasp
# outer pendant Pic?

i accidentally deleted all my terrain it might take longer to get back to you than previously expected

knotty narwhal
late ravine
outer pendant
#

Look in Vow for the KillTrigger objects

late ravine
#

oh theres cause of death in the inspector

#

theres tons of things in the inspector im still processing mb*

outer pendant
#

oh sorry, go to March and look for quicksand triggers, they have an "Is Water" checkbox

#

I got confused lol

knotty narwhal
#

My god @valid umbra I just realized how everything works I’m an idiot sorry. Everything is about % not time

#

I’ve been bashing my head on my desk all day when you already told me

valid umbra
#

ye lol

knotty narwhal
#

My question now is: will the ship's door always close at 100% or sometimes a little under or over?

cinder wasp
# outer pendant Pic?

some new terrain but the issue still applies, but it's shiny in the editor here (probably was just less visible on the other terrain) increases in shininess with normal scale size

knotty narwhal
#

Okay. My sun animation works fine in editor but as soon as I try in game it just doesn't do anything past a certain point

#

it gets stuck on a random %

#

it's like the game just doesn't care what I do lol

outer pendant
outer pendant
cinder wasp
#

Smoothness is controlled by diffuse alpha channel

outer pendant
#

Show me your texture properties in the terraint Paint Textures area

cinder wasp
outer pendant
#

Go to your diffuse texture and let me see the import properties

knotty narwhal
#

šŸ’€

#

I probably did exactly that šŸ™‚

outer pendant
#

Well check first before I yell at you

knotty narwhal
#

You can yell at me

cinder wasp
outer pendant
knotty narwhal
#

I modified the base SunAnim

outer pendant
#

BINDER

knotty narwhal
#

Cute_Cry i screwed up

outer pendant
#

This is coming out of your paycheck corporal

knotty narwhal
#

damn it !!!

outer pendant
cinder wasp
#

i do believe i have no idea where to find that

knotty narwhal
#

Alright how do I fix my mess now

outer pendant
outer pendant
outer pendant
#

Why is that different than the one above lmao

#

and no, it might be in terrain settings?

#

I'm using the extra terrain tools from Unity so mine looks a little different than normal

cinder wasp
outer pendant
outer pendant
#

but dw about that

#

just find the overall terrain material

cinder wasp
outer pendant
#

Let's solve this first 🤭 cart before the horse and all that

#

okay, click on the material to go to it, then go to its inspector

#

also tick Draw Instanced

#

not having DI enabled can crash on loading the moon

outer pendant
#

That's what I wanted it to be, that's normal lol, don't worry

#

okay go back to your grass terrain layer and click on the image of the texture

#

it should take you to where the texture is in your project, then you can look at its import settings

cinder wasp
#

this should be it? it's the ForestFloor texture from the base game by the way

outer pendant
#

??? why would it be doing this then lmao

#

wait

#

in the texture painting, have you tried reducing the normal scale?

cinder wasp
#

with normal scale at 0, there's still some little shiny spots, mostly at edges

#

better image

outer pendant
#

Okay, two things to try:
Click on the color tint and see if altering the alpha channel there does anything useful
If that doesn't work, in the import settings of the grass, untick "alpha is transparency"

cinder wasp
#

can't find an alpha channel in color tint, and unticking alpha is transparency didn't work

outer pendant
#

did you click apply?

cinder wasp
#

yep

outer pendant
cinder wasp
#

Assets > LethalCompany > Game > Textures> Texture2Ds

outer pendant
#

Yeah that doesn't exist for me lmao

#

Just to check, if you remove the grass layer, the shininess goes away?

cinder wasp
#

unrelated to the shininess, quicksand doesn't seem to be appearing

outer pendant
#

set decal layer 2 in your rendering layer masks at the bottom of terrain

outer pendant
cinder wasp
outer pendant
#

okay so something's real weird about that texture

knotty narwhal
knotty narwhal
#

this bad boy

outer pendant
knotty narwhal
#

got you

cinder wasp
outer pendant
#

Might just have to use a different texture fam, idk what else to try

#

You can ask in dev general if you haven't already and maybe someone there will know

cinder wasp
#

so sad

cinder wasp
outer pendant
#

It's in terrain settings

cinder wasp
#

found it, thanke šŸ‘

sour pier
#

what is the thing that plays the default vanilla ambient music?

#

is it the reverb triggers?

outer pendant
#

Idk exactly where it is, but it's weird hardcoded stuff that's not easily changed on our end iirc

#

Our = Moon-creators

sour pier
#

im trying to add my own music but this overlaps

#

if its complicated its fine I will just add other background noise

outer pendant
#

I don't really know the process tbh

sour pier
knotty narwhal
#

well my animations are sadly still very buggy

sour pier
#

how do I stop fog from entering the facility?

#

and

#

one of my 3d models, when I export them, just dont appear

#

only part of it does

#

in game

#

this is in the editor

#

but the part that isnt the rotor doesent appear for some reason

#

actually nvm I think I figuired it out

#

I messed up with the animations

#

but i still have the fog issue and idk how to fix that

sour pier
#

btw i got it fixed

sour pier
#

how do I stop playing the sound effetcs when I get into the interior?

sleek saddle
#

entranceteleport

#

audioreverbtriggers

sour pier
#

alr thx

#

also im kinda confused how to set up node

#

liek this eyeless dog wont move

#

does it have to be touching the terrain?

#

the node?

#

or should they be below the ground?

#

I think its an issue with my nodes

#

these are what my nodes look like

#

oh wiat

#

wait

#

I Think i forgot to bake my enviroment

#

thats why

knotty narwhal
#

it's really weird. On some runs the animation just doesn't play and sometimes it plays way too early. Sometimes it's super fast and sometimes super slow

#

it's very inconsistent

grave lodge
#

After adding the physically based sky from sfDesat package it seems that my planet thing in the sky is more affected by fog than I would like, is there a way around this, I dont necessarily want to get rid of the fog rendering on the material since that makes it look a bit strange.

outer pendant
#

You could try putting a local fog volume around it set to overwrite with a less dense value

grave lodge
#

ooo, good idea

#

never thought of that

#

Ill see how that looks

sour pier
grave lodge
#

Does anyone know of a way to prevent lightning striking in certain areas?

#

I currently have a temporary fix but it still tries to strike lightning, playing sounds and stuff

valid umbra
#

the place where you setup the area for lightning, is there any option about masking or something similar?

grave lodge
#

Not sure what you mean

valid umbra
#

hmm i havent setup a moon yet so idk how it looks, but can you show me how you add lightning onto the moon?

grave lodge
#

Ah, I dont think there is a thing that nessecarily adds lightning, I think it is hardcoded in

#

same as foggy weather

#

only works for a certain area, unless im wrong

valid umbra
#

I'd have thought there'd be some sort of area object that had a center for the affected areas in lightning, im not too sure then

#

@sleek saddle would prob know

grave lodge
#

Fair

#

Ill see, im going to probably work on other stuff and test while I wait for a response

#

Right now I have a collider below the roof to stop lightning from striking xD

#

Actually, I may just forgot to set the colliders right

#

since im noticing that there isnt an actual collider on the roof of the cave area

sleek saddle
#

idk

grave lodge
#

Np, I think I figured it out

cinder wasp
#

development of fray is going decently well i believe

sour pier
#

also what controls the footstep sound?

cinder wasp
sour pier
cinder wasp
sour pier
#

alr ty

knotty narwhal
#

I need this so bad

knotty narwhal
#

I just can’t fix my animations so I thought I’d try it in the actual game because I’m going crazy by lol. I kinda can’t figure out how to export my bundles tho

#

Either im extremely bad with Unity (highly possible), the editor is bugged and doesn’t show the animation properly or the way sun anims work is stopping it from working

grave lodge
#

can I see the photo of the hierarchy in your scene that includes where the sun stuff is?

knotty narwhal
#

My sun anim controller and animation aren't the default ones btw

#

In the editor, the whole animation works wonderfully, but in game, it's different and inconsistent

grave lodge
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Id personally say, try creating custom animations

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I havent tested my stuff in game yet so it might just be a general quirk

knotty narwhal
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custom animations?

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Like I should give up on the sun anim and just create a whole animation?

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I guess this would work better wouldn’t it

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I’d have to see how that works

grave lodge
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Uh so basically

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What I personally did is copy the sun anim controller

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And their animations linked

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since I dont really know how to add conditions myself

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It allows you to do some more things

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For me, I added a stormy ambience with the overcast condition and an eclipse ambience with the eclipse condition

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It allows for a bit more customization and might work better since you are targetting the animation directly

knotty narwhal
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But weirdly enough it just don’t work

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Perhaps there’s a setting I haven’t found that’s messing me up

outer pendant
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They should automatically get pulled in, but try marking them for bundling just in case

knotty narwhal
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Well the animation is there and happens

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It just doesn’t happen as seen in the editor

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It’s very buggy and inconsistent

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I could record a side by side

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If you want

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The problem I’ve been having these past hours is the animation just stopping 3/4 of the way there

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I have also noticed that copying the animator and animations gave me these warnings of duplicate assets. I didn't mess anything (so far) and I was wondering if I should address it or it's alright

sour pier
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at the very end is the info

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the thing is is that im not seeing any errors

outer pendant
outer pendant