#How to Make a Custom Moon in Lethal Company | Lethal Level Loader
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u need landmine and turret in ur map objects
how would I add that?
SelectableLevel
seems like that's a separate issue actually
it corresponds to this line:
GameObject gameObject = UnityEngine.Object.Instantiate(currentLevel.spawnableOutsideObjects[j].spawnableObject.prefabToSpawn, position2 - Vector3.up * 0.7f, Quaternion.identity, mapPropsContainer.transform);
hm
so something is messed up in my scene?
do you have an object with tag MapPropsContainer set up? seems unlikely but good to rule that out
I would've expected it to error out sooner if that's not there
Im not sure, but that sounds familaer
by tag do u mean the name of it?
nah, there's a specific dropdown on game objects that selects tags that it should have
it may also be named MapPropsContainer, though, I don't recall
this?
by what u mean by tag?
yeah, that
yea im not finding anything called maprpopscontainer
that's probably your issue then
looks like on Rend it exists under Environment/MapPropsContainer
you would simply add an empty object named MapPropsContainer and give it the MapPropsContainer tag and then it should work
oh yea I was messing with rend so that must have messed it up
ty
oh I gotta add it to my moon not rend
yeah
problem still happens
I just copied and pasted it from rend
I mean the error
What is it used for BTW?
I have no clue why should i have one
it's basically a folder for objects that spawn after generation
ah, yeah, same stack trace
I would suggest checking whatever in the editor corresponds to spawnableOutsideObjects
alr thx
also there is
this error too
pretty sure its the same thing too
in my selectable level
should I just remove these things?
actually
im dumb
I forget to click save scene
after adding the map prop thing
it works!
oh nice
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?
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.
damn
im still confused on making a ladder
I split combined mesh
but then then the railing texture disspears
looks like this then
it still looks like that
nvm I got it
how do I do that
i didnt know you didnt know this but you do not need to do this
oh alr thx
what was the object that lets you scan the main entrance
I remember it in the tutrioul
but I forgot what its called
nvm got it
almost done with the moon, only creature spawns left
what the heck bro
š
i reassign them anyway
the only thing you gotta care about
i forgot
the main entrance will be the lowest id
@grave lodge are you still having issues with your fire exits?
@sleek saddle for some reason all of hers are pointing to ID 3
ingame?
yea, so they all lead to the same exit
she's LLL-pilled off my tutorial
yeah but LE does some weird stuff with entranceteleports if its installed
ahh mayhaps then
I think I messed up the fire exits
ok nvm
I dont know what I did to trigger this error again
ughhh
Yepp
Dont have LE installed š¤·āāļø
can i get a log of when that occurs
me or rosie?
rosie
mb, ye hold on
Do you want the entire log file?
ye
Alright, heres that
whats the issue with your fire exits @grave lodge
The correct about of fire exits spawn in the interior, but they all lead to the first outside fire exit
& No enemies spawn in the interior
Does this happen without cullfactory
ah, let me check
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? š¤
Your are right, all the issues are linked to CullFactory
Do you know how id add support to CullFactory?
I tend to do that xD
Well ig I didnt misread since I knew that, I just didnt know if that was fine or not xd
Actually I think I misread that lol
0 - Facility
1 - Facility Large
2 - Mansion
3 - Yours
Ohhhh
I've been out most of the day so I was just looking on my phone
Got it
It sometime hangs on clicking playmode a bit, that's par for the course
It shouldn't even be able to go into online mode, but you should always click LAN
Are you using the experimental v5?
of Nomnom's patcher, I mean
it's just whatever is on the main branch
the issue for me is that it doesn't just hang for a bit, it's stuck like that even if i come back to it like 10 mins later
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)
wait
im a fucking idiot
i had faststartup in my bepinex folder this whole time
..........
i forgot i had it load my bepinex folder
lmaoooo at least now there's another thing to check for the future
š š
it works so well now after i removed it
can't believe i didn't realize till now
does the mic not pick up audio by default when running the game via unity editor
is there a simple fix for that
probably not
š
this error would occur if your interior has a DoorConnection with one of the Doorways being null
no idea how that happened, but it definitely doesn't seem like it should be happening
probably something messed up in your tiles or doorways somewhere
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
first thing I would check is that all your tiles have empty lists for AllDoorways, UsedDoorways, and UnusedDoorways
those being non-empty caused issues for LC_Office previously
Got it
What about Entrance & Exit doorways. Should those be empty too or does that matter less?
do you mean tiles that have entrances/exits in them?
hmm, lemme try and check
those seem like they're meant to be set up, yeah
nvm they dont huh
they aren't set by DunGen at generation time
I think this issue would specifically be related to AllDoorways though
Yeal
I have nothing in All Doorways in any of my tiles it seems
this is the code that sets up the final door connections
all their counts are 0?
since what I'm wondering is if one might have a null as an element
yep
not sure how that shows up in editor
gotcha, hmm
you don't Destroy() any of your doorways, do you?
No, I dont think so. I dont mess with the c# stuff other than registering a config and extended level
interesting, okay
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
something weird is going on here lol
story of my life with this stuff xD
yepp, like the packaged mod or the unity project?
just how it would be for r2modman is good
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
Am i able to change global Sky and fog volume while being outside and indoors?
For eg, having two volumes and switching between them
I think so? I know you can have multiple volumes with different priorities. If you mean linked to the time, then it'd just need to be a unique sunanimcontainer + animations
No, i mean when im inside facility, the global fog is Turned off and when im outside its on again
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
I mean, i could have two volumes, one without the fog
But am i able to switch them while entering facility?
like wesleys moons does?
I wouldn't say that wesley's moons do that
Facilities had fog inside in each moon i already played
Which I dont like
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
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
You'd have to ask them, I'm just the moon tutorial guy lol
So, its better to add local fog?
I'm still referring to the main environmental volumes, not a local volumetric fog object
Oh
I was wondering what local does
So by setting it to local i can set its bounds where it generates?
Yep. This would also allow you to have special post-processing on your moon that doesn't affect the interior
You're welcome :3
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
Lem bundles are only for lethal expansion
You'll bundle your lethalbundle files in with your mod following the documentation Danielus posted
So I put them with the manifest readme and icon then it's good ?
Yep, then zip it and upload it. It needs to be .zip, not .7z if you're using 7zip
thanks a lot that was a quick answer
yw
when trying to dl from thunderstore I get "Unable to resolve to a suitable thunderstore mod"
Does it tell you why?
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.
I tried tweaking some settings for the sun but it still keeps that red tint
What do you have in your global volume?
this here?
I'm also unsure if I've accidentally disabled something importing in here
??
Lemme see the sky volume instead, do you have volumetric clouds?
no clouds at all no
I see you were already on Horizon Tint, that would've been my next guess lol
Disable the components in your volumes until you find what's causing the change
I tried every component and even Sky Volume as a whole and nothing
I'm so confused
disabling lighting as a whole doesnt even fix it lmao
dunno how this works but changing the texture's colour itself to be less red doesnt help?
it changes every single texture to be redder
Try altering your fog colors
that does sound very annoying
also might help to know the exact effect, whether its actually making things redder or doing something like increasing saturation etc
Oh wait, it might be your exposure compensation in the sky volume
oh?
Whoops, that was Tolian's screenshot
What about your post processing volume?
That's odd if it's bloom doing that, or do you have some other post-processing somewhere?
Time to disable every object in the hierarchy until you find the culprit :P
pain
lol
but true
This is insanity
nothing fixes it
I have disabled everything
what kind of stupid setting have I tweaked
Did you mess with the scene camera exposure? Top right of scene window camera icon
I don't have it enabled sadly
Smh what have you done then š
I have no idea
I have tried upgrading my existing project to URP many times and every time all my models have a red tint after upgrading to URP. I have tried upgrading from unity 2020 and unity 2021 to URP but the issue is the same in both cases. Here is before upgrading to URP: Here is after upgrading to URP: My models are imported using Blender wit...
Looks like this guy has my problem, but no one found the solution lmao
I posted my question in the unity discord, let's hope someone knows
Good luck!
Check the lighting tab and see if its the runtime shadow color affecting it
this?
Disabling it removes all shadows but sadly doesn't fix my problem
There is nothing in here. Is it normal?
This is what I was told in the Unity server
I'm starting to think that this is how Lethal Company works and I'm trying to change something that cannot be changed
Every moon gets that increase in contrast
maybe I am not meant to change it
You are meant only to suffer
I'll take a screenshot later with and without post processing on Auralis to see if I get a similar result
Yeah, it sure looks like it

Thank you Chief, I appreciate it š¤
Add another post processing volume that cancels out the red tint :p
Damn, it is much more exposed indeed
Try messing around with this in your global fog
I mean I donāt mind keeping the high exposure too much, but imo the first pic looks less harsh on the eye
Alright letās try this out ::) thank you
Color Mode wasn't ticked and putting it to Sky color doesn't change anything and Constant color changes the fog's color but doesn't affect my terrain at all
how in the hell am I even supposed to choose a color, it's so hard
this one will do
This one?
I think there's an object under Systems/Audio that has ambience in its name
yep
Are there a way to use the water that appears when flooded on my moon so I can use it as sea?
Can't really find it on my own, with what seems to be water being purple error
@warm timber This is the pack that me and some others are currently using for water
https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-hdrp-207454
Ideally the actual built-in hdrp water would be used, but currently LC can't render it
Ah, thank you!
this is definitely a moment in history. thank you guys so much @green spear @outer pendant
UHHH also huge sound warning
it's very loud
I'm so happy, I've been stuck on this for two weeks
no problem bro
the colors no, but I'll cope
I dislike the red tint on my sand texture, but I quite like it on everything else
It doesn't look bad at all in game when I think of it
It's somewhat worse in editor
Is it a terrain painted texture?
is there a way I could add keyframes to change the color of the sun through the day you think?
uhh
Absolutely
I think?
I think you can tint textures in the terrain painter
oh yes sorry it is painted
Is there a good resource like a video you'd recommend to learn how to do that? or is it pretty simple
I guess its just about adding keyframes in the sun settings? but I've only ever done that in Premiere Pro, not Unity lol
Nothing I can personally recommend. It's pretty much the same as in most video editing stuff. You add a property, then set keyframes. It also has a record function that lets you move to the frame you want to set your next keyframe, and then everything you adjust while recording automatically gets keyframed in
can someone help me to make a custom storylog for my moon?
Hello, @unkempt gale, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
Just be sure to make a unique animator and animations, otherwise you'll mess up vanilla anims
Custom logs aren't yet possible, but they should be coming with the next LLL update
Ahh okayy thank you
@knotty narwhal I'm stressing this btw lol
So it isnāt different from like props animations? Iāll watch a few video on Unity animation and I guess Iāll understand how pretty fast then :)) thank you
Oh
I'm pretty sure all unity animations follow the same principles
Alright I guess Iāll also learn how to do that with videos?
idk how possible that is, but most (if not all) properties you can adjust are keyframe-able I think
"that" referring to what you deleted
I have an idea on how to do this
From messing around too much
I learned from Spielberg that you donāt have to see something to believe itās there

The length of the day on your moon should be 22 minutes lol
(not actually though I think that causes some issues)
I'm not even sure if/how that setting actually works lmao
I'd like to make the sun rotate around my moon like 4 times in a day tho
I don't think that'd be impossible?
i guess you could have your default sun be invisible then use animationevents to set a second one to a certain value?
It's certainly animatable, but it'd be a lil confusing bc of the time lol
You're also talking about having the source of direct light loop around, yea? Or just "a sun"
yeah both
day lights night lights day lights x4-5
with the sun actually moving too
A tricky aspect is that only one direct light can cast shadows at a time
And as far as I was able to find, the shadow toggle on direct lights is unfortunately non-animatable
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
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
oh I don't want multiple suns
Just the same sun but rotating like 4x faster than normal
Oh then yea you should be able to just set some keyframes close together lol
Alright bet! Iāll have to actually fix my sun first lol
i want to test my moon with my friends how they can play the moon?
You create a zip file with the files they say + your lethalbundles
and upload it and they'll be able to download it
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
sorry for that question but where can i find my lethalBundle files?
nvm i guess i found them
it says this
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
like this?
Yep that should be good as long as there aren't any errors in the manifest
You can go to the Thunderstore website and under the Developer tab there is a manifest validator to double check
You can also preview the README and CHANGELOG in that tab but that's unnecessary right now.
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)
it loads now but ill get this error
You might have a mismatch with the scene name expected by the EL and your actual scene name
so i have to rename something?
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
omg my fault i changed the name of my scene thats why
now it loads without error
Great! :3
Thank you <33
but my game crashes now everytime i load the moon in the normal game
wtf
now it loads
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
with draw instanced fixed it i guess
Nice!
when i paint LC trees onto my ground
they are rotated 90 degrees
so tehy lay on the ground
any way to change that?
LC meaning vanilla?
if so it's bc Zeekers didn't paint trees onto the terrains, he placed them down manually (aside from the random spawns)
you could duplicate the tree prefab and adjust its default rotation to work with the terrain painter I think
geez
There's really not that many trees tbh
The playable areas for vanilla moons are pretty small in comparison to most custom moons
Yeahhh true
Mine was going to be huge so I decided to make an area the size of a vanilla moon inaccessible
I donāt want people to get too lost or overwhelmed or they just wonāt play it
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?
Do I have to write a manifest too?
perfect
thank you ::)
release today maybe?
Lmaoo
I could
Itās all done
But I want to add some Easter eggs to make it stand out a bit
@knotty narwhal make sure to Bake occlusion area
moon is stuck on waiting ship to land
doesent say generating world or anything
or the seed
nvm Ig ot it
Oh whatās that again
I completely forgot about it
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
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...
does it really boost the fps from 20 to 9000
Nope xdd
But it does boost performance really well if set properly
Thank you š„ canāt wait to play with 9000 fps lmao
XD
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
does that work? I don't know how it handles occludees at runtime
also not sure if dungeon stuff is set to be occludees
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
Honestly i dont know, but i do it just in case
Occlusion portals can be set open and closed at runtime, so it should be able to cull anything across it even if it's newly instantiated I would think. Easy enough to check tho, I'll test it with my interior generation setup and see if it'll cull properly
would be interesting to see, but those occlusion portals are a part of the potentially visible sets afaik
as in, it creates some portals with PVSes itself and then (presumably) assigns some PVSes to the manual occlusion portals as well
I'll report back in prolly a half hour with the results
worth noting that the Occlusion Portals documentation says that you have to bake it after creating the component
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
Yea that makes sense, and corresponds with the test I just ran. However, I think it's still worth having one so that being inside the facility can occlude the exterior. Idk how exactly camera render distance culls, but it doesn't hurt to have one
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
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
is this in the editor
or ingame?
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
so the performance boost will happen in game is what I am saying?
also could someone help me try to fix my main entrance por favor?
for some reason
I can only enter from the right side
and a mimic spawns half way in height
There is and object that determins where player should be placed after leaving, make sure to set its position correctly
alr thank you!
so uh
my game goes like this
when I hit the lever
I can still hear and scan
but when i click esc I cant see anything but that screen but I can move my mouse
cursor
i can still exit out
I cant find any errors
I only have these warnins but I always did
@sour pier show me your dungeon setting in selectablelevel object
alr
under which section
ohh im dumb you mean the selectablelevel section im stupid
yea
what properties did you changed?
I added a box volume to level generation root
but it worked fine when I first changed it
are you using unity's terrain?
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
yep everything was working fine before my recent build
do you remeber what changed in this build?
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
Can I see the screenshots?
show me your entrances
its not very high quality lol
alr
I am gonna replace the bridge model with a new one I got
I am gonna make it darker and add some fog
weird
also everything was working fine untill I changed the fire exit unless I messed something up by accident
that I didnt realize
anything other have been changed in this build?
do you remeber what you have changed?
not that I know of
try looking at those fire exits
maybe you'll spot something that may lead us to answer
fire exits look fine to me
is there a way I can revert back to the old scene or something?
I could maybe spam ctrl z
have you baked occlusion area maybe?
nah i didnt do the occulision tutrioul since performance on my moon was already really good
and I was lazy
oh snap
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
I fixed it
yep I just did that
what was the issue?
I dont know even know lol
I just built it and prayed the LC gods would make it work this time š
maybe there was no issue other than corrupted build for some reason
probabaly but its weird that happened twice
lesson learned: make a backup scene before any major chanegs
the blue lights do work in the interior
I will send some in game screenshots later
it looks much better in game with the lighting and fog
look nice
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
Moving it can conflict with the backrooms mod, but it won't cause any base game errors
it's probably best to only move it horizontally, I believe Batby is planning to make its vertical position automatic
yea I can move it horizonatally
whiich thing should I move
rip I dont really play with the backrooms mod and its kinda dying
probably LevelGenerationRoot, but you can confirm by checking which is the first ancestor with a non-zero local position
ty
yo my friend is trying to make his own moon but everytime he launches the game in unity he gets this textboxes
Lol
i think i have icons enabled
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
okayy thanks
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
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
is there flight tools in that?
kinda yeah
In your selectable level, make sure you have "Has Time" or something similar ticked
ty
Was it missing?
nope
I had it ticked
I did remove some sunlight stuff under lighting
is it that?
I don't think so, is the clock missing just in the editor?
no in game
I dont use the editor cause its broken for me
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
maybe I did how where would I find that?
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?
nope
let me test that
yea issue still happens with necassary m ods only
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?
why do you need to know the time?
im pretty sure most things relating to time use percentages
or graphs
I want to time an event on my moon at a specific time
Animations use time don't they
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
well I mean when someone is playing the game
its pretty important to know the time
but why
no
Audioreverbtriggers
Do the clocc
cuz thats how the base game does things afaik lol
Why is it always those things
that's fair, but a curve doesn't help me know when 11:33 in game is, that's all I meant
it kinda would, game runs inbetween 8am and 11:59pm, you'd just have to find the percentage that 11:33 is in lol
i dont remember really chaning that
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
Is there a way to make switches between audio tracks more smooth? Like with a gradual transition between both?
are u talking to me or binder
could u elaborate a bit por favor
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
oh I get it, but I dont see whats the issue with mine
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
alr ty
I cant even lie im still confused
about how to check it?
yea
have you used UnityExplorer yet?
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
never heard of it
alr thx
I dont remember touching the audioreverbtriggers tho thats the thing, but will still see whats different
it's a mod, a very useful one for debugging
lets you inspect every object and component in the game
alr let me add it
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
sounds useful, will probabaly install it once I start my next moon, I already want to just be done with the one im working on, im so tired of looking at it now lol
so when I paste in the audireverbtriggers from vow, it says something about network object it also renames the numbers
also the only changes I see is that I changed the audio to 0
Make sure you paste it under the Environment object
Try checking the AudioReverbPresets under System against the ones from Vow
I will check tomorrow, I need to go somewhere but also I had a cube stop casting a shadow
would that make a difference?
in the issue
Not for the clock issue
yep presets is the same
Specifically whichever preset has Outside in its name
Quintuple check it lol
OH
alr for some reason when i paste it from vow into my scene even under enviroment, it goes into the wrong posistions and have the wrong names
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
also how would I add custom music
hmm? I didn't think I implied it was a one time thing, my bad if I phrased it like it was
u said it here
oh you said if
that wasn't related to the triggers
I was talking to binder about their sun animation thing or whatever they were trying to do
oh cause the wording of our problems are similar
yeah
well im still have the problem which sucks I just gotta fix that and then I can finally release the moon
also if someone could help me with the time issue and the reverb issue that would be appreciated
ok I am gonna be busy irl but I hope some can help me tmr morning
thank you, do you think it look better than the other screenshots from before
sure
the particles are a nice change from just the flat fog, I may implement that into my moons xD
I can send you the prefab if you do
i think im good, I want to see how to do it myself
thank you!
if someone could help me fix the issue with time that would be much apprerciated š
The clock still isn't appearing even with all of the reverb triggers and presets replaced?
Im having issues with the reverb triggers now
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
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
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

I beleive I have it in the right posistion tho
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
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
alr ty
the issue still happens š does the cube name matter for the reverb triggers
nope
I might make a new scene and just copy everything over
at this point I don't blame you lol, idk what the issue is
oh wait my audio changes arent at 0, could that be why?
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
alr
bruh its still not working /:
Re-follow the tutorial to make a basic moon and see if it loads and works properly
i guess I will do it again but I did follow through it
lowkey i just give up lol
@outer pendant anything in the tutorial that needs changing?
I'm prolly starting g within the next couple days
Not 100% sure, but it should still work just fine. I won't know for certain until the LLL update comes out
guess ill wait for that
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)
I never did get a clarification, or if I did I missed it, is this when you run it in game or in editor?
editor
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
okay
alr im there
you mean that?
Yep. Click Open and make sure you have the plugins I showed in the video
all the files are in each one?
No, that looks fine. I'm gonna tag in @empty anvil and @sleek saddle for this
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
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
yep I have them
I'm truly confused
i fixed it
I reinstalled unity and all the other things
and then dragged the old files to the new project
sorry about allat
Lmaoo well at least it got resolved
You're welcome ^^
look at the -1 usepreset audioreverbtriggers
ty!
Alright
On what are we standing at rn?
Am i able to port my moon, or still everything is WIP and I should wait?
for v50?
I assume thats what they are talking about
how does one copy something from a vanilla scene
when I click split mesh it really breaks it
Feeling a little lost on how to add water volumes to drown myself in. looking around the discord skimming other water discussion has maybe misled me. any guidance appreciated, but please ping me as i am likely going to fall asleep https://youtu.be/2ScTFCcareM?si=GnSnXyTVuVQJlfg- i should look at the vanilla ones tomorrow... likely tired ^^
Yep
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
How should I proceed to play a specific sound to all players at a specific time, a bit like the event on @jolly pecanās Gratar (totally @ you for no reason š)
You could hook into the sun animation maybe?
You can animate a lot of things lol
Man. The more I learn, the more I enjoy creating stuff in Unity
all of Zeekers' animation sounds are based on triggers, not a specific moment in the animation š
they play when triggered and that's it
I'm unsure how to do it then
ask lethalmatt
he did that with bozoros
trueeeee thank you
and once you know how plz share with me š
lmao alright š
for some reason all my terrain is shiny, anyone know how to fix that?
I would reccomend just looking up "unity how to fix shiny terrain"
it's only shiny ingame, so none of the results from a search help
Pretty sure you can just use AnimationEvents
There's a guide for them in lethal wiki's custom enemy section
Pic?
With an editor screenshot for comparison please
i accidentally deleted all my terrain it might take longer to get back to you than previously expected

may i ask how you set up water to drown? is there an additional volume you add? im not sure how vow and march do it and i looked around.
Look in Vow for the KillTrigger objects
only instant? no drowning?
oh theres cause of death in the inspector
theres tons of things in the inspector im still processing mb*
oh sorry, go to March and look for quicksand triggers, they have an "Is Water" checkbox
I got confused lol
My god @valid umbra I just realized how everything works Iām an idiot sorry. Everything is about % not time
Iāve been bashing my head on my desk all day when you already told me
ye lol

My question now is: will the ship's door always close at 100% or sometimes a little under or over?
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
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
Try lowering the smoothness of the texture
Did you make a custom animation or did you just modify a vanilla one without duplicating it? >_>
Smoothness is controlled by diffuse alpha channel
Show me your texture properties in the terraint Paint Textures area
Go to your diffuse texture and let me see the import properties
o no
š
I probably did exactly that š
Well check first before I yell at you
You can yell at me
unsure of what you mean
Nah I wanna save my voice for certified yellings
I modified the base SunAnim
BINDER
i screwed up
This is coming out of your paycheck corporal
damn it !!!
this stuff
i do believe i have no idea where to find that
Alright how do I fix my mess now
Okay actually, let me see the terrain material you're using in Paint Textures
Just duplicate your modified version, rename it, replace the default one in your SunAnimContainer
this?
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
i gave it a name
I meant it having a slider
but dw about that
just find the overall terrain material
perhaps i should get that
Let's solve this first š¤ 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
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
this should be it? it's the ForestFloor texture from the base game by the way
??? why would it be doing this then lmao
wait
in the texture painting, have you tried reducing the normal scale?
with normal scale at 0, there's still some little shiny spots, mostly at edges
better image
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"
can't find an alpha channel in color tint, and unticking alpha is transparency didn't work
did you click apply?
yep
Where is this located? I'm not seeing it in the assets
Assets > LethalCompany > Game > Textures> Texture2Ds
Yeah that doesn't exist for me lmao
Just to check, if you remove the grass layer, the shininess goes away?
gwuh
unrelated to the shininess, quicksand doesn't seem to be appearing
set decal layer 2 in your rendering layer masks at the bottom of terrain
also does this affect it?
yeah, that seems to remove the shininess
okay so something's real weird about that texture
@outer pendant I duplicate the controller right
set alpha source to none
this bad boy
Yes
got you
nope, didn't work
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
so sad
anyways i'm unsure of how to do this
It's in terrain settings
found it, thanke š
what is the thing that plays the default vanilla ambient music?
is it the reverb triggers?
Idk exactly where it is, but it's weird hardcoded stuff that's not easily changed on our end iirc
Our = Moon-creators
oh okay so its not possible to remove, or even just disable it or something?
im trying to add my own music but this overlaps
if its complicated its fine I will just add other background noise
I don't really know the process tbh
alr thx
well my animations are sadly still very buggy
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
btw i got it fixed
how do I stop playing the sound effetcs when I get into the interior?
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
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
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.
You could try putting a local fog volume around it set to overwrite with a less dense value
were u able to figuire out this issue?
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
the place where you setup the area for lightning, is there any option about masking or something similar?
Not sure what you mean
hmm i havent setup a moon yet so idk how it looks, but can you show me how you add lightning onto the moon?
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
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
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
idk
Np, I think I figured it out
development of fray is going decently well i believe
looks really nice
also what controls the footstep sound?
whatever the floor is tagged as
in terrain?
for any object, just using terrain as an example
alr ty
wtf this is so cool looking
I need this so bad
I just canāt fix my animations so I thought Iād try it in the actual game because Iām going crazy by lol. I kinda canāt figure out how to export my bundles tho
Either im extremely bad with Unity (highly possible), the editor is bugged and doesnāt show the animation properly or the way sun anims work is stopping it from working
love the vibe
odd
can I see the photo of the hierarchy in your scene that includes where the sun stuff is?
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
Id personally say, try creating custom animations
I havent tested my stuff in game yet so it might just be a general quirk
custom animations?
Like I should give up on the sun anim and just create a whole animation?
I guess this would work better wouldnāt it
Iād have to see how that works
Uh so basically
What I personally did is copy the sun anim controller
And their animations linked
since I dont really know how to add conditions myself
It allows you to do some more things
For me, I added a stormy ambience with the overcast condition and an eclipse ambience with the eclipse condition
It allows for a bit more customization and might work better since you are targetting the animation directly
Ye I did that
But weirdly enough it just donāt work
Perhaps thereās a setting I havenāt found thatās messing me up
They should automatically get pulled in, but try marking them for bundling just in case
Well the animation is there and happens
It just doesnāt happen as seen in the editor
Itās very buggy and inconsistent
I could record a side by side
If you want
The problem Iāve been having these past hours is the animation just stopping 3/4 of the way there
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
my moon keeps crashing when I try to land
at the very end is the info
the thing is is that im not seeing any errors
Should be fine I think but you can mark them for bundling in your non-scene bundle and it'll prevent that, and a side-by-side wouldn't help me in particular for debugging lol
Likely culprits are either you have some high amount of grass or similar that's casting too many shadows, or your terrain isn't marked Draw Instanced in the terrain settings
