#fallen-aces-modding
1 messages · Page 5 of 1
got it to work finalyl
let's see what's going on here
what
certainly a first level
there's 8 dudes 4 fire axes and 1 car
idk what else you expected
there's also a floor sign
yeah??? why is it there
because i put it there

i was trying to make the gloomwood fishery but it was too hard so i decided to make 8 dudes 4 fire axes and 1 car
over ambition much???
make a playable map first
i wasnt planning on finishing it i was just seeing how possible it was
does this count as playable
oh it's possible, just learn the tools first!
yeah i also first wanted to make the dusk e1m1 but then settled on something simplier
i mean it at least launches
now you can try something with a goal
you can use the meredith (nightmobile) as a level end point
ok
then you can try some simple scripting
it's kinda hard, but ask around here
i'll be glad to help
very nice to see a new soul getting into this
where do i save my level before uploading it
hm?
just save it to a txt file
oh
just wherever, it doesn't matter
just don't delete or lose it, you need it to update your map
i have all mine saves in a special folder for example
yeah sure
oh also you can update your mods instead of bloating the workshop with fixes
just select the "load" option in the uploader and load the original .acesmod file
than replace the mod directory with the directory for the new version and BAM
update
ya did it wrong again
this is your setup
all your content here should be in another folder
8 dudes in this case
sorry i had to go for a bit
ok lemme try again
im 99% sure its not going to work this time either
dude stop uploading new workshop items every damn time 💔
so
there's a file named 8 dudes
inside that there's another file named 8 dudes
inside that there's the attached photo
show the path
the first folder is supposed to be named episodes
your mod folder works like your acesdata folder
so it goes
so i use the episodes folder or the one above
Mod Folder \ Episodes \ 8 dudes \ episode info, levelm poster
Just like the actual game goes:
so i use the one above the episodes folder?
AcesData\ Episodes \ Heart Of Glass \ episodeinfo poster chapters
use it for what
put it in the mod directory in the mod uploader
yeah
okay i uploaded it
i also deleted the others
it's not about getting this mod specifically to upload its about learning how to upload mods properly
okay well fuck i cant even find my new map on the workshop
oh it was because the preview image was too big
YES! IT FINALLY WORKS
.ban 1020235950430879784 bot
picked one at random
:o: Banned adam_devourer_of_souls8967#0 (Case #43656) (user notified with a direct message)
works for me
thanks
for future reference please do the ticket system
ok
they're in tenebris somnia channel too
Hey chataling can i print a variable with the show notification script?
there desperately needs to be a way to view models in editor
its annoying booting the game constantly just to move a tree a couple inches to the side
even just an outline of the extents of the hitbox would suffice
flora models have previews
like the thing called flora model, it's very useful
try it out
When modeling a map. How do you make the walls into those see trough squares that you can pass trough?
I was checking out the Mansion level and figured out it showed a handy way of modeling exterior and interior floors by having each be on a new layer. But in order to get this to work, I need a reliable way to make two different squares to not block each other.
Click on the wall, select Plane Options, uncheck Visible and Solid
Ah. I tried that but it didn't yeld the square-cross texture. Will that appear automatically or?
do you have a texture applied to the invisbile plabe?
like anything different than the default one
As far as I am aware, my stuff is factory preset. Tough let me check.
Nah, I am just an idiot. who mistook the redness of the selection for it meaning that the plane texture itself was red.
It seems to work now. Though it does beg a simple question. Is there a way of resetting this aside from the undo button?
you can select invisible planes by holding tab
While in 3D mode? I keep trying but it dosen't seem to work.
oh shit i meant alt sorry
There, we go. Thank you so very much!
Oh and also embed assist
https://files.catbox.moe/x2lugw.png
Is this your first map, you're doin very well if so
Even if it aint your first map
Oh and you should so add orange street lights here
The contrast will be beatiful
Nah I made Crystal Set for Sale a whole back
Im still super pissed it’s incompatible cause the files are on an old laptop and I cant figure out how to decompile workshop maps
I finally learned how to use SetMoveState so I can get rid of those door platforms
and that silly secret goon timing mechanism that may or may not have been discovered by anyone
Workshop maps are stored in steamapls/workshop/content/114419...
Not sure bout the numbers
Oh and please fix tge file size if you do reupload it
I think packing core game files messed it up
Yeah, why the HELL did you do that
Map was 5 gigabytes
it just came out that way lol and i really couldnt be assed to fix it
map making is annoying enough
Is it? It's really fun for me
im used to gmod map making so sector geometry goes against every fiber of my being
as well as having to only work in plan view
and having no script documentation so i gotta experiment a bunch and stuff just starts not working for no reason
This new map has a giant conveyor belt that I spent several days trying to figure out
which currently only half works so i just have to pray nobody interacts with it for the 20 seconds it doesn’t work every 40 seconds, and that they dont stay on the map for more than 10 minutes lol since i cant figure out how to get a loop to work with ingame flags or in the script
but the brushwork is alot of fun when it works
You can pretty much do anything except for dragging vertices around in 3d tho
Oh and adding a thing
You could probably get a loop by typing simething like
While((Equal)1, 1)
{
}
Or something like that
Not sure tho, might wanna check
Except rotate sectors along an axis other than y
I’ll try to test that in the future
Ohhh yeah that
There also desperately needs to be a measuring tool
I mean, rotating sectors isn't used that often
It took me way too long to realize “1 unit” the entities referred to was 1 grid square at grid size 7
true but i couldve really used it in my map rn :(
Select the "lines" mode in 2d view and check the very bottom line of the console with a line selected
I was measuring large objects out with the trigger entity for gods sake
There is a "length :" line
Absolute lifesaver
dang i never thought to try that, nothing ever appears in the console I swear
Strange, it should appear if you hover over a line
Is it possible for the edge of a slope to be completely flat when said edge is not orthogonal (i.e face is aligned parallel to x and z axis)?
The sector on the left is rotated 45 degrees and has the slope rotated 45 degrees, yet the edge of the slope is like .25 units thick and its ruining my build
as opposed to the right image which shows a completely flat edge
also we could really need a visual representation of the axis in editor for like MoveState reference
adjusting floor height seemed to work but now I have a negative sector that has a positive height dif which may mess something up, oh well
Right now only 0, 90, 180, 270 slope rotation works properly, so 45 is bound to cause glitches
I've heard that this will be corrected after ep2 releases, we'll see
strange, website doesn't load for me
hey, is there a way to check if the player has died with scripts?
maybe you can try using delia's damage logic as a workaround but idk if that would work
Old Hotch and Heavy lore
How large can a map be exactly?
Like, is the areal 1/4th of what the hammer editor has, or could I hypothetically make gm_bigcity as long as I keep the vertices number in check?
I dunno, try it
I remember a 2000 x 2000 square working just finr
It had nothing in it tho
It's like 4km squared play area
Oh and what are ya trying to do here?
I think catbox only works for 24 hours
trying to place a house diagonally so it contrasts with the other regular houses. The 45 degree slope is for the roof.
I hope the workaround doesnt render my map incompatible when the next update drops
thatd really suck to have happen AGAIN
the gameplay in the map kinda sucks even with all the planning so it has to atleast look nice for this to have not been a wasted endeavor
Ok not to be rude but crystal radio was like totally you screwing up, not the update
Also what's the workaround
lower the floor value so its below the ceiling. The sector properties show a positive height, but visually it looks like a negative sector
I havent tested extensively its interactions with other entities like lighting or pathing, but collision seemed fine when I stood on it
no positive sector space even appears below wedge, atleast I havent seen any
Might cause some serious rendering fuckery
lol maybe
does this look good
yes
Something something cockored sharting
But yeah lowwaltzuinely looks pretty nice
kickass
Made this event actually like kinda function if the player interrupts
im so lost on how to make a note in the editor trey said in his video "make a note in a thing and put it in a thing"
Ok so first of all you'll have to write your note
done ts
Create a subfolder inside of your level folder called "Notes"
inside of this folder make a .txt file
Notes are formatted in a specific way, you can check it out by looking at a note from an official level
so as you can see inside of your .txt file you'll have to make a general info section and then a section for each page of the note
these sections are seperated by these brackets {}
the first page consits of the note's name, the rest of the pages can have any text you'd like on them
the title that you write on the first page will be displayed in the journal
it's really easiest to just copy a note from an official level and change out the name and text
accidentally broke my map then the editor crashed
what did you even do
opened something wrong ig I got most of the map back in a pervious map save
uh huh
anyway uhh back to notes, shall we?
Still doing some fixes to my map. Considering I have no idea how this note stuff works it will take my a while but we all got to start somewhere.
still completely lost
where?
everywhere. I took a break because I was just messing it up (yes im that bad please don't eat me)
can't even save it into the acesdata it just wants to save in documents
All parameters for the CreateDisturbance script command
the mod shows up in my fallen aces menu now after doing some file stuff it has no poster and doesn't do anything when I click it (haven't finshed with file stuff)
got a lil distracted from trying to get notes in my map
Yes!!
it'd be very nice to have a no mantle parameter for these things
Where can I view the parameters for other commands?
Is that file in the steamapps/common/Fallen Aces directory?
Is there an expanded SDK Document? I'd like to get some destructable geometry going but im a bit stumped. (I know I can just load in At Goons Gate to see an example but i wanted to give the discord a try)
https://discordapp.com/channels/240195284695646209/1378501435385315378/1451339842515632239, ok got the answer to the question. After checking I assume there's no expanded Doc?
It'll have information added to it with time
Oh, thats sick
Oh no, that was me digging trough source code
For a moving geometry (on event) i think i just need a
- Referenced sector
- Event triggerer
- Script thing
- Move state thing
- Movable geometry thing
- Txt file in script folder
Aside from filling them out correctly, is there anything else?
That's alla them
🫡
also a single movestate cannot be simultaneously referenced by two seperate movable geometry
Though so, i’m doing a double sliding door, so I think I might just do double whole thing based off the same event
dusk is a good source of inspiration
sector staircase or texture staircase?
EWWW STRETCHED TEXTURE ALERT!!!!!!!!!
uhh sector looks nicer but texture is easier to go up i think
also enemies cant use the sector staircase
ah right happened to me with the hotch heavy rope bridge
they don't like the gaps
add like an invisible ramp maybe
literally oldest trick in the book
I think all the source engine games do that for pathing
Are best practices for making a destructible wall without a visible crack just setting the wallcrack to scale 0?
what are you tryin to do with the wall
if you want the wall to only be destructible with an explosive you need a wall crack
setting the scale to 0 will just make it not work i think
if you want the wall to be breakable with regular damage just tick the "breakable with damage" box in the breakable geometry properties
Oh forgot about that one, thanks (the scale 0 crack does work in my experience though)
layout's pretty much done, just gotta add some buildings
custom textures probably won't take too long
Episode 2 before episode 2
Well it won't do anything by itself, you need to go to it's properties and select an event on which it's supposed to get found
ahhh ok
No clue, i don't think it matters tho
You can emulate the style in any software
i actually do just like using mspaint
Oh damn
i was being genuine
Very well then
Halp
damn
i will just explain it
i have a note that one use triggers an explosion event and summon enemies event
but the explosion activates as soon as i enter the level
and i cannot dmg the enemies
is this common?
You must've screwed up your events tgen
The explosion should be linked to the "event on use", not event on pickup
ahhh ok
but it works fine when i interact with the note
it just activate prematurely
and then activates again when i use the note
and what about invincible enemies
hold on i will record gameplay
Genyinely no clue
Yknow what just send that txt over, i'll look at it when i have some time
fixed it
i removed the event from the note's "event on pickup" field
it was probably causing issues as the goon has the note in his inventory
couldn't get the invicible enemies to occur
holy shit he's gotta have some seriously jacked legs to do a fucking bunny hop like that
navmesh links will never fail to impress me
genuinely what are you even doing with nav mesh links to make enemies just kinda spawn in
and also fucking fly
IDK
you might've cursed your aceED by creating throttlin gooning 1 tbh
haunted geometry,
speaking of nav mesh links
i did the thing. it works now. also the invincible enemies are no longer there
cheers mate
ok now
how do i add stuff to the note?
Ok so first up create a subfolder inside of your level folder called "Notes"
In the "Notes" folder make a txt file
Notes require some specific syntax, so the easiest way to add text to your note is to just copy the text from a note from an official level and then change out the text
Once you have the content of your note, go into AceEd
In AceEd make a note thing
The note thing has 2 important properties, show on event and path
Show on event is self explanatory
In the "path" window type in the name of your txt file (without file extension)
Note should show up in game
Thank oh AceEd prophet
givegadget flashlight in the console
Will running this command in a script also give the player a flashlight?
also how long did you have to experiment in the console before you found that
I think so
You could also use the gadget in world thing
Found a screenshot of my oldest level
It was made before the release of AceEd
Even before the beta tests
So this was made with god damn notepad
thats actually impressive
Oh also it was based off an map belph made earlier
Which was a giant dirt planw
You can actually trace hotch and heavy part 2 back to that map, as they all pretty much share a chapter info
just modified heavily
bingeton lore
Deep lore
this was peak mapping in early 2025
nice
Consider a quick trip to the general store before your next saloon visit
terrific vibes
what about the specific store
Thanks, it was real fun to make, since general stores are pretty much just full of random crap
Why did he superglue himself to the wall
spiderman
Umm, how do you delete "things"? I cant find it in the documentation.
No, i cant be that easy...
it was, i was hitting backspace 🤦♂️
select a thing in 2d mode and press the delete key
nevermind
1 might encourage to player to use it as a platfrom, which is not necessarily a bad thing
Also 1 looks nice if you add curves to the pole on top
And maybe drag the vertices back a bit to make it less square
10 days no axe posting on the workshop 
ill learn acesED and fix that
Please just make something good💔
Or well
Put effort in
4746747 axes and 473674367387 dudes (your computer explodes)
touch grass, bingass
breathe some fresh air
abandon the lead for at least once second
Take a break for six or seven minutes
eeeeeeeeeexactly
six or seven minutes outside, touching grass
breathing some fresh polluted city air
and then going back to eating lead
Ingesting carbon dioxide instead of lead sounds pretty fun
you'll come back to lead eating with a fresh mind and new perspective to put into your levels i'm sure
St Andrey Metropolitan or Rockysprings, which one's the vibier?
St Andrey Metropolitan, you get that nice urban tension between intention of appearance and reality. Though its very close.
is it similiar
Hotch and heavy part 2 playtest!
yeah
warning, this shit is still unfinished!
Are textures for the next update being pushed into the main game branch? I swear I see new textures everytime I work on my map
i hope they dont revert it too far I've already started using PD doors in my map lol
Can you make hotch and heavy set in kazakhstan
Spend multiple years learning kazakh to rerecord all voice lines in kazakh
Not actively, there was an update adding some e2 textures a while back
Hotch and heavy never
New Axes entry supposedly in the works 🔥 🔥 🔥
Yeah sure i'll take anything atp💔
atp i should just credit dusk in the workshop description
it gave me a lot of ideas for tg2
House
peak modding in like mid 2025💔
I made a tank but I have no way of posting because I don't have a rank yet
post it to like imgur or something and paste the link in
Can't
I'm british
What's catbox
That rocks
thats one cool ass tank
thank you
oh yeah that's pretty damn cool
i forgot if tires have a rotated variant of the texture, but if they do, consider changing these to be vertical
they do, and this was done on purpose
since its tank tracks
neither am I
forgot how treads work
Does anyone know what script handles the slow door break in the intro of e1m1?
HitDoor()
(onGoonsArrived.txt)
Terrific, thanks
liquid box thing
elaborate
actually nevermind
This architecture doesn't look Cornish at all
someone wasn't paying attention to the deep hotch n heavy lore
mike only builds a teleport machine during part 2, so he couldn't teleport to cornwall before
how do i tie a note to a note pickup
make the note pickup a usable, then have the note event on use, for example event 4, then have the note show on event 4
hello
I was curious if replacing textures like mike's face or fists is currently supported through workshop compatible modding, or if that would require using bepinex or something?
oh no, you can only replace sprites for like props and decals
got it
what were ya tryna do?
oh I just had an idea for putting a friend's character in the game over mike since they're kind of similar, but it seems like that wouldnt work
yeah I know it would be a huge amount of work but just starting with replacing the hud portraits lol
nah, nothing of the sorts is possible, it's just custom levels for now
👍
fallen aces doesn't recognise chinese text 💔
Also how do I make water not see-through?
When I use the fog value it only works when you are in water not outside of it
Yeah if you're changing the liquid box settings it'll only work on the liquid box
RIP
Change the global settings
oh thats curious
There's a fog thingamabob there
Elaborate
Make an inverted sector, give it a liquid texture, make the floor and ceiling not solid
Not really, just make the water texture a plane
I haven't used the editor in like 2 weeks thats not very good for learning it but I'll get back on it at somepoint
Lock in!!!
hey, how do I make a custom faction
It’s mentioned in the latter half of trey’s Ace ed video I think
Away from my pc but it looks like you toss
faction_color = 0 "red";```
into the chapterinfo txt
He mentions it here (58:36): https://www.youtube.com/watch?v=tMco6ol2Ewc&t=3515s
I probably should of watched that video
It's a good source of knowledge, but not entirely necessary to have fun modding
LETS GO, IM A GOON NOW
Whats the plan boss? Sorry boss makes the rules, Im just a ref with a gun. What was that?! Oh just a shattered bottle, probably fell from a shelf that I cant see in this dark room.
the plan is to post a sneak peak right now you knucklehead! boss told us that if we don't get more sneak peeks here he's gonna bite more than just our fingers off damn it!
Oh yeah, I've done my part. This job is so easy, you just need to get one sneak peak and repost it every week. Boss is gonna have no problem with me.
REPOST!? listen the boss' already got my balls in a vise grip, repost ain't gone cut it!
I've been trying to make a room like the barber shop, like it's got an interior but it's also an outside that is viewable how am I supposed to do this?
ok so for the interior room just make a normal sector
then, to make the walls from the outside, use inverted sectors
make the inverted sectors invisible from the inside so that they don't clash with the interior sector
and if you want like windows and doors, cut up the interior sector and make the section where the hole is supposed to be invisible and non solid
OH AND FOR YOUR OWN SANITY!
make the interior and exterior on separate layers!
THAT'S WHAT I DID
good, good just keep it like that
When I added the windows it broke
how did it break?
yeah but like how did the "breaking" look like
what was wrong
the walls started clipping
Even though I already made them invisible
they just because visi-
Oh I think I realise what happened
yeah walls become visible when you cut them
playtesting is very serious business where no fun is allowed
MAPLE LEAF RAG!!
should try and find a way so the civilian never turns around
absolutely unplayable now
Grove
hey uhh you forgot the notes
but yeah what can i say
it's certainly a map
Yeah.
For my first map it's fine....
It's a map of all time
exactly it's a first map
I'm mostly just adding crap in without thinking about cohesion
yeah that's a good way to learn it
learn how to do everything important before making a coherent level
Learning experience
messing around with dusk textures
aces x dusk fusion level??
we already got an aces textures level for dusk, only fair to flip the script
🙂↕️
how do i even set up checkpoints without objectives
saw the checkpoint location thing but it doesn't really seem to do anything
Big things happenin' in March
https://www.youtube.com/watch?v=ykJKR716BdE
See ya in Rockysprings. March 2026.
Music Used :
Better Get That Piece Out - Josh Barron (on Soundcloud)
we need more mod trailers
They are very fun
i think that the only other fallen aces mod with a trailer is umbutchers
very sads
Hopefully the multimillion dollar franchise has one for its next entry
multimillion dollar franchise?
You know, the iconic multi-part fallen aces map series
no
what is the multibajillion dollar franchise
cant believe the big b forgot about the dudes and fire axes
oh, that
right
dudes and fallen axes
the reason throttlin gooning 2 was delayed so many times was to not steal the spotlight from dudes and fire axes
whatever you say
A tragedy, loved 1’s combination of highier effort & lower brow
just made the best texture pack ever
person who made that series is a fucking genius i tell you
they would have been able to take over the world if they were not making mind blowing fallen aces maps
any news on when the updated editor becomes available for public use?
episode 2 i'd assume
sounds reasonable
Average evening in Rockysprings
Some of the original pictures behind the Hotch and Heavy adverts
does this texture look out of place
Kinda yeah
Send that texture over
literally just took it from dusk
Hmm yeah gimme a moment
nah that one is too pixelated for a watercolor filter
it'll probably wont matter that it looks out of place since you wont see this texture up close
is this reactor envirovement friendly?
Holy shit dingleberry made a dark fountain in his basement, crazy
Fucking awesome tho
Do add some reverb tho
Gravedigger
Holy shit good slopes
cool shovel
i think the reactor is gonna have a similar feel to the golden tower where you can see it throughout the level and finally enter it at the end
JASON ADD SPOT LIGHTS TO EPISODE 2 AND MY SOUL IS YOURS!!!
Rare footage of civ male playing something that isn't Maple Leaf Rag
https://x.com/BingassFA/status/2024921445587988884
Hello twitter. Today I bring you a huge ass fucking giblet explosion. Hope you enjoy.
i like how bro is still playing while you do that
bro is in the zone and cannot be taken out
would it be possible to make springfield
hypothetically
nevermind
I forgot how big springfield is
I'm not making that
Realest shit spoken on this channel?
Make a Springfield 1903 instead
hotch n heavy prequel???
Since mike has to leave town for e2 imagine if we get a new hideout
And a system for episodic hideouts
Imagine custom hideouts
that'll screw up the base game tho, won't it
didnt check
well yeah you're replacing the hideout file
it's gona replace the hideout
Hey, trying out the new map, How am I supposed to get up onto the dock that goon is on at the town? I don't see a way up to get to him
you can mantle onto the rocks there
there's a little sloped bit
Ayo there's a hole here in this cell.
Also, so far at least, map is really hard and really dark. It could use some more weapons and healing items. Some spots could also use some guiding light, those rocks to get out of the lake are across from the dock and the dock really grabs my eye when I get to the town. Having there be a lamp or something by those rocks to get out would make it clearer. Same with the tunnel when the bridge blows earlier, I presumed the tunnel the goons came out of was a dead-end monster closet.
what difficulty are ya playing on?
Easy. I know, I know, skill issue.
However, there's a lot of enemies with ranged weapons, more so than there are weapons so far. Generally just a metric ton of enemies period.
Even on easy, when there's this many enemies that you're resorted to fight bare-handed, that can start to chip away at a players health.
The level is also really dark and it's hard to tell what's going on and where to go. A lot of these locations seem to be made as spaces first and don't mesh as well as they could in the flow of a level.
Visually impressive and likely took you a lot of time, but the visuals can only carry so far when this optional area looks good but is filled with so many enemies that the usable resources I have run dry before I figure out that I didn't have to go into that space to begin with. The little police station has like 40 dudes in it as an example.
I do like the radiators though
When they gonna add cornwall
Finally got around to adding sector shadows, so the level doesn't look as monotone anymore. Detailed the unenterable Orchard street houses and background buildings.
how bout you hit the bricks pal
Think fast chucklenuts
why the hell are images not allowed on this channel what
Should we ask the mods about that or?
fixed now
how do i make table? like a table that is part of geometry? im not sure how to make the top as it sits above the legs
I'll record a little tutorial for ya when i get home
can youse see it?
Use inverted sectors to make each part of the table
should be a part in the basic mapping guide that explains them in detail
you should put the top part of the table on a different layer to make it easier as well
thanky kind saar! 🙏
Glorious
You have been given access to episode 2 version?
hell naw, that's just footage from vriska
Ah!
Nah not yet.
made table now
Show table
you used normal, non-inverted sectors for the legs
try selecting them, going into properties and between "floor height" and "ceiling height" click the icon showing two arrows
it'll flip the sector to be inverted
table no longer has funky legs! tis a joyous day!
Normal legs? What's next? Teztures?
is it possible to make individual enemies stronger than usual?
no. teytures
awww man. i wanted a boss enemy
i have molotov mook at end of hallway
i just wanted more hp so he wasnt complete push over once you sprint towards him
also stronker mollies
You could elevate him or sum to make it harder
And have a few enemies, molly mooks really don't too much on their own
nah i wanted a long hallway
its fine
maybe he will the boss's henchie
can you give them unique names?
i dont htink thats possible
maybe i give him unique gang name
how do i do that?
i saw you named yours ziad
i wish there were more online resource for this kind of thing
Go to the chapterinfo of any official level, you'll see some lines with function in them
Copy over those lines to your chapterinfo, change the name color and number if you wish
If you have multiple factions, they will always attack each other
oh so its impossible to make certain factions not attack each other?
Nah
Maybe with the more advanced faction relations in episode 2 it'll be possible
There's a faction color line somewhre
Yeah the faction color determines the title only
Molly mooks def work best when used somewhere high, same goes for snipers. Putting them in a strategic position is what makes em a threat.
Nearing completion - now it's mostly furnishing, detailing and scripting left.
haven't made an aces map in a while
pretty lighting
Is this a reference to anything in particular or did you make this up on the spot?
it's not a reference to anything i just wanted to make a crappy apartment
real
Blue ass tv
Slurpee TV
Idk
Not only will the Benedettos murder you for money, they will also muck up YOUR own carpet with YOUR own blood! This is why I voted for Glassjaw damn it!
Why would that prevent you from making levels
i wouldnt say it is, really
just been a bit out of the loop for too long, but ive been getting back to it
although i should really work on making actual levels and not just maps 🛌
vehicle pallete reference
Vee hicle
Piss icle
Does anyone remember which radio channel number is used in chapter 3?
Either they're out of order or I'm confused about how many there are
Nevermind, it's 3. Guess I overshot the first time round
legit one of the best fallen aces mods out there
you've done an amazing job
Thanks, much appreciated!
You got any hints on where the rest of the secrets are?
I found only one which is in a ||vent||
I also don’t want to open level editor just to find them, feels cheaty despite playing a single player game
Another one is in the ||garage safe, but you need to find the code|| . Two more are ||on roofs of Orchard street houses, you need to look closer there||
the ||garage safe|| didnt activate secret command
let me double check
nvm it does
just need to collect the ||tripwire||
you should change the ||safe|| to trigger after ||it's opened||, not after ||the tripwire is taken||
in general make the secret items tied to other events, not picking the item up, makes it way less annoying to secret hunt, if someone doesn't end up taking the item
ok
"Water, water, water! Where's the water?!" - while running on puddles
Don't the goons drown in large bodies of water?
I don't think that'll cut it boss
Stop, drop and roll still should be better than on a dry floor
It's not like he's completely soaked in gasoline
Too bad the goons are stupid
It's impressive how they stay on their legs somehow tho
what do you call the measurement unit in fallen aces maps
is it like doom where its map units
In hammer editor it's hammer units, so I say we call them AceEd units
goon units
Goonits, for short
"Yeah so that room should be around 5GUs long"
"GU? What does that stand for?"
"Goon Units"
Yeah i got 5g in my house. Five goons
don't ever trust no man who doesn't fuck with somewhat imposing art deco towers
Maybe later
It's also not russian
Any idea what might be causing these flashes / texture glitches?
Are there any rules to making water to prevent these bugs? I have one sloped, non-solid brush, liquid entity is at the same height
so the water plane has a slope? maybe that's the problem
only seen flat water planes in the levels i played so far
I think I had the same problem with cuboid brushes because the ocean floor was made up of some sloped sectors
Tried it again and it was even buggier due to sector overlap
you gotta make your water sector thinner
it ain a bug, what you are seeing is the small gap between the sector. If you make it paper thin, have the ceiling and floor height the same should fix that.
Ahh, so it's supposed to be just the water surface?
Yep, that fixed it. Thanks!
jason im begging you if you're reading this please add model previews for everything in the editor
You think you're the only one?
Also don't stick the cigs in there manually, that's pyscho. Use the inside entity feature.
YOU CAN DO THAT???????
that the only way to do it.
Also did you consider using the caustics water texture instead? Would probably fit a tropical theme better
It's lore building. The local water supply has been polluted by foreign fishing vessels dumping waste in local waters
I tried it but didn't like how it looked. It's sunset, so the darker ocean texture I have now makse sense
I can finally talk here now
How doth one add texture to the ladders
Make an inverted sector
Oh God do I actually have to make ladder models manually
You can't add textures to the ladder thing, it's just supposed to be placed over an inverted sector
Texture
That's mega fatty ngl
Would have thought for such a small and common item it would have it's dedicated piece
It does as i said there's a ladder texture
Just make a tall rectangle and apply a ladder texture to it
Wait really? I don't need to make each rung?
And then place the thing over the sector for the climbing
No, the ladders are all flat, take a look at the ones in the base game
My mind be playing tricks on me
this is the kinda shit lovecraft imagined in his schizophrenia
i dont know whats wrong. all sectors are neg
my entire map is buggin out. i didnt even change anything relevant to these areas
Did you set any high values in editor? Because it doesn't like high values
uhhh shit maybe
one of the walls for a new building is like -3.099999 recurring or something like that
Hmm, maybe, maybe
it happened after i made the ladder
Hmm, send it over, i'll troubleshoot later
wait is the global properties on a texture global to all textures
ok will send over now
thx again mate 🫡
It is global to that specific texture
ah ok
umburghium reactor ptsd
True goons stand near ridicilous environmental hazards for the protagonist to take adavantage of.
︀︀#fallenaces
**👁️ 1 **
tried taking a look at it, this fuckass level might be beyond saving honestly
what were your most recent additions to the map?
maybe just nukes those idk
playing this genuinely made my head hurt, i think it's just cursed by now
😭. The most recent additions were some layers I added
"I think his pal saw me. Yes, yes he did."
"Dad I'm not a crazed gunman, I'm an Assassin."
"Ah come on, your breaking my heart. I ain't a crazed gunman pa, I'm an assassin"
"Look, one's a job and the other's a mental sickness"
check out my EVIL fallen aces playtest!
uhh recordings apprecitated or sum
Where do I put this?
AcesData/episodes
It's fun, but very dream-like at the moment, really needs more decor.
and I easily goenn out of bounds here
Also maybe decrease the amount of money this goon gives?
well yeah, didn't bother with decor to make it easier to change things around
already workin on it
oh shit uhh yeah gonna add an insible wall there
yeah i gotta spread the loot out more
anyway thanks for playtesting or sum
feed me recordings if you can bothered
Sadly, nah.
I think you could raise the level of the building or somethin? Or just add fence.
cozy
Lights can be parented to movable geometry so they move along with it
Like a lightbulb on an elevator
Oh like the tram in chapter 5? Cool
no the texture of the floor
go to 2d mode
select the sector who's floor you want to change
there should be a floor texture thingy
and choose the one you like, there's plenty of options!
dang my editor skills are starting to get rusty
Uh what
Que
Can we please get the option to resize the AceEd window?
It worked fine on my laptop but for some reason on my Mini PC it doesn't fit the whole screen automatically
press f1 for fullscreen
Ohhh, right, thanks 🤦♂️
I have been just using it windowed this whole time
anyone remembers the way to rotate sectors?
shift and rmb
has anyone tried replacing mike arm sprites? idek if that's possible but just wanted to put that out there.
i think it is possible. wouldnt it just be a HUD modifications
nah. talking about arms specifically. not hud.
I always assumed that the arms were a separate hud layer