#fallen-aces-modding
1 messages · Page 2 of 1
that's some dialog heavy map, respect
lmao luckily its not gonna be mine 😭
i think i heard it's gonna be ashx00's next big release.
after palooka maze
palooka maze is going to be peak
it probably isnt
im on the maze portion rn
i dont think i can figure out the big doors youll have to find buttons to tho
ill find a way never mind
but it still gonna be good
maybe
its my first level, possibly
im trying to paste an image of the maze
do i not have image perms
like im finished with the maze
now i just gotta add the palookas you gotta run away from
i've officially added in the big palookas
now i've gotta figure out how your supposed to make the doors you gotta open with buttons
- place a door (add a 'thing', then right click > 'general' > 'definition' > search for 'door')
- place a button (add a thing, then right click > 'general' > 'definition' > search for 'button')
- attach button to the wall by rotating it in the wall direction and placing it next to the wall (rotate by right click > general > angle, white line emitting from button should be directed to the wall)
- send event on button click: first do right click the button > 'decal' > 'special' > select button, then there will be a property 'event on press', where you set the event (just a number)
- make the door unlock on the event (right click the door > 'door' > set the same number to the 'unlock on event' field)
- make the door locked by default, so player can't open it without using the button: right click the door > 'door' > check 'lockable', and then 'settings' > check 'locked'
ok
while you were editing it i was putting on the textures for the main labryinth
efficient
oh yeah also how in the world do i make the level end actually
is it another thing that i have to use
wait another 5min i guess
but that would be the last one, no worries
ok
imma put on animal crossing music with rain in the background while i work with the doors now
that's the way
To end a level (one of the ways):
- create an event trigger: create a thing > go to definition > search for event trigger
- in trigger properties (right click the trigger) you can configure it's size and events you wanna emit on, for example, entering the area
- create a script file: right next to the txt definition of your level create 'Scripts' directory and create txt file there
- put the script there:
Main()
{
EndLevel();
}
- then back in the editor create a script instance: create a thing > definition > script
- in script properties (right click) go to 'script' tab, set the name of the script file you wrote earlier and set the event on which you should execute the script (the same event which you trigger by entering the area)
then in the game if you step into that area, the level should end
second way: put the fuckin car in the middle of the maze
no further explanation
it's better be a good maze
its definitely a maze
question
do enemies just roam around normally
or do i have to set up one of those patrol thingys
oh, i haven;t worked with enemies so far, so not sure
if you want them to move even before they see you then i'd expect that yeah you have to deal with waypoints (the patrol thingy)
but again - not sure
fuck it im putting in the car
try making the script i swear its not that hard
ok fine
lets gooo
makes me wonder if we should have some preset scripts or something for simple cases like "end level"
rq i wanna save how do i do that
i know i gotta press the save button but how do i do that properly
Enemies will not roam around on their own no. You have to give them set patrols.
oh
as in being able to set them up inside of the editor?
a preset tab in the script thing with would come in handy tbh
I just mean having some pre-existing scripts that you could select
so you don't have to write them yourself
yeah that'd be nice
having setMoveState and setLightState as pre-existing scripts would also be nice, that way you'd only need to type in the variables
only downside is that you would need to know which variables they are
how do i do patrols
i've been workin on it for a bit and i placed all the buttons for the doors
i have a tin little outdoor area as well cuz why not
Check the steam guide
fine
It's what it's there for.
ok i wanna save rn how do i save it properly
i know i cant just press the save button somewhere and thats it
its probably on the guide
anyone have a png of big palloka i need it for the poster of my level
i mean there is already a preset located in acesdata\scripts for both of them
fuck i think i didnt save correctly
i swear to god if i lost all my work on my big palooka maze of doom
i think i lost all my progress
yeah but you have to set them up outside of the editor
how so
i dont know man im just afraid i lost all my progress
i dont see the backups folder
does that mean it didnt save
idk how to acess my level again
does that mean i just dont have a level now does that mean i lost it
really?
well i've been trying to load the level for who knows how long and i am not able to
idk if i can load it anymore
WAIT
IT WORKS
THE THING APPEARS IN THE EPISOIDE THING
i cant play it
im slowly getting closer to giving up and letting you do it
i cant seem to get to the chapter itself
imma go play hearts of palooka now
how have you set up your chapterinfo
maybe uh i didnt get the name right
for the world file name am i able to put spaces in it or am i supposed to use underscore
i've got chapterinfo set up like
title = "big palooka.exe's labryinth";
order = 0;
world_file_name = "big palooka's maze of doom.txt";
i somehow dont remember what i exactly named the level so im just trying a few things
maybe you can't have spaces in your txt name
sure came a long way, huh
now THATS ambience
damn, thanks fellas
tiny improvements
how to make small sectors close to the ground? They start to Z-fighting although I saw in the vanilla game that they can be done, as the example is broken lying tile in the third chapter. But when I try to do something like this, their texture disappears although everything is displayed normally in the editor
Do you have another layer you can use?
Cause you really shouldn't have your room, and your 3d decor on for said room on the same layer
Cause quite a bit of problems 😕
I would suggest making a layer for 3d decor if you didn't already
Yes, this is on a separate layer
Not sure on this one, try having a tiny gap between the floor and the inverted sector
shitty ass fucking haircut
Trey... Theoretically... Would it be possible to upload a mod to the steam workshop that changes some of the code?
Probably not.
Naw.
DAMNIT
Allowing full code mods would be a security risk because the execution environment is too privileged
Expanding the scripting support instead is the way
Ofc ofc, I just wanted to tweak the cooldowns and behaviors a little for harder combat
you'll prtobably have to change enemy placements for harder combat
and probably design the level around harder combat
Ofc ofc
would it be possible in the future to be able to import our own models for our levels?
Also to add to this, will there EVER be the possibility to modify enemy sprites? I'm aware you can make like custom consumables and weapons, we just need the final pieces of the puzzle to utter PEAK
It's something we would like to do for sure, but it's a complicated issue
It's squarely in the "we're looking into it" category at the moment
Ight cool cool
Also, in the future would you be able to import models or is that a no?
That's something we're also looking into yeah
There are a few ways it can be done, just need to come to a consensus on how we want to do it
This shit abouta be peak 🥹
Also if I may ask, how do you make custom decals? I'm a little puzzled
I'm not personally familiar with the workflow for decals (programmer not a mapper
)
I'll see if I can get someone else to help me with it (my bad bro
)
Yes, you use spritepacker to do that.
No, custom weapons are not possible, at least for now.
is that Rapture?
Sometimes when i want to ''add things'' it only seems to add camera perspectives. I'm not really sure how i'm messing it up.😅
You need to make decal itself with spritepacker and then add it into "decals" text file using another decals as template.
So that this is displayed and works in the editor, it is necessary that the code is in vanilla text files, but to make them part of the mod and made them work for another players you need to copy all custom code from "props", "decals", etc. and put it into "decorate" text file in core folder of your mod before publishing
Add thing then choose what this thing will be by picking first option in menu that opens when RMB your thing object
How do I access and use the cutout tool? I can't find it
I forget, which tool? I know the layout I just forgot what that tool exactly does 😔
Cause if I know what it does I can point you too it
Its used for cutting holes in existing geometry
Ohh, that's under sectors
Alright thanks
Yeah there's two versions of it
Left to right
And
Up to down
cut t/b and cut l/r right
Ja
oh thats what that means. cut top/bottom and cut left/right
@gray marten Ok so how do I actually use that? The guide didn't touch on that at all despite it being possibly the most confusing tool
Okay so top to bottom is for like changing the floor/ceiling height
Not sure about left to right tho
Figured it out
That's the spirit ❤️🩹
I ended up just not using the tool at all lmao, found a work around
Yeah, I never really used it tbh
It's not optimized at all but fuck it I'm not making a big map
It'll be fine, and if it isn't, I'll combat that when I know more
Future me problem
Hey I wanted to do a quick test on my map, but I can't find it in the mission select. When I checked the map, it was a .txt file and not a .bvh like in the steam guide. Is something wrong or is this normal?
its normal, cause i believe the steam guide only covers uploading to the workshop
you can steal the heirarchy from one of the offical levels and use that for playtesting
oh ok
ok so i dont actually know what that means
You can look in the files in /episodes, go into /hearts of glass
and steal one of the levels and pretty much gut out the actual level
and replace it with yours
That seems like a very destructive way of doing things
dont forget to replace the level path in the chapter info
just copy and paste the level, and use the copy
the offical one i mean
oh ok
What's the best image size for textures?
I was wondering that myself. big wall brick textures vs smaller posters, cusions size etc...
Keep them in power of 2. Most textures are 512x512 bigger ones are 1024x1024. You can use any size but I tend to keep them 512 to have that old-school look and save a lil memory.
also one more thing about textures if y don't mind
how exactly are FA textures made?
i assume that they are photos traced over, but I'd love to know where the photos come from in that case
I'll probably do a video on how I make textures. It's a bit of everything. There's no one technique. But typically yeah most are traced over photo refs. I usually do all the outlines on a separate layer in PS then paint over the under image. Or a lot of the time I will simply apply the PS cutout filter to a photo and add lines on top of it. Sometimes textures are drawn from scratch, other times I photobash different elements in PS from things I find online or photos I take and blend them into a texture.
i wonder how long its going to take for some guy to recreate all of doom 2
I have some strange bug - AceEd does not work in windowed mode, it opens simply as the top part of the window where the "Close" and "Minimize" buttons are, without the program itself.
Fortunately, it can still be switched to full-screen mode via hotkeys, but it still worries me.
I googled similar problems from the Windows side, but recovery does not work, and changing the window size using the arrow keys does not work either.
Any ideas on how to fix this?
The doors updating live in the editor is lovely! very usefull.
It definitely works in windowed mode.
It worked for me too at the beginning. But yesterday I launched it and in windowed mode it's only a title bar. I already tried reinstalling the game, it didn't help
Whoever made "reference" workshop map you are a madman.
The first step towards ||myhouse.goon||.
yeah it's really impressive
i hope the creator makes more stuff
Finally made and uploaded correctly my first map!!!! (first map... ever, of any game :D) With notes, intro video... is just a silly map with some memes of the Euskal Encounter but wanted to see if the notes and movies were also allowed 🙂
hehehe
i didn't get that reference
its a doom map that sort of does what reference does, play with your mind
unless you said that just for the pun lmao
nope, never heard of that, thx
i've made a mistake and started working on the next floor almost right after i finished the first one
and then burned out after a few things in a row that didn't work as i wanted
maybe at some point there will be an update with 'add a 0 button' changelog but it will actually add a whole new chapter
i've just watched 2h long video about myhouse
the feeling when you have some idea - not even idea, just the thought of a sketch of an idea - and then you see it fully designed and implemented.
and then that designed and implemented idea is just a tiny part of a much bigger thing
and then it was all done years ago
humbling
well whatever idea you had hasn't been made for fallen aces
you can always do your own twists and such, so don't let that demotivate you
no, i think it already has penis map
but not a penis map with a twist
oh. my. god.
Sounds painful.
just tried it, posted my opinion on it in the comments
Having a twisted penis sounds very painful
Can doors (things) be orienten horizontally? to make a hatch or air duct entry.
I don't think so
you could make a breakable vent instead, not the same but does the job
if ya want an openable hatch you could make that happen with usable regions and movable geometry
not as easy as doors
I just found out there's more than one room. So that's why everyone is so hyped about this "very short" level.
Certified?
Crap i forgot to add the button that raises the forks
That's essential
mandatory one usable button to hit the quota
His ass is NOT certified
In fact he caused 200 fatal accidents in 2 hours
Why don't NPCs have a "Spawn on easy" checkbox like props do? How can I make it so that there are fewer enemies on easy levels or is it possible to only have them on medium and below?
i always thought all NPCs spawn on easy by default (so that's why there's no checkbox) but i'm actually not sure
i think that enemies who don't spawn on normal also don't spawn on easy
enemies who spawn on normal also spawn on easy
I just wanted some difficult enemies to not appear on easy difficulty at all in some places, or to be replaced with easier variations.
I made it so that there was a difference in difficulty on hard and medium/easy, but I wanted to add another gradation for easy
By the way, how do I know where the front and back of the door are? I find out just by playtesting every time with every door.
Front is always on the right side of the door pivot
i have questions:
- can i change object property from script? for example: change texture offset, decal rotation, inverted section rotation (i think movable geo only allows you to move, not to rotate)
- can i spawn goons/npcs/props from script without placing them on the map in the editor?
- in chapter 1 there is a barbershop and the NPC gives you key if you deal with the goons. In the editor i see that the key is configured to be inside of NPC but i don't see where is it configured that NPC can throw the key. Is it something hardcoded into the NPC?
for the last one, you can use the DropInventory method in a script although i'm not too sure how would it work with an NPC since there isn't a "event on interact/talk" with them
but it would be: DropInventory("entity with item", "location to drop");
for the location to drop you can either use -1 (which would be mike), or anything with a tag
oh, it will also probably say some generic thing which will ruin my immersion
probably lmao, i've only used it with a body so its lootable
that's cool and im stealing that
weird petition but any chance we could get ShakeScreen's intensity variable to use decimals? (if possible)
Guessing it's basically 0 to 100 at the moment?
i'm not sure what's the max, but 1 already shakes too much
it's understandable since it's probably just made for explosions and stuff
how about adding a music and dialouge option for audio players?
would be cool to have a way to play custom music that can be controlled by the music volume setting
Yep something like that will be added
How does moveable geometry work? I tried to figure it out myself and look at samples in vanilla levels, but I didn't understand anything
what have you already tried?
you need a MovableGeometry thing (with a tag you'll also need to set in your sectors' MovableGeometry field), a MovableState thing where you'll input the actual movement, and a script thing with the 'setMoveState' script you can find in AcesData\Scripts
if you check the script itself you'll see what variables you need to set
also don't forget to activate it somehow through an event
Damn there hasn't been any posts here in a hot minute
if i pass string as parameter to script, can i then use it as variable name in functions like Equal, Add, SetWorldVariable ?
Oh wait im in the wrong chat
is there a limitation to the number of mov geo that can move at the same time? feels like i can't move more than 5
if so, then no gambling
Nah there shouldn't be a limit
that's good
what's bad is that i need to see what i'm doing wrong then
i basically have 15 sectors and i have 3 script instances (one per column), each of those do setMoveState for their 5 sectors, wait 0.15, do it again few more times
in the video only last 5 move
if i comment setMoveState for those 5, second column starts moving
if i comment setMoveState only for last 3, then some sectors in 2 and 3 column start moving
that's why my guess was that maybe there is a limit 🤷♂️
(my script is also shit, but still)
wouldn’t you technically be able to have one single script with a function for each column that you can call later on?
i'm not sure if that would fix the issue tho, i've also realized that it sort of breaks if you call the same method a lot
(we're probably missing something)
for now i tried 3 separate script files
then 1 script file but 3 script 'things' in editor
i still can try to put everything in one 'script thing' and do functions
or even without functions, just hardcode monstrosity with a lot of copypaste
Huh, was planning to make a casino level myself
i saw that, so im not doing casino, it's yours
Damn, thanks
Mind if i borrow that slot script?
GAMBLING IS BACK
@median mason Let's say I have multiple mov geos and i want to move them by the same offset at the same time. I thought that I can use the same instance of movestate, since it basically just specifies the offset.
But it seems that if i call setMoveState for different mov geos but the same movestate, only the last call will be actually executed. For example:
SetMoveState(701, 802);
SetMoveState(702, 802);
SetMoveState(703, 802);
SetMoveState(704, 802);
SetMoveState(705, 802);
SetMoveState(706, 802);
Only mov geo 706 will move
Is it intentional?
there are a few things i still wanna improve, also it isn't just a script, it's like 30 objects
i'll get back to that eventually to cleanup and refactor, so when you ll start to work on casino let me know, i'll share what i got
also i think there is still this thing with "phantom movable geo" where sectors stop moving but then some black shapes are moving instead. Happens after you restart the level, fixed only by restarting the game
@teal axle knows what i'm talking about, we were talking about it here like a month ago
so yeah, need more effort to make it good
but still. it's working
the poor barber 😭
thing is im not even sure what causes this issue since i got it somehow working later on?
yeah I don't think I saw it while working on reference either
i guess it only happens if you make a pretty much basic level or something of the sort, weird tbh
im pretty sure you know this but if many sectors use the same movestate you can just set them to the same tag
im guessing you want them to use another movestate later?
do you mean mov state or mov geo?
if several sectors use the same mov state they can have the same mov geo tag
sectors are not linked to move state, no?
oh, I misread
yeah, each icon is a separate sector and I'm not sure if I can reuse the same mov geo because at some point a part of sectors should stop while others should keep moving
hmmm i get that yeah
had the same issue while opening double doors through a script with them set as separate tags before i realized i could set the same to both
yep if sectors always move together, one move geo for all of them would be enough, true
doesnt seem to only be happening with move geo, i was using the opendoor function
so i guess its a limitation or something
now I got lost and not sure what are we talking about 😬
my fault 😭
oh nvm i got it all wrong, seems i couldnt open two doors with the same tag
but yeah it's all kinda confusing
is it possible to spawn loot from script?
I was gonna ask for you to add a wager to play and a reward for winning
in the hideout's setupGadgets script there's a Despawn function so im guessing there has to be a Spawn one
i thought so as well
it may use tags?
https://steamcommunity.com/sharedfiles/filedetails/?id=3273776117 try using the id's from this guide maybe
so far i only tried placing loot in editor, adding tag to it, then despawning it when level is loaded, then spawning it from script like Spawn(123);
nothing happened in that case
i'll check the guide, thx
yep, i saw in the other channel
at the moment it is not clear how to do that
try spawning the id, which is 18041
nothing happened, maybe i'm doing it wrong
Main()
{
ShowNotification("win", 1);
Spawn(18041);
}
what if you place hidden goon behind the slots and make them drop inventory when you win
literally this
Civilian would be better, no voicelines
barber just got new job
i spent way too much time on this
not him throwing it at your face 😭
it's amazing hope you spend more time on it
if you dont wanna go the npc route you could maybe have some platforms that lift up with the loot
even though its not the best thing
the barber's pissed off and out for revenge
maybe have a door in the slot machine open or something
that would almost make sense
yeah that too
that would make it one time use, but oh well
anyway here's what im doing
yeah we will still have the issue that number of wins would be limited to how many loots i'll put manually in the editor
same issue with NPC though. Although I saw Give function somewhere, maybe we can give loot to NPC inventory and the make them drop it
just so we have the joy of picking the money up
couple of days maybe
pretty close
encounters are pretty much done
even put in a secret tommy gun somewhere
wyoming ass landscape
i misread
i thought you meant the door in the slot machine opens and then there is an NPC that throws money in your face
that would be joyful experience, but yeah, kinda difficult to do - i have to put them high because of the way they throw 😦
have the slot machine explode and get destroyed when you win
the moeny just kinda gets spewed out
yeah, that's familiar move
and now is the moment when devs appear and say "you can call this simple function and spawn shit" 🪄
hopefully 🙏
Prak
Honestly no clue
Saw a lot of strange palette choices for enemies in custom levels so I think that we should all agree that:
glassheart Armed goons use palette 6
throttling goons use palette 5
and molotovs mook palette 3
Makes it way easier for players if we all use consistent palettes
oh and benedetto armed goons use palette 7
really excited for this
hey uhh, what's up the waypoint's special parameters?
BLOODRUST'S OUT!
https://steamcommunity.com/sharedfiles/filedetails/?id=3494382380
well,
this time i didn't even finish the first part
even with save scamming & cheesin
but with god mode and infinite tommyguns it was very therapeutic experience
also map lookin fuckin good
and i do wanna see how someone completes the map on hard difficulty
I'll make a video of me beatin' the thing on hard i guess
i think i saw a couple of issues with textures, can do a couple of screenshots if you wanna
oh yea sure
you simply have to now
- seems that water dripping sector is solid, can't get through it
- missing textures in control room
- can see through wall in room with exploding bridges if jump on the door
also if you stay in this spot and look somewhere in that direction there was flickering sector with default texture, but i couldn't reproduce it when i was taking screenshots 🤷♂️
that's all i got
oh, also, when you in malone's room, before you pickup suitcase, somebody starts noticing you through window
ohh yea that's the gambling addict
i removed him already, yer probably on an old version
IMMACULATION!!!!!!
watched whole 20 min
damn, okay
anyway to get rid of this dumbass glitch where inverted sectors on top of each other don't render properly?
FOUND A SOLUTION!!!!!
just turn on underlay in the sector's settings
wait no it was actually something else
just make sure that the bottom part of the inverted sector isn't beneath the floor of a normal sector
Make sure that sectors aren't touching and set underlay to off
huh, works fine with underlay on for me
as long as th sectors ain't touching each ohter
Yeah that's the main thing. Make sure sectors aren't touching otherwise z fighting happens.
You wanna try and keep underlay on or set to auto as much as possible. If a lower floor is rendering over another you can set the higher floor's sorting order to a higher number
how do you make a script execute as soon as the player loads in?
Idk, trigger placed on top of the player?
just have it trigger on event 0, that's it
that's where you put in your script's name
(the name of the txt file in the scripts folder)
if you don't have a path your script will just not work
i mean i was in the early testing and i map a lot too
if your confused on scripting consider checking out my bloodrust map as reference, it's VERY script heavy
oke
or just any official map works too
im trying too make good maps but im pretty shit at it
you'll get better, trust me
i mean hey here's how my maps used a month ago compared to now
i wish i could upload a screenshot but i cant
but my map looks just like yours a month ago
hey makes sense if yer a beginner
don't excpect to make masterpieces immidietly
that's just how it goes with every skill
(also if ya wanna make sure your levels look good definetly take inspiration from the official chapters)
it makes a huge difference
i looked at how the gate booth in chapter 2 looks and used that to make a house that looks like wayy better
i can give ya some feedback on how to make it look better once ya publish it if ya want me to
yes pls
awesome
Some advanced advice how to make better looking buildings and maps I would give to people is:
-Don't have buildings be flat boxes, use layers and have different do-dabs, indents, slopes or whatever to make your buildings more 3d.
-Make sure your windows and doors have door frames
-Don't stretch out your textures to the point they look smeared and ugly,
-Having trouble making a specific piece of furniture? Just copy and paste elements from the main campaign (they are free, nobody is gonna yell at you)
-Make sure everything is to scale. You don't want doors and desks made to look like they are for a 8 ft tall person. Best to put an npc down for scale reference.
-Ambient sounds and lighting add a lot of atmosphere to maps
-Don't make your maps too dark. It's nice to have hiding spots for the player but nobody likes stumbling around, getting lost in the dark. Place lights where you want the player to go.
-Have a strong landmark in your map so players can remember where things are ( put something memorable somewhere in the map, that stands out so players can orient themselves and not get lost)
-Have verticality ( Aces uses a lot of mantling, have lots of high up places the player jump up to, put beams, bridges and catwalks)
-Avoid making a big maze or rooms (have each room and area be distinct, have rooms be different sizes and shapes, avoid making everything so boxy)
-Pace out enemy encounters, give some breathing room for players to explore a little and not get mobbed by enemies.
-Certain textures look better with each other than others (for example certain brick building textures look good stacked with other brick building textures)
-Think of some other ways to deal with enemies other than punching or shooting them. Have some environmental things to set up to kill em. (Electrical boxes, high ledges, fire barrels, oil puddles, water, big crates etc.)
-Don't mob your map with mobsters (Same as before, don't stick 100 goons in a small room for Mike to fight) More than 5 in a combat zone is pushing it
-If you have an area, have your main way to enter it. Have at least two or three other ways to get in. (some ways can be hidden)
-Have a decent amount of weapons lying around. (Aces has a ton of weapons) Part of the flow of combat is picking random things up and using them as weapons, pepper parts of you map with weapons. Have less weapons or health items when you want certain sections to be tougher.
-Reward exploration by having health, armor, ammo, cash if you there is an empty area or area outside combat that is worth exploring.
-If you have a scripted enemy encounter have a few ways you can deal with it. (Enemy busts in a room when you grab a medkit, maybe you can shootout the lights making you invisible, maybe you can throw a banana peel on the ground, maybe there is a window you can jump out of)
how do you make shadows the player can hide in?
you have to set the sector brightness to 0
0.5 or lower brightness - partly hidden
0 brightness - hidden
I mean the sdk guide is basic as shit, i dont blame ya
We would add more to it but we're all pretty busy making episode 2. We just covered the basics
also while yer active here trey, can i add a custom map to my level somehow?
You do that with the spritepacker
aight, thanks
anyway i was trying to make custom consumables but the game doesn't want to load any levels now, what am i doing wrong?
it's stuck like this
this shit making me jump salty
What does the consumable definition look like?
the numbers, ya?
put in 18099 as the id
here's the txt too
wait no that's the wrong thing
hold on, i'll try to get the right one, my pc memory is kinda a mess
ok found it (im using a custom placeholder sprite, that's why the name's like that)
tried using apple sprites, still don't load
So if you delete the definition it still won't load?
hold on im kinda confused, which part is the definition?
That whole actor block
i'll test it out real fast
yep, still doesn't load, even when decorate.txt is blank
is it possible that i fucked up the sprite packing?
yup, it's the sprites, it loads after i deleted them
Yeah that'd be it
weeird, i'll retry the sprite packing
@soft surge i did a thing
mike has to go through a pistol mook every morning if he wants his breakfast
oooh delicious!
he got the pancakes!!!
it legitimately says waffles are you blind
i know i was just jocking 😂
i've drew the waffles hehehe
i wonder how the waffles works in mike's inventory
i'm so happy to see my work fits well in Fallen Aces 😂
mike if you are reading this, i swear, feel free to use the food i draw for your next animations!
I still love how this is taking form.
But i wonder this will replace the food sprites or add new food?
Brand new item
ah gotcha
still i love it! 😄
Great work 👌
maybe i feel better i see to add new food
there are still few things i want to finish
- pickle
- sausage
- pretzel
- moonshine
- cake
- jelly
- carot
- onion
- lasagna
- steak
yup that's the list 😄
there will be a lot of brand new item for sure
now it's time for the popcorn bucket!
theater level like song of the caverns thief
or sold by every street vendor next to hot dogs and cola
Congrats!
reccomended maps?
mikes night out, high life, bloodrust, im sure theres plenty more but
just look at the page
crystal radio set
ok
with those new eating animations on their way, will it be possible to create original eating animations for custom consumables in the future?
How do you make rain only appear on the outside?
two main ways to do it
either set up a plane trigger that fires an event that makes the weather stop when you cross it and place it at the door
or just use the weather stop thing
would require new frames to draw 👀
quick reminder REMEMBER ABOUT AMBIENT NOISE IN YOUR LEVELS!!!
it adds so much immersion, seriously
Make it a circle
lol
you know that image of a cow that says "the illusion of choice"
try doing that to start out
damn i did not notice that before
now do chapter 5
its like that but there's like 50 paths and you have to go back afterwards
honestly works every time
oh i had never actually considered this for open ended levels before this is insanely good advice
its crazy how simple the '''solution''' for level design problems can be sometimes
This is also good advice for levels with backtracking
this whole level design shit kinda easy, i just made a very fcuked up circle
i honestly doubt anyone other than me has any idea what is going on in this image but still
💀
making staircases in aceED is very fun
i respect anyone who can make a map in aceED this is so confusing
ehh it' simple once ya get the hang of it
hammer is way worse
well ive used hammer so i find it easier
it's like Ultimate Doom Builder, but more convenient if you master it. Mainly due to layers like in a graphic editor and normal support of 3d and multi-leveling
id say what made hammer easy is the 2d and 3d view at all times in any axis
and how do you make stuff like this? do you just mash a bunch of sectors together until you have your map geometry?
i use inverted sectors
when a sector's floor is higher than the ceiling it becomes inverted
basically a 3d cube
or whatever other shape
i put a bunch of inverted sectors together and tweak their heights
but there is a lack of the ability to actually see models and fixating textures so that when you copy some object made of sectors to another place, its textures do not move to another continent
ooh
it's easier to make one sector of the required length, and then cut it across few times. it's faster than smash ctrl+v in order to clone one step i guess
i mena yeah i cut them a bunch
made some custom ambience for my upcoming map, what do ya think?
I tried learning hammer to make tf2 maps
its so fucking terrible to learn
i used jack a little
reminded me of roblox f3x, still had a hard time with it
i should probably try to give AceEd the time of day but nah
" yikes, how am i supposed to guide the player whilst keeping their immersion intact???" the humble light:
good old valve taught everyone the spotlight trick
no really, play half life 2 for instance and count how many times you see a big ass spotlight pointing exactly where you need to go
ravenholm is the best example
custom consumables (also ambience i guess)
ol reliable
both half life games are incredibly good to do game design studies with valve really knew what they were doing lol
how do i line up a shitting goon properly?
You might need to adjust his direction to face away from the toilet in the editor, but otherwise it's probably a bug
gotcha
almost there
Don't worry he's the goon who invents bluetooth shitting
I think you gotta move him to be directly in front of the toilet in the editor
how could i turn off a point light using scripts?
assuming it's something like Disable();
would it be possible to cause an effect similar to the something like a tv getting damaged by scripts?
or have some kinda workaround so that enemies get zapped in a different way?
i wanted to make a custom tv to fit my level better
Finally finished and posted my very first Fallen Aces map!
I wanted to make something that was small, told a story, and provided multiple ways to traverse the level and deal with obstacles. I hope you guys like it, and I welcome any feedback.
niiceeeee
MY FALLEN ACES MAP IS GONE!
I ACCIDWNTLY DELETED IT WHILE TRYING TO DELETE ONE OF MY OLD MAPS!
did ya post it to the workshop in order to playtest it?
big mistake if so, always keep you wip maps on your drive, not on the workshop
I had my wip maps in my drive, I just had a lot of test maps so I decided to delete it all and I forgot my actual map was in there so when I did CTRL and A and delete then emptied recycle bin its gone
Atlesdt it was only 7 hours of my life on there...
damn...
data can still b3e recovered
as long as you don't download anything new it's there
might wanna look up how to get it back
yeah there are programs you can use to get it back, just google it or something
and don't download any new files, the data will get overriden
Okay I'll try
also uhh, how closed to completion is the thing??
excited to see some new things on the workshop
I believe I put this in the wrong chat before , I believe I’ve screwed up the chapterID and or the file structure, I’ve copied to my best ability what file stuff was on the Guide, but if anyone could explain it even more for this Goon that would be mighty helpful thanks
mind sending me images of yer folder and chapterinfo in dms?
or just send the level folder preferably
Yeah I can send you the level folder if that easier, tho you can’t not make fun it or talk about how rough and bad it is lol
i mean it's a first level it's gonna be shit
that's how it goes
I’m hoping I strike gold on the first hit haha but yeah I’ve never made a level so it’s very rough at the moment
don't count on it, unless you do a shit load of polishing
goon pallete by number
weird how similar 1 and 7 are
1 is for unarmed benedettos, 7 is for armed benedettos
i thought the bennies were all the same but appearently not
tried to add more depth to the room in throttlin gooning
Sorry I never responded, its like 40 percent done I have not alot of motivation to do it since i don't know how to do scripts and that and I hate asking on how to do stuff
bulletin board
real nice
the lighting is a bit boring tho, adding some color could look nice
That looks really nice. Some door trim, beams and pilasters, slanted walls go a long long way from keeping rooms from feeling very doomy and square. I might recommend using the door frame texture to have your door frames look more detailed.
Also, suprised nobody has tried making a ship map yet. Sharks on got used once in episode 1 and level 2 is the only level with a fair amount of swimming.
Hey how do you make inverted sector is it literally just dragging the floor through the roof, or is there a much easier way lol
When you RMB any object or sector or whatever, a settings window appears.
There is 🔃 button here that swaps the floor and ceiling coordinates, making an inverted sector from a regular one and vice versa.
You can also manually enter numbers and if the heigh number of the floor is bigger than the ceilings, the same thing will happen.
Ah yes, that makes more sense now lol, i’m not gonna say how many hours I’ve spent building my map without knowing that, but what I will say is thank you for your knowledge
yea sure whatever
the grooving goon
do you think that this elevator ride is anxiety enducing enough?
was this always here
oh that's from bloodrust
huh
some guy asked for me to hide that somewhere in the level in exhcange for playtesting
bloodrust lore drop
don't forget about PTISZKA.bin
can you keep it down
i wonder if it's possible to make it do the electrocuting thing like when you break a tv or a vending machine
Maybe make a decal with the front of the radio and give it the same properties as the power box decal?
ill check it out
I don't know what happened, but for some reason, any levels, even vanilla or workshop levels, stopped running while there are custom sprites in the sprites folder.
The loading bar freezes at 0%. The AceEd also can't run the level that uses these sprites (BUT can run any other), also freezing, only this time at 100%. Everything starts working again when I delete the folder. Everything worked just fine before, I don't know what changed today.
if there is some broken sprite here, I don't know which one because they all worked before.
And I don't know why it breaks even levels that don't use these sprites. 🤔
Had the same issues, the sprites aren't packec correctly
Repack them
already tried
Oh, I found out, I'm a dumbass. I wrote the wrong folder directory when I packed it with texture packer 🤦
It should be "Sprites/Folder with new sprites/", but I wrote the path directly to the folder with new sprites.
quite an epic entrance
how do i add a hole in the wall that has a pipe thingy?
does it require scripting or smth?
place this decal
that's all
lmao i love this
Thx
Does your floor look way too bland? Do you wish for it to have more depth? Fear no more, introducing mankinds latest invention:
POTHOLES!
Both outdoors and indoors, these beauties can really change how a level looks!
Just use the cut tool to make a hole, change it's floor height, and voila! You have a pothole!
this would go really well if you could put the wall pipes on the floor
You can
Its a decal
how about sector pipes
These literally carried BLOODRUST's basement
hi
hi
i cant wait for yall to make eldritch horrors with aced
tried making a bathroom
bathrooms are very eldritch
i want someone to make a fallen aces map and everything is normal but theres a really high quality realistic toilet for some reason
reserved for the one and only shitting goon
Who shall also be insanely high quality
imsim fans when they are informed there'll be nonsensical vent layouts at the function
OH BOY MY FAVOURITE!!
we need a goon cosplayer to have their footage of them shitting
thats quite a goon request
thanks to @viscid tinsel for helping with creating custom textures for my upcoming level, work is way easier with multiple people on board for the project
it's talking to me like the green goblin mask
ohno
jokes aside its your choice to do follow up on this bit
oh no...
When you put it on does it say "Whats tha plan bos' "
behold, the giant kebab meat block
Really wish the level editor had a more accessible tutorial because I have no idea what the hell I'm doing :/
It’s like a reverse trap door
Random AceED tip of the evening : When creating lit up windows make sure to place point lights in front of them to make them really pop
No point lights
yes point lights
Got something cool planned for to celebrate the first month of BLOODRUST 1.0 being released
You want the ultimate lighting trick? Make the area behind the window an open space and put a light behind the window, then make the window interior non visible so then the lighting will shine through the gap and make light on the ground.
IS THAT COMMENTARY
Yes
heavy umbutchers vibes
got to work on the dev commentary
Howdy, modders.
I trust it's alright to ask a few questions here and there as my mapping project develops.
ueah ueah sure
Swell. Well, I can't seem to post images yet, so I can't share previews. I assume that's a new member restriction. In any case, I've completed the first zone of interest in my map, which is a classic imsim style open world space. I'll be excited to move on to scripting objectives and such, but building the level out and making it look good is my priority for now.
Look and feel good that is.
I'm struggling with enemy spawn logic though. I thought I had understood it, but now that I'm adding neighborhood patrols and such, I'm realizing that I don't. So that's the question I'll start with.
When placing an enemy, it has the spawn on normal and spawn on hard boxes checked. It will spawn on all three difficulties.
If I uncheck both boxes, the enemy will never spawn on any difficulty. If I
check the spawn on normal box, it spawns on easy and normal. If I check spawn on hard, it only spawns on hard.
I feel like I'm missing something, because it seems like there's no state where I can just increment spawning the way I want to.
I placed three guys in an alley. On easy, I want one of them to show up. On normal, I want two of them. On hard, I want all three. But in testing the check boxes, that seems impossible. On easy and normal, I get the guy with all boxes checked, and the guy with only the normal box checked. On hard, I get the guy with both checked, and the guy with hard.
yeah, that's just how it works
normal and easy are grouped together, no way round it
Truly strange.
Why not just have three boxes, for the three difficulties? I'll just have to adjust plans accordingly. Thanks.
ask jason, items have options for all difficulties
Easy was originally just going to be normal but you take less damage, but later we wanted items to have an option to spawn differently on easy, so items got that option. We'll add it to enemies too once we update the editor
Aces! Thanks, fellah.
Fallen... Aces.
details!
potholes......... my favourite
Never enough details. Always room for more details.
Fighting the compulsion to detail more is a tough'n.
Anyway, BLOODRUST'S devcom is complete fyi
decided to remake BLOODRUST's logo for the anniversary update
now it says rlooo rust /j
masterpiece
bleadrleadst
the three human BLOODRUSTS
what is blood rust devedm
developer commentary
i ramble on about some shit regarding the level basically
little gift you could call it
WATER
Holy bloodrust lore
Blood is very peak
I think the word "rust" looks a bit too shiny
It needs to be repulsively rusty and rough I think
BLOODRUST update very** very** 
The BLOODRUST anniversary update is out!
Features:
-Developer commentary
-Visual upgrades
-Bug fixes
-LEAD
https://steamcommunity.com/sharedfiles/filedetails/?id=3494382380
BLOODRUST was quite the journey and i learned a ton while making it, but I think that it's about time that i move onto bigger projects
Decided to make some comparison screenshots between the first ever workshop release and version 1.2
I guess I'll have to play it again. Interested to hear your thoughts on the development.
Ooof. Just as hard as I remembered. The fryingpan was a lifesaver.
Tinkering with enemies today. Something I've been curious about is their engagement logic settings.
Using restriction zones is fun, but at a certain point in the level, it doesn't make sense. Some goons are set up to engage on sight, so they should start brawling if they see Mike, but I have an odd edge case - a goon watching the streets from the second floor windows. If he sees mike on the sidewalk, nbd. If he sees him in the restricted alleyway, he'll tell him off, and engage if Mike doesn't listen. But if Mike walks into the building, goes upstairs, and is spotted, the lookout really should just start punching without any warnings.
I'm curious if there's a way to change an enemy's engagement logic with an event, or some other trigger. So the goon would patrol as desired, but once Mike has stepped into the building, all bets are off, and that goon becomes an engage on sight guy, like the other goons in the building who can't see outside.
Y'know. Imsim stuff.
ok so in order to change an enemy's engagment rules you 'd have to use the SetEngagementRule(X, Y); script function
x is the enemy's tag
y is the engagment rule number
engagment rules:
0 - default
1 - Attack on sight
2 - Restricted
3 - Ambush
(at least i assume so, that's how they are layed out in editor)
Writing that one down. Thank youse, I'll see how it goes.
(oh also if yer wondering how to post images, just send like a lot of messages until your name turns brown)
Sorry, accidental ping
just say some dumbass shit like EAT LEAD every once in a while in general, it'll go by quicker
or participate in the absolute nightmarish brainrotting hellhole known as #fallen-aces
Architectural term of the day: Corbel.
hey uhh, how are ingame cutscenes handled exactly? i see that there are reference points placed down for the camera, but im not sure how the camera knows what points to follow and when to start
there's nothing related to the camra script wise, as far as im aware
cutscenes as in first person view cutscenes or actual cutscenes?
chapter 5's got CutsceneCamera("startPosition", "endPosition", "lookatPosition", "duration", 1);
i'm pretty sure you have to use a reference thing (i think?) with a tag
Wait wait what script is that
I might be blind
I did NOT see that
onPassThreshold.txt
npnp
try using ReferencePoints things, those are the only ones that worked for me when setting a point for mike to move and look at so i'm guessing it'll be the same for the cutscene camera
yea
It's getting so much easier to build things. If I weren't such a nerd about details and interactivity, I could really get some things done with this engine.
But you know, it's an imsim. I just want there to be as many options as possible in any space that I make.
Like buttah.
New bloodrust looks really cool
I finished it on hard today
Took me a hour again because I backtracked a lot
I memorized everything about it now
burning cop car at the end was nice
I didnt know there was a homeless person in the trash thats cool
I looked for the middle finger secret that we discussed but wasnt able to find it
New forest looks much better though
it has a river and everything
New notes are nice
Fuckk, forgot about that
Guess that BLODRUST ain't done yet
no problem
im trying to have a goon shitting but the script doesnt do nothin (at least the shitting part) am i doing something wrong?
At a guess, and not encourage this sort of thing, but is the goon tagged properly? Is the throne?
When does the shitting goon spawn?
not tied to any event, he just appears normally
Huh
i noticed that the hideout has a bunch of these dust particles flying around, any way i can add those to my own level?
These arent exclusive to the hideout
You can find them all over the place - level 3 has a crapload
They're just sectors with a moving texture
you can copypaste them in your own level for ease of replication
i love how everything in fallen aces is just a cube
HEY we got advanced slope technology, we can make different kinds of geometrical shapes!
a slope is just a weirdly cut cube
is it possible to add a custom combat track
So i followed Serezha's way to end level guide, but i dont know what is the clear problem with my own level not ending even after 'copying path' the folder that says Scripts and the 'EndLevel' txt document
there is event on exit
you don't need the whole path, just the script's name

with a title like this this sure looks promising
lol good oneliner
im sorry to say this but this ain't going to be promising, nor its going to be something ground breaking.
however, i might make more custom levels, with one being heavily inspired by one of madness combat episodes.
but this isn't a pinking promise so I have to see
Another answer to my problem that was behind my eye socket, to delete something i have to press the Del key
Not Backspace
For some reason when subscribing my own custom level, its not appearing in the workshop episodes
here what my files look like
you're forgetting one folder
the game thinks that the "Mike's LSD dream before chapter 1 level 1" is the folder for an episode
uhh idk how to explain
if you want, you can send me the file and i'll do the work
yet again you saved my life
it doesn't have to be anything groundbreaking to be worth something yk? your contribution is already good in spirit think
oh
I've just got back into making my map and I wanna know when I log off and back into the editor I have to find the textures again for the walls and stuff how do I get the textures again easily if that's possible?
you can click on a line and press ctrl + c to copy it's texture, and then press ctrl + v on another line to make it have the copied texture
not exactly what you asked for, but is a good substitute
Hello, I really want to do a nice level but I might or should need help. Because, I don't want to make a Big one like the docks... But its true that alone, sometimes, it can be the worst idea.
The level I want to do is one based in a very old creepypasta. With I will search for references and other stuff for make it a better look. Also, its for creat a liminal space feeling on the player, knowing there will be enemis.
Look at the texture you were using. In the bottom left, the infopanel tells you the texture name. Write it down.
You can talk with me if you want help
No offence but I giggled when you spelled which as witch
Nah... Don't worry
I hope so, someone its interesting
Has anyone ever tried make a sewer or underground room by cutting a hole on the ground
im having trouble doing that, espcially when trying to follow the process of making a sewer system through Ace Ed
for context, im attempting to re-create the layouts of madness combat 2 with the character Hank passing out a grunt and dumping its body in the sewer
in this situation, im trying to make the sewer a explorable alternative entrance to the building
so i used the Cut T/B on my layer 0 (The Green textured area) then still make a entrace way in the underground
okay the ceiling of the sewer is blocked
now im really gonna go postal
alright seems right
im pretty sure you can just have inverted sectors for underground rooms
im not sure how you're making it
Can't u make platform's that can go down when u press a button?
Does that require big brain scripting?
I mean typing out SetMoveState(); isnt exactly big brain
its small, infuritating to look at but thankfully i figured out how to make a basic door hindge
since the building i made is very small and takes place outside, im planning on just making this map as a intro level, then ill make a another level or episode where it takes place INSIDE the sheriff compound
designing the inside in one level is straight up a nightmare especially when the building is small of course
this means this idea is scrapped
You gotta use more inverted sectors brother
So, I need to stop grabbing the bottom and raising it up?
that's an inverted sector
just as a tip, you can press the little arrows icon and it'll do that automatically
anyone know how to get rid of the freezing loading screen
even when i played fallen aces (Not AceEd) its also freezes the loading screen
I didn't add any new sprites, only new audios
i removed the two audios and boot up the level and its still freezing
after reinstalling the game, the custom levels and normal levels load normally except Madness Goonbat 2
Somehow it only happens when I put external audio and maximising it’s range
Why would you maximize the range? Just make it 2d, much less janky
Also, where did you add the audio
The audio file i mean
Found your problem
Its an mp3
Must be an ogg or wav file
Convert it
you by any chance know where the arrows are?
right in between the flor and ceiling values
totally nothing behind that cat Alf!
Alf's back; in PNG form!
Real question, how are you adding custom textures? I mean, are they decals?
I ask mostly because I can't get mine to work. The texture packer crashes out everytime I try to export.
And also, because if they are decals, I'm curious how you set them up that way.
so in the fallen aces folder or SteamLibrary\steamapps\common\Fallen Aces\Tools\Texture Package Generator, you will see texture package generator
what this does is it turns a folder filled with png/jpg images into a .bin folder
so here, There 'New Textures' folder, thats the folder you want to 'copy as path' and paste it in the 'Input path'
But before doing the 'Copy as path', you need to make a sub-folder with the same name or new name, mind for instance is 'Meme textures'
and also the 'Memes textures' or your sub-folder in the 'New Textures' folder must have PNG/JPG images in them, Webpm doesn't work
Desktop screenshots come as pngs' which is nice
Now once you got your .bin file, you now have to copy and paste it in two files
AcesData\Texture Packages
and your custom level file that has Texture packages in it
wait a second you're talking about texture packer crashing?
like freezing?
The sub-folder in the 'New Textures' folder should now appear in your Texture Picker
once open you can see the images mostly pngs and jpgs appear in the folder
pick texture then use scale to fit the frame
Position
Y Axis controls height
or use properity menu
Make the height different to a negative, which makes invert sectors, sort of like a box except theres nothing inside
This is just how to make a poster in a custom level
Gotta love lockers man
UNALIGNED TEXTURE SPOTTED!
That rightmost locker's off
fixing
.ogg and wav for whatever reason is still causing my levels to load forever
the console says invalid path when pasting
Ambience\Ambient Metal Extended.wav
Ambience\Ambient Metal Extended.ogg
these two audio files are in the Acedata and Level audio folder
also Audio player is in 2d
not sure if it'll work but did you try removing the spaces in the name
alright
idk if the problem is really fixed but here
So if i see a path invalid in console, i have to load the level again and then paste the audio path to audio player so the invald path in console doesn't appear
Dont really know, console is probably acting bugged
Extremely thorough. Thank you. I'll see what I can manage today.
all audio files have to be OGG or they won't work properly. If you are trying to have it as looping background ambience set it to ambience and then set the effect to 2D. When naming your files it's prob best to use_underscores_like this to name them so you don't mistype spaces
so it would like this
if you wanted it to play in the world it would like this
Well, if you want to help, let me know
What's the best number for grid snap?
It depends on the scale your working on
I keep it at auto most of the time
1
Always 1. Make perfect lines. Stack vertices on size 1 grid intersections by the tens. Become obsessive about it. Lose sleep over it. The grid controls you now.
You both a madness combat and fallen aces fan?
This Level is definitely for you and me as the Level is mean't to somewhat accurately replicate Madness Combat 2's layout from 2D to 3D with some minor changes.
Since this is a 'somewhat accurately replicate', there is one missing room I left out because I was too busy with issues that could easil...
its done
whoops
Is there an easier way to apply textures to sectors?
Applying a texture, for example, of ammo boxes to a cube is sometimes too difficult because the texture is too much tossed back and forth during scaling and I can't align the edges of the texture with the lines of the sector
Because now I just randomly move the mouse around and pray that texture will fit in one moment. But maybe there is a normal way to do it.
Use the strech button when you have the line with the texture selected
Stretches the texture to fit the plane
I been seeing some exemples of the buldinbgs I want to do. I will show you how I would make the map
I want to make this in my next map. How i should make the cu?
A big square and make a cut like the lake or no?
You can create a inverted sector in which you can stand on and being able to see the skybox
For the lake I’m guessing make another inverted sector then you use a cut out tool to lower down the sector, making a pool or some sort
You mean creat a cube and invert top and bottom?
And later make the same to the lake?
when you make sector, press the height diff to make a standable floor on top which you're able to see the skybox
To achieve the pool, you use the cutout tool
right click to cut
click on the cutout box, press Position mode and Y Axis control height then hold right click and drag your mouse down
if you want to make a deeper hole, go to property menu and type what negative number you want on the floor height
However if you do that, you get this when you look outside
plus the ceiling in the hole is blocked so you have make it visiable and non-solid
Ok, i think i can get it correctly
I hope so its not to much big the map I want to do
How i made the circular zone?
What circular zone???
A circle? When you make a shape you can press left click to make a dot, like drawing an actually shape
I uh made a thingy.
https://youtu.be/9zTx44PDuyU?
Sprite/texture replacement of the "Blank Room Soup" guy (aka RayRay) put into the game Fallen Aces.
RayRay is a character made by Raymond Persi.
The sprite itself is an edited version of a model of RayRay from the game known as The Complex: Expedition.
(Note: The sounds are NOT apart of this mod or the base game, I might put them in a separate ...
It's just a texture/sprite replacement for Fallen Aces yk nothing too big
idk if this counts as "self promo" but for those who want it, here it is ig.
https://steamcommunity.com/sharedfiles/filedetails/?id=3553518557
backroom soup
I want make the map as big the chapter 2, how i should do that?
Draw a big shape???
How big is my question. how mych big
Take a look at how big chapter 2 is and make it that big
How i do that?
Open chapter 2 in the editor and look how wide and long it is based off the grid
Now my question its how I mesure the map with out making a mistake.
Because if i do that i will sadly destroy a chapter...
What?????? How
Count the freaking squares on the grid
Copy the level and open the copy then?
Ufff. There is any tool for mesure? Thats bad
No.
Jeez dude, just eyeball it
i have a feeling you've played the complex: expedition before.
Nope but I am planning on getting it once it’s on sale
Btw have you seen this before https://youtu.be/Lx9VYzpT9Nk?si=8necMl3j-nZmwmYG
10/07/2002
Credits:
VA - Lavender
VA - @loremipsum6537
VHS - @tadeustheslav5664
oh yeah, i remember seeing that one from like a year ago, i think
it is very decent for a backrooms game, i'd say waiting for it to be on sale is the better choice, it's definitely long and has tons of content, but after the first area it kind of lacks a little, but at least the soup guy/RayRay is in the game, and it follows you
Incase anyone and myself get confused on making a outside custom level, and making a building with a door way, this video may help..
Nice to finally start seeing tutorials for aceED
Trey did it first