#fallen-aces-modding

1 messages · Page 2 of 1

teal axle
#

have you thought about making the maze and adding palookas ........

stark path
#

that's some dialog heavy map, respect

teal axle
#

lmao luckily its not gonna be mine 😭

stark path
#

i think i heard it's gonna be ashx00's next big release.
after palooka maze

teal axle
#

palooka maze is going to be peak

floral mauve
#

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

stark path
floral mauve
#

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

stark path
# floral mauve i dont think i can figure out the big doors youll have to find buttons to tho
  • 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'
floral mauve
#

ok

stark path
#

that's not readable and not complete, let me fix

#

updated

#

i think that covers it

floral mauve
#

while you were editing it i was putting on the textures for the main labryinth

stark path
#

efficient

floral mauve
#

oh yeah also how in the world do i make the level end actually

#

is it another thing that i have to use

stark path
#

how do you wanna end it

#

by pressing something or by entering some area

floral mauve
#

i wanna end it with an escape you know

#

area

stark path
#

wait another 5min i guess

floral mauve
#

oh wait are you gonna put out another paragraph

#

aight then

stark path
#

but that would be the last one, no worries

floral mauve
#

ok

#

imma put on animal crossing music with rain in the background while i work with the doors now

stark path
#

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

floral mauve
#

its definitely a maze

#

question

#

do enemies just roam around normally

#

or do i have to set up one of those patrol thingys

stark path
#

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

floral mauve
#

fuck it im putting in the car

teal axle
#

try making the script i swear its not that hard

floral mauve
#

ok fine

teal axle
#

lets gooo

indigo sable
#

makes me wonder if we should have some preset scripts or something for simple cases like "end level"

floral mauve
#

rq i wanna save how do i do that

#

i know i gotta press the save button but how do i do that properly

tawdry parrot
#

Enemies will not roam around on their own no. You have to give them set patrols.

teal axle
#

a preset tab in the script thing with would come in handy tbh

indigo sable
#

I just mean having some pre-existing scripts that you could select

#

so you don't have to write them yourself

teal axle
#

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

floral mauve
#

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

tawdry parrot
#

Check the steam guide

floral mauve
#

fine

tawdry parrot
#

It's what it's there for.

floral mauve
#

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

echo oyster
floral mauve
#

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

teal axle
teal axle
floral mauve
#

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

teal axle
#

the backup folder only appears if you save the level twice

#

overwriting

floral mauve
#

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

teal axle
#

how have you set up your chapterinfo

floral mauve
#

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

teal axle
#

maybe you can't have spaces in your txt name

echo oyster
#

sure came a long way, huh

viscid tinsel
#

now THATS ambience

shadow dew
#

looks amazing

echo oyster
#

damn, thanks fellas

echo oyster
#

tiny improvements

vestal musk
#

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

gray marten
#

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

vestal musk
#

Yes, this is on a separate layer

echo oyster
echo oyster
echo oyster
#

shitty ass fucking haircut

gray marten
#

Trey... Theoretically... Would it be possible to upload a mod to the steam workshop that changes some of the code?

stuck hazel
#

Probably not.

tawdry parrot
#

Naw.

gray marten
#

DAMNIT

indigo sable
#

Allowing full code mods would be a security risk because the execution environment is too privileged

#

Expanding the scripting support instead is the way

gray marten
echo oyster
#

and probably design the level around harder combat

gray marten
#

Ofc ofc

gray marten
#

would it be possible in the future to be able to import our own models for our levels?

gray marten
#

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

indigo sable
#

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

gray marten
indigo sable
#

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

gray marten
#

This shit abouta be peak 🥹

gray marten
indigo sable
#

I'm not personally familiar with the workflow for decals (programmer not a mapper kekw)

gray marten
tawdry parrot
vestal musk
soft surge
#

is that Rapture?

marble crane
#

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.😅

vestal musk
# gray marten Also if I may ask, how do you make custom decals? I'm a little puzzled

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

vestal musk
frank crown
#

How do I access and use the cutout tool? I can't find it

gray marten
#

Cause if I know what it does I can point you too it

frank crown
gray marten
frank crown
#

Alright thanks

gray marten
#

Left to right

#

And

#

Up to down

frank crown
#

cut t/b and cut l/r right

gray marten
frank crown
#

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

gray marten
#

Not sure about left to right tho

frank crown
#

Figured it out

gray marten
frank crown
gray marten
frank crown
#

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

frank crown
#

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?

gray marten
#

you can steal the heirarchy from one of the offical levels and use that for playtesting

frank crown
#

oh ok

frank crown
gray marten
#

and steal one of the levels and pretty much gut out the actual level

#

and replace it with yours

frank crown
#

That seems like a very destructive way of doing things

gray marten
#

dont forget to replace the level path in the chapter info

gray marten
#

the offical one i mean

frank crown
#

oh ok

echo oyster
#

What's the best image size for textures?

marble crane
tawdry parrot
#

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.

echo oyster
#

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

tawdry parrot
#

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.

echo oyster
plush sinew
#

i wonder how long its going to take for some guy to recreate all of doom 2

vestal musk
#

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?

marble crane
#

The doors updating live in the editor is lovely! very usefull.

tawdry parrot
vestal musk
tawdry parrot
#

Whoever made "reference" workshop map you are a madman.

stuck hazel
#

The first step towards ||myhouse.goon||.

shadow dew
#

i hope the creator makes more stuff

vague wren
#

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 🙂

stark path
teal axle
#

its a doom map that sort of does what reference does, play with your mind

#

unless you said that just for the pun lmao

stark path
#

nope, never heard of that, thx

stark path
#

maybe at some point there will be an update with 'add a 0 button' changelog but it will actually add a whole new chapter

stark path
#

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

teal axle
#

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

stark path
teal axle
#

but not a penis map with a twist

stark path
#

oh. my. god.

stuck hazel
#

Sounds painful.

gray marten
echo oyster
marble crane
#

Can doors (things) be orienten horizontally? to make a hatch or air duct entry.

teal axle
#

you could make a breakable vent instead, not the same but does the job

echo oyster
#

not as easy as doors

vestal musk
echo oyster
indigo sable
#

Certified?

stark path
#

very important

echo oyster
#

That's essential

stark path
#

mandatory one usable button to hit the quota

echo oyster
#

In fact he caused 200 fatal accidents in 2 hours

vestal musk
#

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?

teal axle
#

i always thought all NPCs spawn on easy by default (so that's why there's no checkbox) but i'm actually not sure

echo oyster
#

enemies who spawn on normal also spawn on easy

vestal musk
#

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.

tawdry parrot
#

Front is always on the right side of the door pivot

stark path
#

i have questions:

  1. 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)
  2. can i spawn goons/npcs/props from script without placing them on the map in the editor?
  3. 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?
teal axle
#

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

stark path
teal axle
#

probably lmao, i've only used it with a body so its lootable

stark path
teal axle
#

lets gooo

#

only thing i dont know is how to make the body uninteractable afterwards

teal axle
#

weird petition but any chance we could get ShakeScreen's intensity variable to use decimals? (if possible)

meager latch
teal axle
#

it's understandable since it's probably just made for explosions and stuff

echo oyster
#

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

median mason
#

Yep something like that will be added

vestal musk
#

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

teal axle
#

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

meager latch
#

Damn there hasn't been any posts here in a hot minute

stark path
#

if i pass string as parameter to script, can i then use it as variable name in functions like Equal, Add, SetWorldVariable ?

meager latch
#

Oh wait im in the wrong chat

stark path
#

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

stark path
median mason
#

Nah there shouldn't be a limit

stark path
#

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)

teal axle
#

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)

stark path
#

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

echo oyster
stark path
echo oyster
#

Mind if i borrow that slot script?

stark path
#

it doesn;t spin properly

#

but i think i figured out what was the issue, stay tuned

echo oyster
#

Hmm

#

Aught

stark path
#

@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?

stark path
# echo oyster Mind if i borrow that slot script?

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

stark path
#

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

teal axle
#

the poor barber 😭

teal axle
stark path
#

yeah I don't think I saw it while working on reference either

teal axle
#

i guess it only happens if you make a pretty much basic level or something of the sort, weird tbh

teal axle
#

im guessing you want them to use another movestate later?

stark path
#

do you mean mov state or mov geo?

teal axle
#

if several sectors use the same mov state they can have the same mov geo tag

stark path
#

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

teal axle
#

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

stark path
#

yep if sectors always move together, one move geo for all of them would be enough, true

teal axle
#

doesnt seem to only be happening with move geo, i was using the opendoor function

#

so i guess its a limitation or something

stark path
#

now I got lost and not sure what are we talking about 😬

teal axle
#

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

stark path
#

is it possible to spawn loot from script?

gray marten
teal axle
#

in the hideout's setupGadgets script there's a Despawn function so im guessing there has to be a Spawn one

stark path
#

i thought so as well

teal axle
#

it may use tags?

stark path
#

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

stark path
teal axle
#

try spawning the id, which is 18041

stark path
#

nothing happened, maybe i'm doing it wrong

Main()
{
ShowNotification("win", 1);
Spawn(18041);
}

teal axle
#

lemme check how its done in the hideout

#

yeah i have no idea 😔

stark path
#

what if you place hidden goon behind the slots and make them drop inventory when you win

#

literally this

teal axle
#

LMAO

#

thatd be great

echo oyster
stark path
#

barber just got new job

stark path
#

i spent way too much time on this

teal axle
#

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

echo oyster
echo oyster
#

that would almost make sense

teal axle
#

yeah that too

echo oyster
#

that would make it one time use, but oh well

stark path
#

oh my god

#

yes

echo oyster
#

anyway here's what im doing

teal axle
#

vibeyy

#

are you close to release it?

stark path
echo oyster
#

pretty close

#

encounters are pretty much done

#

even put in a secret tommy gun somewhere

#

wyoming ass landscape

stark path
#

that would be joyful experience, but yeah, kinda difficult to do - i have to put them high because of the way they throw 😦

echo oyster
#

the moeny just kinda gets spewed out

stark path
#

yeah, that's familiar move

#

and now is the moment when devs appear and say "you can call this simple function and spawn shit" 🪄

teal axle
#

hopefully 🙏

gray marten
echo oyster
#

anyone of ya fellas know what the "dynamic" property does?

#

it appears on cars

gray marten
echo oyster
#

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

echo oyster
shadow dew
echo oyster
#

hey uhh, what's up the waypoint's special parameters?

stark path
#

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

echo oyster
stark path
#

i think i saw a couple of issues with textures, can do a couple of screenshots if you wanna

stark path
#
  1. seems that water dripping sector is solid, can't get through it
  2. missing textures in control room
  3. 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

echo oyster
#

i removed him already, yer probably on an old version

halcyon cargo
stark path
echo oyster
#

oh hell no!!!

#

who the fuck is evil bingass

echo oyster
echo oyster
#

anyway to get rid of this dumbass glitch where inverted sectors on top of each other don't render properly?

echo oyster
#

just turn on underlay in the sector's settings

echo oyster
#

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

tawdry parrot
#

Make sure that sectors aren't touching and set underlay to off

echo oyster
#

as long as th sectors ain't touching each ohter

tawdry parrot
#

Yeah that's the main thing. Make sure sectors aren't touching otherwise z fighting happens.

median mason
#

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

rapid sable
#

how do you make a script execute as soon as the player loads in?

gray marten
rapid sable
#

ill try

#

it either doesnt work or i cant script

#

what does "path" do?

echo oyster
echo oyster
#

(the name of the txt file in the scripts folder)

#

if you don't have a path your script will just not work

rapid sable
#

thx

#

you seem to know everything

echo oyster
#

if your confused on scripting consider checking out my bloodrust map as reference, it's VERY script heavy

rapid sable
#

oke

echo oyster
#

or just any official map works too

rapid sable
#

im trying too make good maps but im pretty shit at it

echo oyster
#

i mean hey here's how my maps used a month ago compared to now

rapid sable
#

i wish i could upload a screenshot but i cant

#

but my map looks just like yours a month ago

echo oyster
#

don't excpect to make masterpieces immidietly

#

that's just how it goes with every skill

echo oyster
#

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

echo oyster
rapid sable
#

yes pls

echo oyster
tawdry parrot
#

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)

rapid sable
#

how do you make shadows the player can hide in?

tawdry parrot
#

you have to set the sector brightness to 0

echo oyster
rapid sable
#

thank you

#

sorry i ask so much

echo oyster
tawdry parrot
#

We would add more to it but we're all pretty busy making episode 2. We just covered the basics

echo oyster
#

also while yer active here trey, can i add a custom map to my level somehow?

tawdry parrot
#

You do that with the spritepacker

echo oyster
#

aight, thanks

echo oyster
#

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

median mason
#

What does the consumable definition look like?

echo oyster
#

put in 18099 as the id

#

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

median mason
#

So if you delete the definition it still won't load?

echo oyster
median mason
#

That whole actor block

echo oyster
#

i'll test it out real fast

echo oyster
#

is it possible that i fucked up the sprite packing?

#

yup, it's the sprites, it loads after i deleted them

median mason
#

Yeah that'd be it

echo oyster
#

weeird, i'll retry the sprite packing

echo oyster
halcyon cargo
#

mike has to go through a pistol mook every morning if he wants his breakfast

soft surge
#

he got the pancakes!!!

halcyon cargo
soft surge
#

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!

soft surge
#

But i wonder this will replace the food sprites or add new food?

soft surge
#

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 😄

soft surge
gray marten
soft surge
#

now it's time for the popcorn bucket!

halcyon cargo
#

theater level like song of the caverns thief

soft surge
#

or sold by every street vendor next to hot dogs and cola

tawdry parrot
plush sinew
#

reccomended maps?

halcyon cargo
#

just look at the page

#

crystal radio set

plush sinew
#

ok

echo oyster
#

with those new eating animations on their way, will it be possible to create original eating animations for custom consumables in the future?

rapid sable
#

How do you make rain only appear on the outside?

echo oyster
#

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

soft surge
echo oyster
#

quick reminder REMEMBER ABOUT AMBIENT NOISE IN YOUR LEVELS!!!

#

it adds so much immersion, seriously

echo oyster
#

how the fuck do i even design a proper open ended level

#

this shit hard as hell

tawdry parrot
#

Make it a circle

plush sinew
fiery tree
echo oyster
fiery tree
#

now do chapter 5

#

its like that but there's like 50 paths and you have to go back afterwards

#

honestly works every time

lusty prism
#

its crazy how simple the '''solution''' for level design problems can be sometimes

plush sinew
echo oyster
#

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

wind prism
#

💀

echo oyster
#

fallen aces vodka

#

(replaces the bull tonic)

echo oyster
#

how do i get rid of this shit?

#

nevermind it's gone

echo oyster
#

making staircases in aceED is very fun

manic swift
#

i respect anyone who can make a map in aceED this is so confusing

echo oyster
#

hammer is way worse

manic swift
#

well ive used hammer so i find it easier

vestal musk
#

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

manic swift
#

id say what made hammer easy is the 2d and 3d view at all times in any axis

manic swift
echo oyster
#

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

vestal musk
#

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

manic swift
#

ooh

vestal musk
echo oyster
echo oyster
#

made some custom ambience for my upcoming map, what do ya think?

manic swift
#

thats pretty ambient

#

hard to rate ambience because its just noise

plush sinew
#

I tried learning hammer to make tf2 maps

#

its so fucking terrible to learn

halcyon cargo
#

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

echo oyster
#

" yikes, how am i supposed to guide the player whilst keeping their immersion intact???" the humble light:

fiery tree
#

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

echo oyster
lusty prism
#

both half life games are incredibly good to do game design studies with valve really knew what they were doing lol

echo oyster
#

how do i line up a shitting goon properly?

median mason
#

You might need to adjust his direction to face away from the toilet in the editor, but otherwise it's probably a bug

manic swift
#

Don't worry he's the goon who invents bluetooth shitting

median mason
#

I think you gotta move him to be directly in front of the toilet in the editor

echo oyster
#

how could i turn off a point light using scripts?

#

assuming it's something like Disable();

echo oyster
#

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

echo oyster
#

pre baked lighting can look pretty cool sometimes

stark lagoon
#

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.

rapid sable
#

MY FALLEN ACES MAP IS GONE!

#

I ACCIDWNTLY DELETED IT WHILE TRYING TO DELETE ONE OF MY OLD MAPS!

echo oyster
#

big mistake if so, always keep you wip maps on your drive, not on the workshop

rapid sable
#

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...

echo oyster
#

damn...

echo oyster
#

as long as you don't download anything new it's there

#

might wanna look up how to get it back

echo oyster
#

and don't download any new files, the data will get overriden

rapid sable
#

Okay I'll try

echo oyster
#

or two

rapid sable
#

IT WORKED

#

I finna make big backup

echo oyster
#

also uhh, how closed to completion is the thing??

#

excited to see some new things on the workshop

half ivy
#

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

echo oyster
#

or just send the level folder preferably

half ivy
#

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

echo oyster
#

that's how it goes

half ivy
#

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

echo oyster
frank flicker
#

goon pallete by number

halcyon cargo
#

weird how similar 1 and 7 are

echo oyster
halcyon cargo
#

i thought the bennies were all the same but appearently not

frank flicker
rapid sable
teal axle
#

thats what this channel is for

#

dont be afraid to ask

frank flicker
#

bulletin board

echo oyster
#

the lighting is a bit boring tho, adding some color could look nice

frank flicker
tawdry parrot
#

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.

half ivy
#

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

vestal musk
half ivy
frank flicker
#

were these a thing in the 30's?

echo oyster
#

the grooving goon

frank flicker
#

was this always here

echo oyster
frank flicker
#

huh

echo oyster
# frank flicker huh

some guy asked for me to hide that somewhere in the level in exhcange for playtesting

frank flicker
#

bloodrust lore drop

echo oyster
#

don't forget about PTISZKA.bin

frank flicker
frank flicker
#

i wonder if it's possible to make it do the electrocuting thing like when you break a tv or a vending machine

echo oyster
frank flicker
#

ill check it out

vestal musk
#

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. 🤔

echo oyster
#

Repack them

vestal musk
#

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.

frank flicker
rapid sable
#

how do i add a hole in the wall that has a pipe thingy?

#

does it require scripting or smth?

frank flicker
#

that's all

halcyon cargo
rapid sable
frank flicker
#

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!

manic swift
#

this would go really well if you could put the wall pipes on the floor

manic swift
#

oh

#

i assumed it was aceED's equivalent of func details in hammer

frank flicker
manic swift
#

looks great

#

this could be great for a rundown building style

echo oyster
sudden thicket
#

hi

frank flicker
#

hi

hallow wagon
#

Cool shit

valid cedar
plush sinew
#

i cant wait for yall to make eldritch horrors with aced

frank flicker
#

tried making a bathroom

viscid tinsel
#

bathrooms are very eldritch

manic swift
#

i want someone to make a fallen aces map and everything is normal but theres a really high quality realistic toilet for some reason

hallow wagon
manic swift
#

Who shall also be insanely high quality

echo oyster
#

imsim fans when they are informed there'll be nonsensical vent layouts at the function

lusty prism
#

OH BOY MY FAVOURITE!!

gritty frost
manic swift
#

thats quite a goon request

echo oyster
#

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

frank flicker
viscid tinsel
#

ohno

gritty frost
#

oh no...

manic swift
echo oyster
#

behold, the giant kebab meat block

proud night
#

Really wish the level editor had a more accessible tutorial because I have no idea what the hell I'm doing :/

fiery tree
#

Theres documentation with a basic map guide

#

Its in pind

#

Pins*

void shell
echo oyster
#

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

echo oyster
#

Got something cool planned for to celebrate the first month of BLOODRUST 1.0 being released

tawdry parrot
echo oyster
echo oyster
#

heavy umbutchers vibes

echo oyster
frank flicker
oblique python
#

Howdy, modders.

#

I trust it's alright to ask a few questions here and there as my mapping project develops.

echo oyster
#

ueah ueah sure

oblique python
#

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.

echo oyster
#

normal and easy are grouped together, no way round it

oblique python
#

Truly strange.

#

Why not just have three boxes, for the three difficulties? I'll just have to adjust plans accordingly. Thanks.

echo oyster
#

ask jason, items have options for all difficulties

median mason
#

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

oblique python
#

Aces! Thanks, fellah.

halcyon cargo
#

Fallen... Aces.

echo oyster
#

details!

frank flicker
#

potholes......... my favourite

oblique python
#

Never enough details. Always room for more details.

#

Fighting the compulsion to detail more is a tough'n.

echo oyster
#

Anyway, BLOODRUST'S devcom is complete fyi

echo oyster
#

decided to remake BLOODRUST's logo for the anniversary update

halcyon cargo
#

now it says rlooo rust /j

echo oyster
#

masterpiece

halcyon cargo
#

bleadrleadst

echo oyster
#

the three human BLOODRUSTS

halcyon cargo
#

what is blood rust devedm

echo oyster
#

i ramble on about some shit regarding the level basically

#

little gift you could call it

halcyon cargo
#

WATER

gritty frost
gritty frost
#

I think the word "rust" looks a bit too shiny

#

It needs to be repulsively rusty and rough I think

echo oyster
#

i should probably change it...

#

on the other hand im kinda fucking lazy

echo oyster
#

BLOODRUST update very** very** soon

echo oyster
echo oyster
#

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

oblique python
#

I guess I'll have to play it again. Interested to hear your thoughts on the development.

oblique python
#

Ooof. Just as hard as I remembered. The fryingpan was a lifesaver.

oblique python
#

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.

echo oyster
#

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)

oblique python
#

Writing that one down. Thank youse, I'll see how it goes.

echo oyster
#

(oh also if yer wondering how to post images, just send like a lot of messages until your name turns brown)

oblique python
#

Matter of time then.

#

But I'm sure

#

I'll get there

#

eventually.

echo oyster
#

or participate in the absolute nightmarish brainrotting hellhole known as #fallen-aces

oblique python
#

Architectural term of the day: Corbel.

echo oyster
#

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

teal axle
#

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

echo oyster
#

I might be blind

#

I did NOT see that

teal axle
echo oyster
#

thank, thank ya

#

that is very useful

teal axle
#

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

echo oyster
#

yea, already took a look at how it's set up in editor for c5

#

it's really simple

teal axle
#

yea

oblique python
#

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.

gritty frost
#

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

gritty frost
#

no problem

echo oyster
frank flicker
#

im trying to have a goon shitting but the script doesnt do nothin (at least the shitting part) am i doing something wrong?

oblique python
#

At a guess, and not encourage this sort of thing, but is the goon tagged properly? Is the throne?

echo oyster
frank flicker
echo oyster
#

Huh

echo oyster
#

i noticed that the hideout has a bunch of these dust particles flying around, any way i can add those to my own level?

fiery tree
#

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

manic swift
#

i love how everything in fallen aces is just a cube

echo oyster
manic swift
#

a slope is just a weirdly cut cube

frank flicker
#

is it possible to add a custom combat track

sly steppe
#

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

frank flicker
sly steppe
#

You are a damn life saver

#

the answer to my problem was behind my eye socket

frank flicker
viscid tinsel
tawdry parrot
sly steppe
#

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

sly steppe
#

Another answer to my problem that was behind my eye socket, to delete something i have to press the Del key

#

Not Backspace

sly steppe
#

For some reason when subscribing my own custom level, its not appearing in the workshop episodes

#

here what my files look like

frank flicker
#

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

sly steppe
#

yet again you saved my life

viscid tinsel
sly steppe
#

oh

rapid sable
#

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?

frank flicker
#

not exactly what you asked for, but is a good substitute

rapid sable
#

Atleast it's smth

#

Thx

compact helm
#

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.

oblique python
compact helm
rapid sable
compact helm
#

Yeah... Its I usually have that mistake

#

Thanks

rapid sable
#

Shit I feel bad now sorry

#

Sorry triple Jesus

compact helm
compact helm
sly steppe
#

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

sly steppe
#

alright seems right

teal axle
#

im pretty sure you can just have inverted sectors for underground rooms

#

im not sure how you're making it

rapid sable
#

Can't u make platform's that can go down when u press a button?

#

Does that require big brain scripting?

echo oyster
rapid sable
#

It is for me

#

I dont even know how to put my own music in

sly steppe
#

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

sly steppe
tawdry parrot
#

You gotta use more inverted sectors brother

sly steppe
#

So, I need to stop grabbing the bottom and raising it up?

teal axle
#

that's an inverted sector

#

just as a tip, you can press the little arrows icon and it'll do that automatically

sly steppe
#

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

sly steppe
#

turns out its also happens to load forever when playing other custom levels

sly steppe
#

after reinstalling the game, the custom levels and normal levels load normally except Madness Goonbat 2

sly steppe
#

Somehow it only happens when I put external audio and maximising it’s range

echo oyster
#

Also, where did you add the audio

sly steppe
echo oyster
sly steppe
#

oh wait audio file

#

i put it in the ambience folder

echo oyster
#

Its an mp3

#

Must be an ogg or wav file

#

Convert it

sly steppe
#

oh

#

thanks

sly steppe
sly steppe
#

The plane Options for wall, floor and ceilings made things easier

#

▢ Visible
▢ Solid

teal axle
sly steppe
#

oh

#

thanks

sly steppe
sly steppe
#

totally nothing behind that cat Alf!

oblique python
#

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.

sly steppe
#

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

sly steppe
#

Gotta love lockers man

echo oyster
#

That rightmost locker's off

sly steppe
#

fixing

sly steppe
#

.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

frank flicker
sly steppe
#

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

oblique python
#

Extremely thorough. Thank you. I'll see what I can manage today.

tawdry parrot
#

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

compact helm
rapid sable
#

What's the best number for grid snap?

echo oyster
#

I keep it at auto most of the time

oblique python
#

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.

sly steppe
#

its done

frank flicker
sly steppe
vestal musk
#

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.

echo oyster
#

Stretches the texture to fit the plane

compact helm
compact helm
#

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?

sly steppe
#

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

compact helm
#

Ohhhh ok

#

I will try it

compact helm
compact helm
sly steppe
#

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

compact helm
#

Ok, i think i can get it correctly

compact helm
#

I hope so its not to much big the map I want to do

compact helm
#

How i made the circular zone?

echo oyster
sly steppe
outer pond
#

It's just a texture/sprite replacement for Fallen Aces yk nothing too big

sly steppe
#

backroom soup

compact helm
#

I want make the map as big the chapter 2, how i should do that?

echo oyster
compact helm
#

How big is my question. how mych big

echo oyster
compact helm
#

How i do that?

echo oyster
compact helm
#

Now my question its how I mesure the map with out making a mistake.

compact helm
echo oyster
#

Count the freaking squares on the grid

stuck hazel
compact helm
echo oyster
#

Jeez dude, just eyeball it

outer pond
sly steppe
outer pond
outer pond
sly steppe
manic swift
#

Nice to finally start seeing tutorials for aceED

sly steppe
#

Trey did it first