#eternal-modding

1 messages Β· Page 5 of 1

lethal plume
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Just thought it was odd that it does not have this option

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at least on my install

pallid marlin
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i have uhd display res and uhd resolution with 175 resolution scale and when picking launcher -> mods -> grid to 50 it breaks the drawer for that browser πŸ™‚

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and overall each run it unlogs be from bethesda

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shout out to the alpha testing team ;}

pallid marlin
lethal plume
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dunno, I dont need to move it just weird i didnt have the option. I have eternal/idstudio on one drive and all the other directories mods/idstudio mods/asset packs on another drive. No crashes since i freed up hd space and started launching idstudio from the launcher.

pallid marlin
lethal plume
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click select folder

pallid marlin
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sorry, english is not my main language: how did you moved idstudio steam installation folder

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i know how to point it to the launcher i don't know how to make steam use other path than the one it usually uses to install jazz downloaded from steam

lethal plume
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i didnt move the steam install

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just where mods and assets are stored

lethal plume
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Steam apps on other drives will have the same directory structure. The only different structure would be on a windows drive under program files (x86) \steam and then steamapps\common\gamename

pallid marlin
cyan quartz
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So idStudio is just blank every time I open it. Anyone know what to do about this?

pallid marlin
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wait for it, it's big πŸ™‚ use debugview :]

cyan quartz
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I just wanna get all my mods prior to the update transferred over lmao

cyan quartz
pallid marlin
cyan quartz
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That took, like, 2 minutes

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Now just to figure out how to import the old mods

lethal plume
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got Q2 Remaster map made in Trenchbroom in idstudio

cyan quartz
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If anyone would like to let me know how to do that, that'd be appreciated, since, again, I have no idea what I'm doing

lethal plume
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I used this method to convert q2 maps it worked great

tough torrent
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Alright guys see you in 1 Year when the Doom Eternal modding tools install

shy elm
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Guys how do I search for mods? And how do I add them

pallid marlin
pallid marlin
shy elm
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Thanks! I play on steam. Where is this so called Doom eternal launcher

pallid marlin
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mods are beta

shy elm
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okay thank you

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is nexus better right now? or should I use this

pallid marlin
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whatever floats your boat i guess

pallid marlin
cyan quartz
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I'd say with the offical modding still being in beta, and not having anywhere near as many mods, maybe wait and use Nexus. However, with time, the offical modder will definitely become superior

limber terrace
pallid marlin
limber terrace
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backwards and incomplete - but lets let the kids have their fun

lethal plume
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Does anyone know what the max step height for Doom Slayer

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If i hit them just right he walks up

valid yacht
lethal plume
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I should have measured them before shutting down editor

cyan quartz
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I just wanna know how to port over my old mods prior to the update

valid yacht
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There u go @lethal plume

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Based on the ingame CVAR:
pm_stepsize | maximum height the player can step up without jumping {{ units = m }} | "0.3048"| float

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Excel spreadsheet with 7397 CVARS - In case anyone needs to lookup values:

It contains:

  • All default + extra CVAR's (thanks to meathook)
  • Descriptions (if set by idSoftware)
  • Current values (i had in my live game)
  • CVAR Type (bool, float etc.)

Needs some office software to be opened (MS Office, LibreOffice, OpenOffice etc.)

lethal plume
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Thank you! That will come in handy.

cyan quartz
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Or at least the removed 1-UPs

pallid marlin
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was this asked?? can the modes me used in de "multiplayer"

valid yacht
pallid marlin
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damn that's like giving someone nice car but without keys ;]

valid yacht
pallid marlin
valid yacht
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cheating in DOOM 2016 is already a massive problem, that at least for me, killed it on PC

stiff plaza
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And it's already dead pretty much everywhere else MarauderShrug

valid yacht
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yeah :/

stiff plaza
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Unless you use TA, as I mentioned before, but that's off-topic

limber terrace
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Anyone remember ÜberTools?

plush thicket
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gimme a sec, I will record video

empty bobcat
# lethal plume

that's nothing comparing to size with armor steps in Hangar πŸ˜„

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btw. how did you import QUAKE 2 map?

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I copied my DOOM 3 hangar to DE map txt file :D, but D3 map was like 100+ meters size, I had to scale down it by hand, not great not terrible.

valid yacht
empty bobcat
empty bobcat
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nice work

plush thicket
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Reworked the the first arena

empty bobcat
plush thicket
empty bobcat
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I can't decide - making this hangar as original geo or make it in DE style.

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I'm hardcore DOOM fan, I like original one πŸ˜„

plush thicket
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people will like both

empty bobcat
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I even found some fancy stairs for in assets:

plush thicket
valid yacht
karmic musk
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I like seeing levels coming together. :p I decided that re-creating unreal tournaments rankin as a horde/arena map should be a nice project. doomguy_wicked

tough torrent
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Hey I have a question about save files

so how can I switch to use my normal save files and the ones for modding?

plush thicket
lethal plume
empty bobcat
empty bobcat
plush thicket
cyan quartz
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Anyone know how to bring preexisting mods over?

lethal plume
empty bobcat
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bezzier's curves

plush thicket
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there a table editor

cyan quartz
empty bobcat
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"table" what a name πŸ˜„

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I found I got some assets thumbnails upside down πŸ˜„

tranquil hull
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Anyone else having issues logging into bethesda.net to actually browse the mods?

cyan quartz
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depends on what you mean by that

tranquil hull
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Like, in the launcher, every time I enter my user and password -both of which are correct-, I get an "invalid credentials" error.

cyan quartz
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Yeah, I ain't running into that. i do have to re log-in every time I launch it, though

frail orbit
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anyone know of any reason why I wouldnt be able to get idStudio to launch??? Any time I click launch in steam it turns blue for a few seconds and says stop, but then turns to a green launch button after awhile.

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even in the new launcher I go to idstudio and click creat new mod and it attempts to load idStudio and then stops

empty bobcat
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I couldn't run idstudio when I was downloading assets

frail orbit
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I am actually. I'll let this last one install and before doing the next one I will attempt again. Thank you @empty bobcat

stiff plaza
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DOOM MARINE is the hero of this channel

empty bobcat
fluid hatch
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The keys to Snap to Grid don't seem to work right. it just turns off grid to me. How do we snap to grid?

fluid hatch
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ill try that ty

empty bobcat
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best in 2d view I guess

fluid hatch
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i was using 2d view

empty bobcat
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are your brushes snaping to grid when you panning them?

empty bobcat
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When you spent too much time in idstudio:

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Do you know how undo texturing?

halcyon stratus
halcyon stratus
empty bobcat
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It's from DOOM 2016 in my Prodeus map :>

mossy violet
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I found an easily reproducable memory leak. Create a new mod, new map. Editor sits at 12gb RAM used. It can sit there for however long. As soon as I create a single brush, my RAM is eaten over the course of less than 1 minute. So I go from 12gb used to 40gb in 1 min or less. I have 64gb, I submitted the crash report. The editor is unusuable for me given this.

empty bobcat
mossy violet
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yeah but as soon as a brush is created? that seems like something isn't right

empty bobcat
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yeah it's gray out:

tough torrent
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huh weird

halcyon stratus
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People need to remember these tools are still in beta for a reason.

tough torrent
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Yeah, hope this could get this fixed later down the road

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I'm gonna check out the other stuff in the editor

cyan quartz
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Yeah, I'm just gonna downgrade until everything is ported over

indigo forge
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Hey, weird question. I understand the idea of "kits" but I am confused on how to use them. Are they a texture that you apply to a brush or are they an entirely new model? I have tried to find them in the kits folder but I had no luck.

cobalt cipher
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Hey guys - How would I go about opening a campaign map file in the editor? I am looking and looking and looking and I cannot find anything

tough torrent
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did you already download a campaign map?

cobalt cipher
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Do I need to? I just want to look at making a master level for a map from the game, so is there a way to do that?

cobalt cipher
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Oh I see it's in the asset packs in the launcher πŸ€¦πŸ»β€β™€οΈ

frail orbit
cobalt cipher
frail orbit
lethal plume
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set up beta version in steam?

frail orbit
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I opted in for the beta version and get the new launcher up. But when I click on creat new mod, it turns the button blue and says stop, but then a few seconds later it turns back to a green launch button

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thanks for all the advice so far guys

lethal plume
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Do any mods show up already under the create new mod in idStudio button?

frail orbit
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Not currently.

lethal plume
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If you launch the studio stand alone does it make it to the create a new mod pop-up?

frail orbit
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No. Trying to launch it from steam standalone, It acts like it wants to launch. The Green Launch button turns to blue and says stop. But thats as far as it gets. A few seconds later it turns back to a green launch button just like when using the new launcher

lethal plume
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The pop-up hides behind other windows if that helps. I dont think i ever seen it actualy show up without hunting it down

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You could try to launch it (idStudio) with the parameters. Just replace the directories with the ones you set in the launcher.

frail orbit
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awwww dang. I was really hoping thats all it was haha. No I cant find it anywhere either.

cyan quartz
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Ok, does ANYONE know how to port over custom skins?

cyan quartz
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here's just a couple skins I want to port over, and I can't find anything on doing so

versed herald
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hope that one dark lord master level mod is ported

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would be nice to have

cobalt cipher
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RE: Campaign Maps - so far as I can tell, the map file appears to largely be locked down. I.E, existing triggers, models ect cannot be moved or altered. Can anybody confirm this for me?

frail orbit
forest flame
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do you guys know a way that the mod launcher can remember you account credentials?

lethal plume
modest obsidian
lethal plume
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Ah

dark edge
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does modding doom in the new manager disable anything

indigo forge
astral kernel
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is a new mod injector being made?

empty bobcat
# frail orbit Well after letting the last few I had qued up install without anything installin...

Someone here said he hasn't got full version of Eternal (he had only base game without dlc/deluxe) but I can't confirm it will help you and I don't know aren't you already deluxe owner. For now using tool is very frustrating mostly because random crashes.
@plush thicket For this scene I didn't. I tried to play with probe in test, but there was no difference for me in view. I need to look at reference map to learn something more from them.

maiden mica
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Hello, I wanted to ask if anyone has gotten the modPortal to function correctly on the Steam Deck? For me it seems no mods download and get stuck on 0%, is it like a visual bug or steam deck filesystem issues

empty bobcat
# modest obsidian Check this out, it might help you. Maps are arranged in layers. Youll need to fi...

Oh, hi! Full respect for you ma'am. I realy liked what you shown during QUAKECON. As many people in here we are with DOOM for a long time, and I was waiting a long time for new tool to play with in my fav series game ever. We need to learn new things comparing to DOOM 3 or RAGE idStudio and hope to see more in future. I crashed a lot during this weekend in idStudio, but I hope it will be fixed later.
I'd like to thank You and whole id software for this tool and all work you did for us in all game you did! Thank You a lot!

halcyon stratus
empty bobcat
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@plush thicket can we somehow save part of ref map? Like this:

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OH IT'S WORKING!

waxen nymph
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this has been a CRAZY week

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I wanna try these mods!

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unfortunately my game is bugging out and everything is 30-40fps with choppy frame rates :(

polar nexus
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yo, how is it going creating with the mods so far?

valid yacht
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I absolutely adore the thought of more id software dev's pop in here from time to time to give us some tips or just chat about making stuff

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only if they got some spare time and want to of course*

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but man, thats honestly some next level for the community/developer love πŸ’›πŸ«‚

pallid marlin
valid yacht
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this is a chat app afterall no?!

pallid marlin
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i wish it was

cobalt cipher
unborn ingot
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I was loading up Idstudio and it blue screened my pc thank god its okay 😭😭

polar nexus
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those developers did really a good job πŸ‘ŒπŸΎ

cobalt cipher
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It's in beta, give them time to polish any unknowns

empty bobcat
unborn ingot
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It's just a problem with my pc only having 16gb of ramπŸ’€ also if you don't close the tools using steam I still notice some lags so I bet when I opened idstudio from the doom launcher there was another one in the background

polar nexus
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one question; is it easy to create mods or no?

cobalt cipher
polar nexus
cobalt cipher
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Well I think that probably depends on what you want to do. But these are the tools they made to make the game.

The documentation is helpful enough to onboard you, but it's definitely advanced

polar nexus
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comprehensible. thx for telling me

plush thicket
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You guys need to understand id software haven't release any tool for decede, the idstudio idtech 7 such a big heavy program we need to patience I know the devs working hard in this and they try their best

lethal plume
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Those couple of tutorials in the documentation are nice. I made a bunch of tiny arachnotrons that were super fast and a purple bag lol

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Bfg

cobalt cipher
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Omg mini arachnotrons πŸ˜‚

lethal plume
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The gibs and glory animations are full sized

empty bobcat
empty bobcat
unborn ingot
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Anyone know how I can make my map open using the menu by clicking new game on dlc2

lethal plume
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thats 10 .25 sized arachnotrons firing at 3 times their normal speed. it was blinding.

plush thicket
lethal plume
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I did figure out how to use the environments. that is hell default env on an untextured conversion of Q2dm1 The Edge

empty bobcat
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there was function - when you put them on map they chaged totaly visual effect

empty bobcat
lethal plume
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i guess i did it right. made a big volume and yeeted the old sky brushes

empty bobcat
lethal plume
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yeah, in the docs there are a few tutorials and changing size and speed of an enemy are there

lethal plume
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it is in the docs search for sky or environment'

empty bobcat
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I read it but skipped parts about what I'm not interested in like animations and particle editor.

lethal plume
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you can just right click and at the env volume

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then go to env editor and set everything

empty bobcat
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ENV EDITOR πŸ‘€

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I liked in RAGE idSTudio you could paint with foliage (but it liked to crash)

lethal plume
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Never messed with RAGE

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i was old school QUARK and didnt start back till q2 Remaster last year and TrenchBroom

empty bobcat
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it wasn't bad except ai didn't work (so couldn't make proper gameplay), totaly lack of assets (only few), no basic function, crashing and HUGE compilation times.

lethal plume
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great things will come of this lol

empty bobcat
lethal plume
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yeah it is a good pak explorer for some games

unborn ingot
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I don't have a life

empty bobcat
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51 hours in weekend and part of friday πŸ˜„

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I had about 20+ hours πŸ˜„

tough torrent
grim bronze
lethal plume
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i only have 26hrs in the studio but i think the launcher is still running on another computer it is at 49hrs right now

polar nexus
lethal plume
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I have the music for that level in at least a dopzen places on this computer lol

polar nexus
lethal plume
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im guessing you can add any sound you want to a map

exotic badge
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Does anybody know how to implement an end level trigger?

zinc crypt
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Are there any brand new level mod made with modding tools? Apart from those 2 levels that were already there.

unborn ingot
exotic badge
unborn ingot
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on the asset search bar search prefabs and I think its under gameplay or just search level end or something like that

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its near the player start in the prefabs part

exotic badge
tough torrent
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Is there a tool that can easily mass export png textures to tga? The Auto Heckin' Texture Converted link is dead

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nvm found a link to it through doom wiki

tough torrent
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okay how do I like import my tga textures?

tough torrent
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already looking at that, it's not really helpful as my model didn't import the tga files.

lethal plume
atomic bay
# tough torrent Is there a tool that can easily mass export png textures to tga? The Auto Heckin...

Is there a tool that can easily mass export png textures to tga? [...]
Supposedly something like ImageMagick can batch-convert lots of images at the same time?

[...] The Auto Heckin' Texture Converted link is dead
Auto Heckin' Texture Converter produces Doom Eternal-style BImage files (with the ".tga" file extension, because that's what Doom Eternal calls them), while idStudio uses standard Truevision TGA/TARGA images. Auto Heckin' Texture Converter doesn't work in tandem with idStudio, unfortunately.

tough torrent
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ah

lethal plume
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Wally is the fastest way I know to convert thousands of PNGs to TGAs.

slender iron
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Maybe stupid question but why are fodder enemies immediately dying when i spawn them in? Do i have to set up some kind of encounter

lethal plume
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You need to set up the Nav

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quick answer is to grab all the floor faces and put them in a group called nav

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The docs have the rest of the info i will look for a link

prisma vector
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anyone know a good tutorial for learning modding in idstudio

lethal plume
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same link look in the Tutorial section

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it has making enemies larger faster changing projectiles and particles basic my first mod stuff

prisma vector
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thanks

lethal plume
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np

crystal path
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So after a lot of trial and error It's so much easier to just replace the tentacle base assets with floor assets that blend in lol. Less issues that way xD

crimson void
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anyone tried to make the Battlemode demon skins usable in singleplayer?

lethal plume
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I thought the battlemode assets were still locked away in a pak for now

fleet gyro
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someone know how to use fov scale on weapons since mod injector doesnt work?

lethal plume
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hands_fovScale ?

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i dunno just seen it in the cvar list]

fleet gyro
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yea thanks

empty bobcat
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Hmm, I'm struggling a bit with movers (I used radiant 15 years ago last time). I'm reading right now idStudio documentation, but my mover doesn't work, and more - I got an error when saving a map. Can someone explain me how the mover works?

pseudo jasper
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Anyone else having the issue of the id studio install not showing up in the eternal launcher? I installed it but the launcher is still telling me that no installation is found

plush thicket
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Anyone having problem with diamond_plate material not working, install hell on earth assets should work

slender iron
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This image from the documentation is interesting. Is this like an older version of idstudio for the original doom 4 or something?

plush thicket
empty bobcat
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I found I got some missing models assets (but I forgot whichone).

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But I have all assets downloaded too.

empty bobcat
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looks like I got them all

empty bobcat
lethal plume
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i could see them but not apply them so i just used other materials

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I do not have all the assets downloaded.

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or did not at the time. I think i have Hub and Hell on earth now

empty bobcat
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did you guys find any DOOR texture? I mean tech base style door? I couldn't but at least I found some door model.

empty bobcat
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holy moly, I accidentaly made a sky πŸ˜„

lethal plume
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NIce. I was very happy when i deleted the roof off of Q2dm1 and could see the Hell sky for the first time.

empty bobcat
empty bobcat
lethal plume
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Yeah i can

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did you add the volume?

empty bobcat
lethal plume
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if you are flying around in noclip once you are out of the volume it will disapear. I havent played with multiple areas yet.

empty bobcat
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I was doing this tutorial, but I was inside, cause I thought it's some kind of env probe like, so after I saw no different I deleted volume, but environment editor was set.

pseudo ferry
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hey, quick question but idk if it will be answered. will our save data and cosmetics etc. be able to be brought over into modded gameplay? I would like to have access to everything to make modding easier in general and so I don't have to go through everything again.

lethal plume
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I am guessing the answer is maybe. If the mod doesn't conflict with save data. I have loaded saves as I made changes to the game and no problems so far. It is still early.

pseudo jasper
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is there a way to close the engine tab so i dont have the mod running in the background?

lethal plume
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good question

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i just hit escape and pretend it is not there lol

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That has got to be a lot of resources idling there

pseudo jasper
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yeah

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ideally i wouldnt want to have the game running while im editing things because of the performance cost

lethal plume
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if you quit to desktop does it close the editor?

pseudo jasper
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yeah

lethal plume
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I enjoy haveing it running. i just click the tab and reload the map

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nice to instantly test map and game changes

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It would take so long to start up each time. Not a problem with old games even the quake remasters start in single digit seconds with the right launch parameters.

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If i could close it i dont think i would. But thats just me and going by like 4 days of workflow.

vernal dagger
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does anybody know why static lights appear to not affect doors? (or am I doing something wrong)

cobalt cipher
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It might require you to build the lighting, I'm not sure though it's just an educated guess

vernal dagger
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just doesn't seem to be working with the door for some reason

lethal plume
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any light options in the entity browser for the door model?

vernal dagger
valid yacht
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Anyone can recommend or found a basic tutorial video yet?

lethal plume
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The tuts in the docs are pretty good but not much beyond making a room and changing some enemy and weapon attributes.

white lichen
maiden mica
karmic musk
crystal path
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Okay after much trial and error I have a perfect workflow for removing the tentacles from the campaign maps. Now comes the ultimate question. Is it possible to make one mod that applies to all maps in idstudio without destroying my RAM or would it be best to just make each mod seperate due to how big the map assets are on the RAM?

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Also I went to change the games resolution and this happened how do I restart the engine tab?

cobalt cipher
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You probably could do it and I doubt it would have much impact on the tools performance honestly. Just open one map up at a time and do what you need to do.

When you package the mod, it should save all the changes you made to each map.

But you really don't like the tenticles, huh? πŸ˜…

vernal dagger
crystal path
crystal path
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Thinking about it....can we even edit the rendering pipeline for DE in the editor?

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Unless the rendering settings that the game offers aren't on a pipeline level

hasty oyster
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Need to test a mod, what do i do? I am just making edits to a hellknight. i need to download a level asset first?

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oh wow look at all these videos, looks like my week and weekend is fucked

forest flame
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is the raytracing requiered for the idStudio?

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i got this error

hasty oyster
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Hell Knights Bleed Green! I need to also edit some other parts because it isn't all green yet.

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i should probably check out the caco too see a clue how it works. Also spurts of blood from chainsaw and blood punch need to be looked into

lavish apex
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does anyone know how to make new campaign use a custom map instead of hell on earth?

forest flame
hasty oyster
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next stage of evolution

static sleet
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Did they ever say what the full release of the mod tools will be? If so will we have access to the multiplayer side of the game?

tough torrent
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I dunno
gonna assume it will move out of beta once all the asset packs for the dlc and maybe battlemode are available to modders, plus the editor oddities get ironed out and user qol updates.

hasty oyster
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I hope they add doom 2016 assets in some form. It would be a bitch to get them ported to idtech7 but worth the effort imo

empty bobcat
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For now there is no proper lighting, I just need strong light to see what I'm doing πŸ™‚

halcyon stratus
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We've also got people working on a Doom 3 to idTech7 map conversion tool, another one for Quake 1/2 maps, a handful of Nexus mods being ported over and ready to download on the launcher, and a fucking WIP 1:1 recreation of Bob-Omb Battlefield, all in the timespan of 3 days after the tools were released. I don't know what you'd consider 'a lot of interest' but I'd say we're lucky if anything that we've already come this far.

slender iron
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man i cannot get models i import to display the right material
the material preview works and the material .decl definitely matches the name exported from blender

empty bobcat
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not 200. You understand no company will work for 200 or 1000 people for free, right?

halcyon stratus
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No way you seriously believe the success of ID's efforts is measured in subscriber count lmao.

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They have... 12 videos that barely cover 5% of what can be done with the editor by reading up on tutorials.

stiff plaza
hazy glen
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Thanks manπŸ‘

unborn ingot
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Well Id studio can't be abonded there isn't any big issues with it and if your struggling to run it well just deal with it they won't update it much

hazy glen
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They probably won't have update the editor as much cuz Doom Eternal is complete I'm guessing?

vital lichen
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It depends on how many players actually do modding

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If they see it gets a lot of attraction, they might want to keep it updated

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Write better documentation, open other parts of the engine, optimize idstudio...

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And if it goes well, they might release modding suport for Doom The Dark Ages at launch or shortly before

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Keep in mind that modding is one of the most important aspects of the Doom franchise after all, historically speaking

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Just a fun fact, Doom Eternal got official mod support before Minecraft. Guess which one of both sold more copies

lethal plume
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I used the doom3 to eternal converter for both of these The edge and Thwomps castle.

#

Thwomps castle was obj >q1 map>q2 map> q2 bsp > q2 map > doom3 map> doom eternal map lol the bsp step was not needed just testing something.

waxen nymph
#

Is there a way to add a mini map for these custom levels?

lethal plume
#

There is a way to produce an svg of quake1/2 bsps i dont know for eternal yet

vital lichen
#

Kinda barebones yet

unborn ingot
#

I hope when it comes out of beta they will release blood harvester map it would be so awesome

pallid marlin
#

and for quake custom servers were what made it really "eternal"

prisma vector
#

Yall I'm so confused

#

Didn't steam release workshop for doom eternal?

#

When I look up doom eternal workshop, nothing comes up

wary estuary
#

Under tools my dude.

atomic bay
lethal plume
#

Is there a place to set the default brush material? If i wanted to make all created brushes with shadowcaster material.

empty bobcat
#

QUAKE 1 map E1M1 almost full ported and playable! (but I can't run it)

#

Can we edit downloaded maps or mods?

hazy glen
midnight hedge
#

How do you edit the textures of demon's or weapons? I can recolor the .tga of them and have the edit appear in the model viewer but when I test the mod they just appear without any edits.

lethal plume
#

im not sure yet. i have only changed particles and projectiles so far

#

were you testing in the editor engine or packing up the mod and launching full game or sandbox

#

I think the mod files are stored in dif locations. Acticve mods and what not

#

if that even makes a dif

shrewd shard
vital lichen
#

good theory

midnight hedge
lethal plume
#

check it out in the editor engine tab

#

make a little test box map

midnight hedge
#

Ok

pseudo narwhal
#

Has anyone had any luck importing textures? I just get these errors in console when trying to select the image in the material editor

Generating image:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo:NONE into generated/image/art/meowcat/metal046b/metal046b_2k_png_color2.tga$streamed$mtlkind_albedo.bimage
WARNING: Couldn't load image: art/meowcat/metal046b/metal046b_2k-png_color2.tga while loading generate:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo from image:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo
WARNING: image:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo:NONE Couldn't load image: art/meowcat/metal046b/metal046b_2k-png_color2.tga while loading image:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo
WARNING: container entry defaulted image:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo:NONE: Couldn't load image: art/meowcat/metal046b/metal046b_2k-png_color2.tga while loading loadBinary:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo from image:art/meowcat/metal046b/metal046b_2k-png_color2.tga$streamed$mtlkind=albedo```
lethal plume
#

before making the decl or as you are making it?

#

I havent tried importing materials yet

midnight hedge
#

So maybe the reason my texture mod for shotgun was not appearing was due to having no level to test on. Hence why the test mod reverts to the original state. If true that means I have to download the hell on earth map asset before any modification works.

lethal plume
#

I think there are some asstes already loaded

#

i had already made some rooms before dl any asset packs

pallid marlin
# shrewd shard

my tin foil hat theory is that after de dlc and some more re-releases of antics will come next id game that will be esports focused [hopefully new proper Quake] with full mod support from the start and they are giving now the id community the heads up on the tools - plus since that twt https://twitter.com/ID_AA_Carmack/status/1308069857913720832 i hope this will happen with JC and Romero on board with NIN soundtrack ofc πŸ™‚ tin foil hat out πŸ˜„

shrewd shard
# pallid marlin my tin foil hat theory is that after de dlc and some more re-releases of antics ...

idk if I agree with that, but it's an interesting theory.
I can see a new Quake game in the future, in fact, it's the thing I wish for most, but I don't see them going back down the route of esports/multiplayer focus. QC has performed awfully, and no matter the why's and wherefores, I don't imagine they want to entertain that kind of thing again too soon.
I can kiiiiiind of see Carmack returning to play in the sand for some future AAA stuff, and Romero perhaps doing something else, although less likely imo, but I don't see them teaming up any time soon lol
NiN however? That'd be a god damn dream!

hasty oyster
#

of all the quake games, i played 3 and 5 the least. Why? no campaign. If there is a campaign i find a need and want to play the MP

lethal plume
#

lets just port over all the q2 levels to eternal and call it quake 6

empty bobcat
#

Like QUAKE 2 in DOOM 3

lethal plume
#

q2 maps plus q4 textures with eternal lighting

empty bobcat
#

QUAKE 4 resized texture pak (this, if I good remember 40 gigs pak πŸ˜„ )

lethal plume
#

My first goal is to get the scale correct on q2dm1 and figure out getting custom materials to work.

empty bobcat
#

still lights leaks, cause shadows works only in blue bulbs

lethal plume
#

Had to fix my brothers transmission onhis truck last night and didnt get to play with the editor.

halcyon stratus
lethal plume
#

yes

#

i like it but i also drive a black truck with black and red interior and a big deadpool sticker on the back lol

empty bobcat
#

no mountain vista πŸ˜„ but at least I got an armor

pallid marlin
shrewd shard
empty bobcat
pallid marlin
shrewd shard
halcyon stratus
#

QC could've saved itself if it had embraced community content.

empty bobcat
shrewd shard
#

they should work on it together tbh

final python
#

Where would I start if I wanted to change gameplay? IE scripting and such

versed herald
#

praying someone ports this to the official launcher πŸ™

hasty oyster
#

the other big project at iD is the idtech 8. Who knows what game will come to that first

#

personally, I just want ... more Doom. hahaha trigger alert sorry

lethal plume
final python
#

How in depth is editing it? I'm looking for nothing short than being able to actually script behavior

final python
#

Basic enough if I want just a projectile swap

lethal plume
#

I have only increased AI speed and scale so far

final python
#

I'm looking to see if I can remake one of my gzdoom mods for Eternal, and not really something I can do if I can't dig my fingers deep into some code

atomic bay
final python
#

That's unfortunate

#

People are wondering when "Gardevoir Has a Praetor Suit" is going to be a thing

lethal plume
#

Does that mod work with the newest gzdoom quest team beef launcher?

final python
#

Dunno. I refuse to get a quest

lethal plume
#

My kid loves pokemon and he loves doom

final python
#

if it's up to date with GZD 4.10, it likely will run

#

but any errors you do run into, I'm not going to fix for a device I don't own

hasty oyster
#

it would be nice, the day AI can just take our GZDOOM Megawads and magically convert them into perfect Doom Eternal levels

#

at the least, i would think mapping out the vertices and sectors could be done today

#

with 1 pixel = 2 inches or something

#

BOOM you got a map

halcyon stratus
#

Man, I just now realized something- if modular mods like Demons 2016 were uploaded to the portal, we'd end up with some like 10-15 mods for each demon skin.

lethal plume
#

I gotta figure the q2 to doom3 to DE scale dif tonight lol

#

One of my maps is too small but Doom Slayer still cant walk up steps lol

halcyon stratus
#

I wished there was a way to enable a selector for those kinds of mods, so you could tick whichever submods you'd like to enable. For instance I like 2016's Baron of Hell skin, but don't like the Mancubus or Former Humans. Then I'd be able to tick some boxes and suit the mod to my taste before I download it.

halcyon stratus
lethal plume
#

Yeah i think that would be the easiest way

halcyon stratus
#

Uh... wrong channel?

keen reef
final python
keen reef
#

Β―_(ツ)_/Β―

hasty oyster
#

why not? having a human convert the blue print of a megawad into doom eternal by hand would take years. The tech doen'st exist either way

#

EDIT: I fixed the weird light reflections in the released version!

This is a rough draft of the textured version of e1m1, It converts a quake .map file to a doom eternal .map file. I made a script that added all the .decl files with the correct texture information (Once i get it to a usuable state I'll upload that too)
Problems:

  1. It can't rea...
β–Ά Play video
lethal plume
#

i figured out my scale on q2md1 working on it now

#

It needed scaled about 1.2 times after going from q2 to doom 3 to DE

halcyon stratus
#

Oh yeah, there's some scaling issues with the map conversion process. Doomguy be smol.

south wasp
#

Question I can't seem to work out from looking into encounters/enemy spawns. How do you trigger the teleport effect? I have no trouble spawning individually or via encounter, but no teleport vfx

pine venture
#

i can't log into the new launcher for some reason

#

my username and password are correct, i've checked and reset my password, but it still says that "something went wrong"

#

is anyone else having this issue?

south wasp
cobalt cipher
south wasp
#

No worries

hasty oyster
#

dont know what i did but mod just decided to stop working

#

most lieklky probalby miss clicked a part on the screen which deleted osmething and i dont know where

#

so im going to have to start all over

#

is there a way to detect changes to vanilla?

versed herald
slender iron
#

awesome idea:
turn the fortress of doom into peaches castle

#

jump through paintings to go to levels

hasty oyster
#

where are those pink parts in id studio ... the search

#

and having adobe up with idstudio ... computer slow and DE jsut doenst wnat ot open sometimes

#

cant sem to find chainslaw splatters as well, must be in a nother part of the fx

hasty oyster
#

update my video driver and it made ALL a fonts in idstudio too small to read ... fuck i can't work anymore

lavish apex
#

can you turn on windows scaling?

hasty oyster
#

yah nothing seems to do antying. font is like siz 3

#

i have to plant my face onto the monitor

#

another unhandled exception, cant even report it, need ot force close. definently beta testing hard here

#

It is highly recommended that you save your map to another
filename in case it is already corrupted or this process fails. - but you can't

empty bobcat
unborn ingot
empty bobcat
#

do you guys have an idea how to prevent light leaking? Light is with shadow ofc.

unborn ingot
#

Don't place 80 million point lights

versed herald
#

oddly enough it doesnt seem to contain the actual master level from the og mod

empty bobcat
#

those table light are all with shadow, there are not only here made like this

versed herald
empty bobcat
unborn ingot
empty bobcat
#

I have no idea what is the problem, that's why asking doomcry

#

I need to take a look more on ref maps... maybe I'll find something similar

#

But I always bake in LOW, maybe that's the cause

#

my pc will explode in higher probably XD

unborn ingot
#

When did they change it

unborn ingot
empty bobcat
hasty oyster
#

so what is the ocmmand to load up the big box map? it isnt working on my side

#

and i need the command ot spawn monsters, those are not working either, did they change ?

hasty oyster
#

yes

unborn ingot
#

Also ain't it supposed to say doom eternal at the top

unborn ingot
empty bobcat
empty bobcat
#

what is your last update for idstudio in setting for id studio in steam?

#

I'm still 9 august

unborn ingot
#

same here

empty bobcat
#

ok, let's fire up this

unborn ingot
#

dose the build Id mean anything

empty bobcat
#

oh, yeah we got different builds

#

hmm, but app id also πŸ˜„

#

ok, I got pink shirt

unborn ingot
#

I wonder why its changed

empty bobcat
#

how to stop this command float loop in console?

lusty pelican
empty bobcat
hasty oyster
#

Uknown command

empty bobcat
#

oh

hasty oyster
#

map dev/bigbox

empty bobcat
#

yes

hasty oyster
#

well it loaded nothing, or its still loading

empty bobcat
#

sorry, ma fail map dev/bigbox

empty bobcat
#

working

versed herald
karmic musk
#

Does anyone know what property on the AI makes the demons aware of the player right away? Rather than just standing still when spawning until something happens?

hasty oyster
#

well that jsut froze my shit up

#

having adobe, blender and idstudio up at the same time, i need a better pc

empty bobcat
hasty oyster
#

i was frozen for 4

empty bobcat
#

oh ;/

unborn ingot
#

how to open this texture so I can view it

vital lichen
vital lichen
hasty oyster
#

crashing like crazy, and it wont let me send in the report too

empty bobcat
#

and gray_grid on walls

#

I see new mod is here πŸ˜„

vital lichen
storm aspen
#

anyone got a good guide on doing asset replacers? Im making models to replace the pick ups but wasnt sure how to do it with Idstudio (if you can)

fierce oriole
unborn ingot
#

I keep getting this error trying to play doom eternal

#

Nvm I think its because the SSD that has windows on it is full

valid yacht
#

or a PC with integrated*

unborn ingot
slender iron
#

Is there a material that makes a surface not render?

#

Like the source engine nodraw material

vital lichen
#

Shadow caster

slender iron
#

Cheers

quasi dagger
#

Is shadow caster the same as caulk? The editor seems to apply shadow caster when I try to auto caulk

deft crown
#

https://www.youtube.com/watch?v=_bxIF-Sb89c is this mod available on the official modding launcher?

Download at NexusMods: https://www.nexusmods.com/doometernal/mods/8

This mod makes ammo loot drops all brown/yellow (2016/quakecon 2018 style - no more confetti ammo!), removes the bracket and icon around all loot drops (ammo, health, armor) and reduces the tracer effects when you pick them up, resulting in much nicer visuals overall and less c...

β–Ά Play video
unborn ingot
slender iron
#

Just make a folder in the base D: drive called mods or somethin

unborn ingot
#

yeah thats what as my mod would not upload

south wasp
hasty oyster
#

seems the chainsaw blood comes from a different part in idstudio, i wonder how i edit that

unborn ingot
#

how do you package your mod

#

nvm found it

hasty oyster
#

where the hell do you find the spawn commands. the steam thread mega thread has most of them wrong

maiden mica
hasty oyster
#

looks like you cant spawn monsters in dev mode or doom eternal, have ot find the monster in the camp or build one in a custom map like bigbox

lethal plume
#

yeah i think they have to be preloaded

#

even placed outside map and teleported in maybe. Not sure havent got that far yet.

vital lichen
#

does anybody know wich .decl controls when demons are staggered?

lethal plume
#

good question. I know there is some good info about the staggering stages in a GDC video about moving forward encounters or something

#

havent ran across anything in idStudio yet

vital lichen
#

cheatcode_one_shot_stagger might be a place to start

hasty oyster
#

going to have to hang up on modding for awhile. My computer just can't seem to get it to run at a rate im satiffied with. just goin to wait till i get a new computer, and by then idstudio should be more polished

lethal plume
#

they do a good breakdown of the staggering mechanic and how it is used it may be helpfull or mention someother key words you can search for

#

yeah running idStudio on my laptop really makes me wanna build a modern desktop

hasty oyster
#

2080 rtx is struggling, esp with adobe open

#

could just be my computer, ive had it since 2019

lethal plume
#

lap top is a 10th gen I5 and 32 gb ram 3060 and it can barely run it

#

I think it likes ram

unborn ingot
#

its idstudio on an ssd or harddrive

unborn ingot
lethal plume
#

i have idStudio on one nvme drive and the assets and mods on another

vital lichen
vital lichen
empty bobcat
lethal plume
#

i have all the directories set to a doom folder on my c drive

#

and just left the steam app on my other drive

#

I only see a slow down when i open other editors blender/trenchbroom quark alojng with it

#

but it closes and launches quick so no real issue

south wasp
#

Current ram/cpu use with e2m1 open

empty bobcat
south wasp
#

Wouldn't worry about the CPU usage %, I'm on a workstation

empty bobcat
#

I've just slow built hub map (I was curious how long it will take) it was about 1 minute πŸ™‚

#

shadows flickering, and some areas need some miliseconds to appear, but it works under editor

#

I was curious why my shadows leaking and flickering, so it must be cuase of compilation/baking

south wasp
#

As in you're seeing lighting/shadow artifacts in a shipped level when building with slow map?

empty bobcat
empty bobcat
#

look the shadow under chair:

south wasp
empty bobcat
unborn ingot
south wasp
empty bobcat
#

frame shadow:

unborn ingot
south wasp
#

I mean, it literally doesn't matter if there are artifacts while in a dev environment, if the ship compile fixes it πŸ™‚

empty bobcat
empty bobcat
#

And Eternal for my pc XD

unborn ingot
empty bobcat
#

Two things in Eternal would be cool - as you made - melee hurt, and fire should burn demons too!

unborn ingot
south wasp
#

Compile quicker, dirtier to work, and take longer to release

half hollow
unborn ingot
#

if it dose not fix it am sure you can use a brush that blocks lights with a texture or something like that and you can see it in game but im not 100% sure

half hollow
#

Oh yeah when I tried to apply material to a surface, it is all white. Not sure if it is related but when I launch the idStudio I got this message

unborn ingot
empty bobcat
unborn ingot
unborn ingot
empty bobcat
unborn ingot
#

Put them in a group so you can just hide them so you don't have to delete them

half hollow
south wasp
# empty bobcat I'll need experiment with that

Yep, telling ya, full bake to test.

As I queried above, if you're doing a quicker bake on an official map and seeing issues, it's likely the quality of the light bake that's causing it.

#

If you don't want to bake a full map, that's all good. Make a test map, see if you can simulate the issue, then try different bakes in that controlled environment

vital lichen
#

sometime idstudio becomes buggy and I can't resize a brush, just move it

south wasp
vital lichen
#

oh thanks it's that, missclick

#

thank you!!!

vital lichen
#

what did just happen

#

all my brushes. invisible

#

I was changing ""material remap" for the skydome and suddenly every brush became invisible

#

fixed

lethal plume
#

where is material remap located? i Could not find it yesterday.

#

i was looking in the entity window for dif skydomes and could not find it

vital lichen
#

you cans earch names here

lethal plume
#

ah ty

vital lichen
#

can't get enviroment to work

#

now it does!! ignore me

vital lichen
#

How do I set the player statts and mods to full? Docs explain nothing :/

empty bobcat
vital lichen
#

gonna reverse engineer a map

empty bobcat
#

ok, let's run idStudion again πŸ˜„

unborn ingot
cobalt cipher
#

Best thing to do would be look at any of the post SGN Master Level Maps and look for the logic scripts in there. the Classic Mode might give you at least a bit of a clue of how to do it

unborn ingot
#

There are already premade loadouts you can use I just need to load up dev tools

vital lichen
empty bobcat
#

activate load, hmm

unborn ingot
#

Sp stands for spawn point

lethal plume
#

not single player

#

?

vital lichen
#

that's for everything at start

#

but I think I've got it

#

it might be a logic entity

unborn ingot
empty bobcat
#

on each map there are such thing with enemies, it looks like they use them to spawn function?

unborn ingot
#

maybe the ennoucter thing can only spawn ennimes that are on the map and they just forgot to remove them or did not care to

lethal plume
#

Yeah i remember seeing in docs they need to be in the map. or outside map

#

q1 style

unborn ingot
#

There is also an ai enitey limit on maps for some reason so you have to use the encounter thing if you map is big

vital lichen
lethal plume
#

im guessing you can use the same enemy over and over again at dif spawns

vital lichen
#

ok guys I got it. it's a logic entitity:

#

literally just this

#

the logic entity its activated by the player itself (target)

unborn ingot
#

Well I don't think they will use a command but a decl or whatever its called

vital lichen
#

but it works!

empty bobcat
empty bobcat
lethal plume
#

is there a start_items

vital lichen
#

Nope

vital lichen
#

Power went off at home ffs

unborn ingot
#

I found it

vital lichen
#

When power is back at home I can set a simple logic to share with y'all

#

All mods, habilities and etc

empty bobcat
vital lichen
#

Because dash is not set from the beginning

steel dock
#

Hello. I wanted to download a few mods for Doom Eternal and even mess around with the map editor, but for somereason I cannot download any mods... Does anyone have an idea why is this, or did this even happen to anyone?

unborn ingot
#

it might just be really slow

steel dock
#

Idk, I kinda waited sometimes a lot and still didn't gotten up by 1%

#

I also feel like this has to do with it something

unborn ingot
#

wait a bit loger the dowload speeds are pretty slow and a map is kinda like 3gb I think

steel dock
#

And I see if one of the maps downloaded

unborn ingot
vital lichen
unborn ingot
#

its fine you can just enable player inv from the entity inspector

vital lichen
empty bobcat
vital lichen
#

I forgot about the world entity

unborn ingot
vital lichen
empty bobcat
#

manual says: "You should now see a blank graph. Right click anywhere on the graph and select the Game / Begin node from the menu."
But I don't see any blank graph after put logic func

vital lichen
#

second icon starting from top-left, select entity logic in world editor

empty bobcat
#

ok, got it

vital lichen
#

you can set your own logic here

empty bobcat
#

yeah, I'm trying to play with it with tutorial πŸ™‚

vital lichen
unborn ingot
#

You have to manually add everything😭

#

Unless you find another way

steel dock
empty bobcat
#

I don't see "give weapon", there is receive, but player already has all guns

vital lichen
#

i tried it and it works

empty bobcat
#

there are some things

atomic bay
# unborn ingot That's only for devs

devInvLoadout is used whenever you load a map without an existing inventory, whether starting a new save slot or using the map command (which doesn't preserve your previous inventory) - not when you progress naturally from map to map when finishing a level, though.
That is to say, you're given E1M1's devInvLoadout when you start a new Campaign save, E4M1's devInvLoadout when you start a new The Ancient Gods - Part One save, and E5M1's when you start a new The Ancient Gods - Part Two save.

If you want the player to start with everything (and the Sentinel Hammer), simply make the map start with E5M3's devInvLoadout.

empty bobcat
#

let's see do I get crucible

empty bobcat
#

nah, I didn't

#

WORKING!

#

Look, I added rocket mod to shotgun:

karmic musk
#

What are your guys thoughts on a level built around classic mode vs having all weapons at start?

empty bobcat
atomic bay
# vital lichen what about /pvp/complete?

I don't know what you get from it, but I know that "pvp" refers to BattleMode, so you probably wouldn't get Runes and such. If you want absolutely everything, I'd suggest E5M3's devInvLoadout - or you can copy E5M2's devInvLoadout decl and change the "weapon/player/hammer" item to "weapon/player/crucible" if you want the Crucible instead of the Sentinel Hammer.

empty bobcat
#

But I don't know how to take all guns from player πŸ˜„

steel dock
#

I'm realy sorry if I'm much

empty bobcat
steel dock
#

Yeah, I'm kinda in a pickel with this one

#

I guess I never going to mod this game then...

plush thicket
empty bobcat
#

Ok, I now how to delete guns without touching this decls

#

I removed RL:

#

Begin -> Modify Inventory -> Items to modify - I selected weapons/base/rocket_launcher and set Desired Count 0

#

I removed all guns with logic designer:

#

so I got base shotgun as I wanted πŸ™‚

vital lichen
#

Yeah!!

empty bobcat
#

could be pinned if mods like πŸ™‚

#

Would be cool to have player more faster than default. I realy like how Slayer walk with haste mode.

#

got it, but would be good without all hud effects

crystal wolf
#

how can i open the editor? i always just get an error message when i try to start it

lethal plume
#

not an error

#

just steam letting you know there are custom arguments

#

like if you launched a quake game with set game to a mod folder

#

if you change mods in the editor it will do the same except have some extra arguments pointing to whatever mod

hasty oyster
#

please brain, dont convince me to buy a new pc just for idstudio, please dont impulse buy, help wallet run run run run

#

fucking run bitch

empty bobcat
vital lichen
hasty oyster
#

im loooking at those empowered PC's. They had them as rentals at quakecon and where very ncie and face. I had the top of the line

#

Panorama RTX 4090 Gaming PC (i9-14900KF, 192GB, 4TB SSD)

#

5k$$$$ ..... NOPE!!!!

vital lichen
#

do modding on a raspberry pi

hasty oyster
#

its like buying a brand new car, do you REALLY need to pay the extra 40%+ on it being the latest and greatest ... just for 6 months

empty bobcat
hasty oyster
#

that is 10k. jesus my wife would divorce me

empty bobcat
#

what price do you see? XD

vital lichen
hasty oyster
#

with modding, yes it actually is now

fervent spruce
#

wtf are you even doing with a 10k pc

empty bobcat
vital lichen
hasty oyster
fervent spruce
vital lichen
hasty oyster
#

well i need the extra boost because ill running blender, idstudio, doom eternal AND adobe photoshop all on 3-4 monitors

vital lichen
hasty oyster
#

oh, and discord,

empty bobcat
fervent spruce
hasty oyster
#

well my 2090 rts just can't cut it with idstudio right now, im geting memory issues and having to restart my pc

vital lichen
fervent spruce
#

you can put rgb on a cheap ass pc

vital lichen
#

Mine has no rgb other than the leds i cannot rip off the motherboard

vital lichen
empty bobcat
#

I'm sad cause my 4070ti start hot in some cases 😦 I need to check UV, maybe I accidentaly broke curve in afterburner, but probably it's dying doomcry

fervent spruce
#

pretty lights tho

#

bro your 4070 is starting to die???

vital lichen
empty bobcat
fervent spruce
#

rip

vital lichen
#

how the fuck you burn yoir 4070

empty bobcat
#

it's 1,5 year gpu

hasty oyster
#

my 2080 form 2019 is still running great i think

fervent spruce
#

i had like a decade old gpu that just died playing slime rancher 😭

empty bobcat
#

I didn't I even UV it. I have no idea what is happening.

vital lichen
#

Mine is older than yours and still alive

empty bobcat
#

I got 1080ti in 2nd pc and it's ok

empty bobcat
#

pool ready πŸ˜„

lethal plume
#

still trying to figure out water

vital lichen
#

Yeehaw

#

One of the fsnciest things about idstudio is that you don't need to close your maps like in Source. No more visleaks

empty bobcat
lethal plume
#

last thing i tried last night was adding the deep water entity and then changing its model to water and scaling it

#

it looked good but i dont thinkn that is correct lol

empty bobcat
#

oh, you can texturing it!

#

now it's like QUAKE 1 water

karmic musk
#

keep pumping out content @empty bobcat love to see it. πŸ˜„

empty bobcat
#

hmm, somehow in bake (+light) map I have no this pool, but when playing in editor it works 😦

#

"play game from here":

lethal plume
#

I didnt ecen notice there was a func water lol

empty bobcat
#

you can texturing it - but texture is visible only on top of box

lethal plume
#

maybe i should wear these new glasses

empty bobcat
#

hmm, now game doesn't see any new brush when I try it with devmap, but works in editor

karmic musk
#

Anyone know if you can view/open battlemode maps with the toolkit? I'm needing to look around to get a sense of layout/scale on the maps. I can only see the campaign maps and tutorial maps.

empty bobcat
karmic musk
#

damn

#

maybe there are top down images online somewhere

empty bobcat
#

but in prefabs there is "level_stage_podiums.map"

#

but it's not a real pvp map

#

what does it mean this error in console?

lethal plume
#

I think i read somewhere battlemode assets are coming eventually

#

yay water

indigo forge
#

Is anyone else having trouble with textures? I don't know if the "blockout" textures in the material2/art/tile/common folder are stored in different assets packs or what, but I don't think they would do that.

indigo forge
# empty bobcat

Yes. Once I select the texture though, it just doesn't show up. Console says that it couldn't find the texture.

empty bobcat
#

ah, ;/ it's standard texture without need to download any ref map. Closing and opening not helping I guess. Integrity check in steam or downloading idStudio once again? Also...

hasty oyster
#

Is there a simple way to just isolate all assets for a demon. I to filter but it doesn't really work since most of the lumps get filtered out as well

steel dock
#

At least that would be enough for me.

#

I guess I try it tomorrow

fluid hatch
#

Got the hell on earth asset downloaded,but how do we build the map to edit it?

plush thicket
vital lichen
vital lichen
plush thicket
vital lichen
#

Ah damn. Thanks!

chilly pasture
#

So lets say I start a file for the Master Campaign mod. If I then want to play a different mod that requires a new file, can I just deactivate the master campaign mod, but keep the file I made that for if I want to go back?

hasty oyster
#

is there a way to "save as" and make a new file name? it will make it easier to go back because im diong something at some point that breaks the shit

hasty oyster
#

right now im just creating backups manuelly,

hasty oyster
#

i must be blind idiot then

#

is it normal that m mod is already a few gigs?

chilly pasture
hasty oyster
#

also whne i use "show in folder" it literally creates the item in the folder. Is that what is happening?

vital lichen
#

Right now it's "raw" data

hasty oyster
#

so if i click on "show in folder" for every item, it will be a terabyte

hasty oyster
#

there is a "show in folder" button and/or right click. If i use it, the item populates in there. Like it just creates itself ... i know this because i did it to several items and watched my folder increase in files

#

i dont know if im making sense - might just be me

#

i think its adding that lump or whatever you want to call it because just touching it modifies it and it stores in the mod even though i do no changes

vital lichen
#

Maybe it's being copied to your working folder

hasty oyster
#

i think so too, which makes my mod unintentially larger if im not using that asset

vital lichen
#

Sure there's a way to clean it up

halcyon stratus
hasty oyster
#

okay, still can't find the Blood Spray for chainsaw, I found most others. WHere is it?

hasty oyster
#

think i found it, but how do i attach it to the HK, had to duplicate it

#

it isn't under FX, unless im blind

south wasp
#

presumably defined somewhere in the chainsaw decl. That or the hellknight, or perhaps a level above, generic demon/ai decl?

hasty oyster
#

ill look. fyi the crucible and glory kills are easily changed. But chainsaw has something else going on with it

#

but i could just be very blind

#

another thing im trying to do is make a new set of nuggets. Duplicating it doens't seem to work, i htink there is a parent because if i change the dupe, it changes the OG

hasty oyster
#

i think i figured out how to change the gibs collor for each monster, that is nice

#

i might just have to make a rainbow guts/blood mod

primal jay
#

Any ideas as to what might cause an Access Violation error from the sandbox .exe but not from the normal .exe?

hasty oyster
#

packing all sudden decided to take 15 times longer, hmmm

empty bobcat
empty bobcat
unborn ingot
#

how long dose it take to get your mod verified to be published

last python
#

Hi, help. How do i look to these stuff in the editor?

#

Nevermind i cant even see it in the game LOL

empty bobcat
#

I did some test with light bake. So it's leaking even in high preset. So I have no idea how to make it proper. Maybe light just work like this with brushes.

#

low preset:

#

you need to resize screensthot to see light leak

#

Funny, because above there are few the same lights and they do not leak: also low preset

turbid steeple
#

how likely is it we eventually have doom 2016 maps remade? some would be easier than others for the base of them (uac, argent dnur)

lavish apex
#

I'm not sure about 1:1 functionality but you can probably get the geometry in fairly easy with all the 2016 exporters floating around

waxen nymph
#

i think some doom 2016 hell architecture was already imported

unborn ingot
#

What kind of mod should I make

empty bobcat
#

I found the issue with flickering light shadows - if shadow light are big and overlap they have more chance to start flicker when player is moving.

charred frost
#

I have a question, it might be dumb, but do you think it's possible to modify doom eternal's UI with id studio ? Like create a whole new UI ?

halcyon stratus
#

In theory, everything should be possible now. It's a matter of... figuring out how to do it.

#

Probably with logic nodes.

empty bobcat
#

I even think it is possible to make whole TC like QUAKE or anything you want (if you have lot of time, or lot of people and time)

charred frost
#

I think the only thing we can't do in id studio might be netcode stuff (like multiplayer) (maybe i'am saying shit and it's possible xd), if it's not possible maybe they will add it, because it's only in beta for the moment i think

vital lichen
charred frost
#

Ok thx, didn't know that

halcyon stratus
#

@regal marlin @runic forum Not sure which one to ping, my bad. Remember when you made the 2016 Baron skin you also made an alt with dark green gore, like in classic Doom? Would you happen to still have that handy?

hazy glen
#

How hard is the coding for making Doom Eternal Maps?

vital lichen
#

You can make custom logic events via the "logic entity", that uses a visual scripting language. It's easy to grasp even if you never programmes before

empty bobcat
#

at least with this tutorial you will learn how to open this editor

#

with right click you can find some interesting you stuff.

vital lichen
#

idstudio servers are slow af

empty bobcat
unborn ingot
#

found this very cool

vital lichen
#

tardis!!!

polar nexus
noble coral
empty bobcat
#

found in mods:

hazy glen
unborn ingot
#

published my first mod

silent ledge
#

I started working on a map last night. Saved it of course, but when I tried loading it up this morning all my progress was gone. Does anyone know what caused this?

unborn ingot
#

Did you load up the map file

silent ledge
#

map file doesn't even show up.

unborn ingot
#

Where did you save it

#

I'm loading up the tools be a sec

#

you can click file and open

lethal plume
#

if the map file is outside the mod folder it gives a popup warning i think

#

i would look in the mod folder bas/maps i think. Not at my computer with idStudio right now

#

base

empty bobcat
#

not from idstudio, from windows explorer

hasty oyster
#

people are already porting over the blueprints for quake 1 and doom 3 into iDstudio

#

and if you can convert q1 maps, that means you can convert WAD's into quake 1, then convert them into eternal.

unborn ingot
#

made another mod and published it

#

Made a spelling mistake to lazy to change πŸ’€

empty bobcat
#

I need a little break, half of map is ready, but I need to know how to make triggers and doors

polar nexus
#

what could be worse?

foggy rock
polar nexus
#

lol

foggy rock
#

It's been only a week since we've gotten native mod support and we've already peaked.

polar nexus
#

imagine this gets a lot of likes

#

i'm guessing probably

foggy rock
#

No other mods are necessary. This is the only one we will ever require.

polar nexus
#

lol. i agree

foggy rock
#

Uninstall everything else.

polar nexus
#

unnecessary mods can be a waste of time

foggy rock
#

Which almost every mod now is, save that one.

polar nexus
#

basic slaughter map was the first mod i played and it was pretty fire

foggy rock
#

The only mod I use is randomized encounters. It's literally the only thing I would've ever needed to continue enjoying the game.

polar nexus
#

i'll be waiting for those creators to create something, like mindblowing? doomguy_grin

polar nexus
foggy rock
polar nexus
#

i recently came to taras nabad in ultra nightmare

foggy rock
polar nexus
#

ultra nightmare became a lot easier with all the unlocks

unborn ingot
polar nexus
#

waste of time

foggy rock
#

Update 6.66 Rev 4 patch notes: Removed mod support as it is no longer necessary. Toilet mod integrated into base game.

polar nexus
#

gen alpha kids r a lot likely to get that mod and play that cuz they're fascinated with skibidi toilets

foggy rock
#

There's probably at least one kid, not even in the double digits, who will only play at "I'm Too Young to Die" and with said mod.

polar nexus
#

they don't know anything better, they're just beginners

unborn ingot
#

Imagine someone makes a skibidi toilet modπŸ’€

foggy rock
polar nexus
#

that'll be fucked up and hilarious

foggy rock
empty bobcat
polar nexus
empty bobcat
polar nexus
#

DOOM will be DOOMED

unborn ingot
#

I kinda want to make it a mod but to much effort

lethal plume
#

They better have fully animated glory kills

#

lol

unborn ingot
#

I'm just imaging the head getting flushed downπŸ’€

lethal plume
#

doomslayer flushes the handle and the head goes down and out comes a geyser of blood. Army of Darkness style

empty bobcat
#

I would like to see mod that makes chainsaw in classic way - like in D1/2/3

#

with no fuel need

lethal plume
#

q2 chainfist

#

i got a chainshield model somewhere that is animated

empty bobcat
lethal plume
#

I used geometry nodes to place the teeth around a circle. so as you resize it it adds or subtracts teeth. I was very proud of that.

#

It just looked like garbage by the time i decimated down to enough polys to be used as a md5 or md2 for q2