#eternal-modding
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you can not move to x:/idstudio
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 π
and overall each run it unlogs be from bethesda
shout out to the alpha testing team ;}
you're clicking it wrong apparrently
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.
so how did you move studio to proper location
sorry, english is not my main language: how did you moved idstudio steam installation folder
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
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
indeed, so you see that is in contradiction to that description from 'save path' screen
So idStudio is just blank every time I open it. Anyone know what to do about this?
wait for it, it's big π use debugview :]
I just wanna get all my mods prior to the update transferred over lmao
How do I do that? I legit have no idea what I'm doing
so just wait, should open - even on my power horse pc it takes like 30 seconds to transition to next window
got Q2 Remaster map made in Trenchbroom in idstudio
Gonna try to get this skin imported
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
I used this method to convert q2 maps it worked great
Alright guys see you in 1 Year when the Doom Eternal modding tools install
Guys how do I search for mods? And how do I add them
there are additional 500gb of asseets too ;))
Tune in for our final day of livestreams featuring DOOM, Fallout, and our Dirty Keyboard Contest!
Thanks! I play on steam. Where is this so called Doom eternal launcher
you need to change to beta branch
mods are beta
whatever floats your boat i guess
haha that's save location not the studio itself god damn
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
Yo Soma, fancy meeting you here...
you were right, still downloading paks and gathering all the scaterred info that was not said during streams and is not in docs
backwards and incomplete - but lets let the kids have their fun
Does anyone know what the max step height for Doom Slayer
If i hit them just right he walks up
oh fuck me, i do know this, as i recently adjusted that value ingame, lemme try to remember/find it
I should have measured them before shutting down editor
I just wanna know how to port over my old mods prior to the update
There u go @lethal plume
Based on the ingame CVAR:
pm_stepsize | maximum height the player can step up without jumping {{ units = m }} | "0.3048"| float
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.)
Thank you! That will come in handy.
Need me my cosmetics, weapon tweaks, and removed 1-UPs
Or at least the removed 1-UPs
was this asked?? can the modes me used in de "multiplayer"
You should not play battlemode with any modifications/mods/alterations.
As this can/will lead to a permanent ban. While some mod's are market as "Multiplayer Safe", i wont recommend playing Multiplayer with anything than a clean, nonmodified, installation.
damn that's like giving someone nice car but without keys ;]
More like "not giving dum kids the keys to a nuclear reactor"


kids did preety well with quake mods, et mods π but i get your point
cheating in DOOM 2016 is already a massive problem, that at least for me, killed it on PC
And it's already dead pretty much everywhere else 
yeah :/
Unless you use TA, as I mentioned before, but that's off-topic
Anyone remember ΓberTools?
that's nothing comparing to size with armor steps in Hangar π
btw. how did you import QUAKE 2 map?
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.

thats look great
I have full geo, just need to texture it and grid some places. I built it in 2015 I guess π
Reworked the the first arena
real cool
this how official maps using clips
I can't decide - making this hangar as original geo or make it in DE style.
I'm hardcore DOOM fan, I like original one π
people will like both
I even found some fancy stairs for in assets:
those the hub stairs
Bring in some own design decisions maybe, that arent a 1:1 copy, but make people go "OHHHHH i recognize that!"

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. 
Hey I have a question about save files
so how can I switch to use my normal save files and the ones for modding?
doom eternal have two executable, both have separated settings, saves slots, if you want play without mod click play doom eternal in menu
For that one I decompiled the q2 remaster version of The Edge opened up 2 instances of QUARK one in q2 and the other doom 3 copy pasted into doom3 saved .map and used that new converter. I also have been using TrenchBroom as long as it is not valve 220 and doing the same.
ah, how to use that converter, I'm not familiar with such things. I downloaded it but dont' even know how to use it.
Are curves/patches in idstudio?
curves ??
Anyone know how to bring preexisting mods over?
Make sure you have .net 8 installed. After that just drag and drop a doom3 .map and it spits out a converted version that works with idstudio.
there a table editor
Please, I just wanna know how to do this. I know it's possible, cuz a lot of the mods I've seen came straight from Nexus
ooh! Thanks
"table" what a name π
I found I got some assets thumbnails upside down π
Anyone else having issues logging into bethesda.net to actually browse the mods?
depends on what you mean by that
works for me
Like, in the launcher, every time I enter my user and password -both of which are correct-, I get an "invalid credentials" error.
Yeah, I ain't running into that. i do have to re log-in every time I launch it, though
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.
even in the new launcher I go to idstudio and click creat new mod and it attempts to load idStudio and then stops
are you downloading assets maybe at that time?
I couldn't run idstudio when I was downloading assets
I am actually. I'll let this last one install and before doing the next one I will attempt again. Thank you @empty bobcat
DOOM MARINE is the hero of this channel
I was confused for the first time too, but than I found it's because I was downloading. Now I have them all π
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?
Do you use ctrl+G?
ill try that ty
best in 2d view I guess
i was using 2d view
also:
When you spent too much time in idstudio:
Do you know how undo texturing?
wip:
Yeah, the geo scale is all wrong and needs manual editing since it's raw data.
Looks great, love the hexagon floor tiles. Are those from the in-game assets?
yes in textures I used "hex" or "hexagon". I don't know now properly cause I've just crashed, so for now I back to Prodeus editor π
It's from DOOM 2016 in my Prodeus map :>
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.
I had about 20+ crashes for now. I'm 32 gigs
yeah but as soon as a brush is created? that seems like something isn't right
Totaly random. Few times only when rearanging windows, when scaling models, when just watching 2d view. I got now all assets, I thought it's the cause I had lack of them. I dunno. I never had problems with QUAKE 4/D3. RAGE liked crashes too.
There is no option to turn RT?
I made sexy puddle but it has only SSR
yeah it's gray out:
huh weird
People need to remember these tools are still in beta for a reason.
Yeah, hope this could get this fixed later down the road
I'm gonna check out the other stuff in the editor
Yeah, I'm just gonna downgrade until everything is ported over
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.
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
did you already download a campaign map?
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?
Oh I see it's in the asset packs in the launcher π€¦π»ββοΈ
Well after letting the last few I had qued up install without anything installing its still not letting me launch idStudio. ANy other ideas DOOM MARINE
Is it installed on the same drive as the game?
Yea I made sure of that right away
set up beta version in steam?
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
thanks for all the advice so far guys
Do any mods show up already under the create new mod in idStudio button?
Not currently.
If you launch the studio stand alone does it make it to the create a new mod pop-up?
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
The pop-up hides behind other windows if that helps. I dont think i ever seen it actualy show up without hunting it down
You could try to launch it (idStudio) with the parameters. Just replace the directories with the ones you set in the launcher.
awwww dang. I was really hoping thats all it was haha. No I cant find it anywhere either.
Ok, does ANYONE know how to port over custom skins?
Did add any light probe ??
here's just a couple skins I want to port over, and I can't find anything on doing so
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?
Not going to lie you lost me there. I do see that same window pop up that you showed in that picture. each time i try to creat a new mod. But that little window doesnt pop open to name the mod and it doesnt go anywhere
do you guys know a way that the mod launcher can remember you account credentials?
I have only looked at sp tutorial couldn't even select anything and the Hub you can select most brushes entities and volumes in it.
Check this out, it might help you. Maps are arranged in layers. Youll need to find the layer that contains what you want to select. https://idstudio.idsoftware.com/worldbuilding/map-manager/index
Ah
does modding doom in the new manager disable anything
To my knowledge, it only disables online services. However, your skins will work perfectly fine, along with most of the stuff. In-editor engine removes access to major video changes like Ray-Tracing, along with skins and the already disabled online services.
is a new mod injector being made?
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.
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
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!
I think it would be for the better if those outdated mods were ported over using the new tools.
this has been a CRAZY week
I wanna try these mods!
unfortunately my game is bugging out and everything is 30-40fps with choppy frame rates :(
yo, how is it going creating with the mods so far?
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
only if they got some spare time and want to of course*
but man, thats honestly some next level for the community/developer love ππ«
i don't like this that much - it's fun to chat with people working on it every day but i'd rather have all the 'tips' in the documentation or on they id yt channel with tutorials π
this is a chat app afterall no?!
why not both?
Thank you so much, that helped me figure it out π«‘ π
I was loading up Idstudio and it blue screened my pc thank god its okay ππ
those developers did really a good job ππΎ
damnβ¦
It's in beta, give them time to polish any unknowns
I hope a lot they will improve it. Probably they tested it only on their workbenches. Notice - maps are build only from models, not from brushes (they use them only for clipping/colision/shodow).
It's just a problem with my pc only having 16gb of ramπ 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
What do you mean RE: maps?
one question; is it easy to create mods or no?
What do you want to make?
nah, i'm just asking how it goes
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
comprehensible. thx for telling me
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
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
Bfg
Omg mini arachnotrons π
The gibs and glory animations are full sized
yes ref maps, they are built from models not from brushes and models like DOOM 3/Q4
sounds great π post some screenies here π
Anyone know how I can make my map open using the menu by clicking new game on dlc2
thats 10 .25 sized arachnotrons firing at 3 times their normal speed. it was blinding.
I did figure out how to use the environments. that is hell default env on an untextured conversion of Q2dm1 The Edge
omg, it's something like in RAGE id studio, I guess
there was function - when you put them on map they chaged totaly visual effect
how did you that? Via Decls?
i guess i did it right. made a big volume and yeeted the old sky brushes
I have no idea how to make skybox - I can't find texture that acts as sky.
yeah, in the docs there are a few tutorials and changing size and speed of an enemy are there
in id manual?
it is in the docs search for sky or environment'
I read it but skipped parts about what I'm not interested in like animations and particle editor.
you can just right click and at the env volume
then go to env editor and set everything
ENV EDITOR π
I liked in RAGE idSTudio you could paint with foliage (but it liked to crash)
Never messed with RAGE
i was old school QUARK and didnt start back till q2 Remaster last year and TrenchBroom
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.
There is a lot of jank and things i have to fix and add to this map but this is a showcase of the current state of my new mod. The recording might be trash bc im playing in the id Studio engine.
great things will come of this lol
oh, yeah QUARK is real old thing, I only used it to extract some things.
yeah it is a good pak explorer for some games
I don't have a life
and good! DOOM is life π
51 hours in weekend and part of friday π
I had about 20+ hours π
most normal modder playtimes
life is temporary DOOM is ETENAL
i only have 26hrs in the studio but i think the launcher is still running on another computer it is at 49hrs right now
can u add custom music to it as well? bob-omb music for example
I have the music for that level in at least a dopzen places on this computer lol
does it work? i'll prolly be surprised if it works
im guessing you can add any sound you want to a map
Does anybody know how to implement an end level trigger?
Are there any brand new level mod made with modding tools? Apart from those 2 levels that were already there.
there is a prefab for that
Can you please help me where can I find it?
on the asset search bar search prefabs and I think its under gameplay or just search level end or something like that
its near the player start in the prefabs part
Ok, thanks, I'll try to find it
Is there a tool that can easily mass export png textures to tga? The Auto Heckin' Texture Converted link is dead
nvm found a link to it through doom wiki
okay how do I like import my tga textures?
already looking at that, it's not really helpful as my model didn't import the tga files.
Sweet i can put my chain shield in the game
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.
ah
Wally is the fastest way I know to convert thousands of PNGs to TGAs.
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
You need to set up the Nav
quick answer is to grab all the floor faces and put them in a group called nav
The docs have the rest of the info i will look for a link
anyone know a good tutorial for learning modding in idstudio
same link look in the Tutorial section
it has making enemies larger faster changing projectiles and particles basic my first mod stuff
thanks
np
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
anyone tried to make the Battlemode demon skins usable in singleplayer?
I thought the battlemode assets were still locked away in a pak for now
someone know how to use fov scale on weapons since mod injector doesnt work?
yea thanks
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?
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
Anyone having problem with diamond_plate material not working, install hell on earth assets should work
let me check I got all assets
This image from the documentation is interesting. Is this like an older version of idstudio for the original doom 4 or something?
that doom 2016
this one?
yep
I found I got some missing models assets (but I forgot whichone).
But I have all assets downloaded too.
in light docs there are shots from Wolfenstein 2 π
i could see them but not apply them so i just used other materials
I do not have all the assets downloaded.
or did not at the time. I think i have Hub and Hell on earth now
did you guys find any DOOR texture? I mean tech base style door? I couldn't but at least I found some door model.
no, sorry
holy moly, I accidentaly made a sky π
NIce. I was very happy when i deleted the roof off of Q2dm1 and could see the Hell sky for the first time.
I was playing with Environment Editor, but I was inside buididng, and I thought something doesn't work, now I just go out and found this π
Can you see sky in map when playing from game menu/campaign? I only see it in editor. In game I have black.
oh, yes I forgot, I deleted it.
if you are flying around in noclip once you are out of the volume it will disapear. I havent played with multiple areas yet.
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.
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.
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.
is there a way to close the engine tab so i dont have the mod running in the background?
good question
i just hit escape and pretend it is not there lol
That has got to be a lot of resources idling there
yeah
ideally i wouldnt want to have the game running while im editing things because of the performance cost
if you quit to desktop does it close the editor?
yeah
I enjoy haveing it running. i just click the tab and reload the map
nice to instantly test map and game changes
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.
If i could close it i dont think i would. But thats just me and going by like 4 days of workflow.
does anybody know why static lights appear to not affect doors? (or am I doing something wrong)
It might require you to build the lighting, I'm not sure though it's just an educated guess
I've already built the lighting
just doesn't seem to be working with the door for some reason
any light options in the entity browser for the door model?
There are but they don't seem to be necessary, I looked at some of the doors on the makyr level and they didn't have anything other than default settings
Anyone can recommend or found a basic tutorial video yet?
The tuts in the docs are pretty good but not much beyond making a room and changing some enemy and weapon attributes.
Same issue for me. Nothing wants to download and it's stuck at 0%. Still waiting for someone to figure out how to get this working on Steam Deck.
Although it's not a native release, maybe id will still look into it
perfectly normal chaos with godmode on lol.
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?
Also I went to change the games resolution and this happened how do I restart the engine tab?
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? π
I've noticed this happens with a lot of the graphics settings atm (happened when I turned off Vsync) I just restarted the editor entirely
Nope. Those things pop out so suddenly it's the only thing that makes me jump really badly rofl
Thinking about it....can we even edit the rendering pipeline for DE in the editor?
Unless the rendering settings that the game offers aren't on a pipeline level
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?
oh wow look at all these videos, looks like my week and weekend is fucked
Hell Knights Bleed Green! I need to also edit some other parts because it isn't all green yet.
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
does anyone know how to make new campaign use a custom map instead of hell on earth?
i have this exact same problem, anyone knows why?
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?
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.
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
there are not lot of interest and it will for decrease in next weeks. Idstudio YT channel has less than 200 subscribers. I just hope they will not abandon us π Meanwhile - fast texturing:
For now there is no proper lighting, I just need strong light to see what I'm doing π
More like not everyone has the patience to learn their way around the SDK or meets the hardware requirements in order to do so. It's a whopping 500gb for all the assets required to fully deck out a level. It's not a compromise everyone is willing to make bar the tech know-how level required for entry.
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.
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
A lot of interesting is 100k subscribers to YT channel
not 200. You understand no company will work for 200 or 1000 people for free, right?
No way you seriously believe the success of ID's efforts is measured in subscriber count lmao.
They have... 12 videos that barely cover 5% of what can be done with the editor by reading up on tutorials.
Whats the Channels name?
Check the pins
Thanks manπ
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
They probably won't have update the editor as much cuz Doom Eternal is complete I'm guessing?
It depends on how many players actually do modding
If they see it gets a lot of attraction, they might want to keep it updated
Write better documentation, open other parts of the engine, optimize idstudio...
And if it goes well, they might release modding suport for Doom The Dark Ages at launch or shortly before
Keep in mind that modding is one of the most important aspects of the Doom franchise after all, historically speaking
Just a fun fact, Doom Eternal got official mod support before Minecraft. Guess which one of both sold more copies
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.
Is there a way to add a mini map for these custom levels?
There is a way to produce an svg of quake1/2 bsps i dont know for eternal yet
The dev wiki doesn't say anything about minimaps
Kinda barebones yet
I hope when it comes out of beta they will release blood harvester map it would be so awesome
don't forget multiplayer and demo scene, but mostly multiplayer - ability to take pc to your friends house and play on lan or make a lan turney at school [even i made and participated in few] do overall esports
and for quake custom servers were what made it really "eternal"
Yall I'm so confused
Didn't steam release workshop for doom eternal?
When I look up doom eternal workshop, nothing comes up
Under tools my dude.
No. Doom Eternal's official mods are hosted outside of the Steam Workshop. If you opt into the PC Mod Preview beta branch on Steam, then Doom Eternal has a new launcher; navigate to the "Mods" tab, sign into your Bethesda.Net account, and then you can browse for and download mods.
Is there a place to set the default brush material? If i wanted to make all created brushes with shadowcaster material.
QUAKE 1 map E1M1 almost full ported and playable! (but I can't run it)
Can we edit downloaded maps or mods?
Daaam I wish they could Doo a steam workshop at some point, oh well
yeah
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.
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
good theory
packing the mod and launching it with the test mod button. the idea was to make the shotgun base have a red hue to it instead of gunmetal grey. It appears when I am using the animated model viewer. But that's it.
Ok
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```
before making the decl or as you are making it?
I havent tried importing materials yet
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.
I think there are some asstes already loaded
i had already made some rooms before dl any asset packs
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 π tin foil hat out π
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!
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
lets just port over all the q2 levels to eternal and call it quake 6
Like QUAKE 2 in DOOM 3
q2 maps plus q4 textures with eternal lighting
QUAKE 4 resized texture pak (this, if I good remember 40 gigs pak π )
My first goal is to get the scale correct on q2dm1 and figure out getting custom materials to work.
still lights leaks, cause shadows works only in blue bulbs
Had to fix my brothers transmission onhis truck last night and didnt get to play with the editor.
Looks great!
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
at least this one screenshot π There are a lot work with other rooms.
no mountain vista π but at least I got an armor
they've ousourced quake to saber, it could not end different
well yeah that was for QC, but I don't think the next "mainline" game will be outsourced. My guess is that it's already in pre-production at id and will be the next game after TDA
only Machinegame could handle proper some id game
that's why it failed, plus it was not idtech, well idtech partially - anyways that's too much offtop π
I don't completely disagree
QC could've saved itself if it had embraced community content.
I mean of course except id π
they should work on it together tbh
Where would I start if I wanted to change gameplay? IE scripting and such
praying someone ports this to the official launcher π
i hope machine games is working on one. Also i have hope wolfenstein 3 isn't ... dead
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
Changing weapon behaviors is as easy as searching asset browser right click and edit. I havent done much more than that so far.
How in depth is editing it? I'm looking for nothing short than being able to actually script behavior
Basic enough if I want just a projectile swap
I have only increased AI speed and scale so far
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
You can't "actually script", but you can tweak many values/settings of many different things related to a weapon to change its behaviour. I can't really give any more specific tips than "look in generated/decls/weapon/, and any other decls referenced by the weapon", though. π€·
That's unfortunate
People are wondering when "Gardevoir Has a Praetor Suit" is going to be a thing
Does that mod work with the newest gzdoom quest team beef launcher?
Dunno. I refuse to get a quest
My kid loves pokemon and he loves doom
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
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
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.
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
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.
You could do that, or use a clip brush to make a ramp that goes over the staircase.
Yeah i think that would be the easiest way
Uh... wrong channel?
errm no
Yeah? You think so?
Β―_(γ)_/Β―
Why AI
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
speaking of coverting maps. https://www.youtube.com/watch?v=PtNYO712wck&t=80s
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:
- It can't rea...
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
Oh yeah, there's some scaling issues with the map conversion process. Doomguy be smol.
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
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?
figured it out. The spawn_target needs to have Spawn Editable -> AI State Override set to Teleport
Tysm for figuring it out and then telling us how π
No worries
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?
eternal β’οΈ gratitude
awesome idea:
turn the fortress of doom into peaches castle
jump through paintings to go to levels
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
update my video driver and it made ALL a fonts in idstudio too small to read ... fuck i can't work anymore
can you turn on windows scaling?
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
that's the AI I would like to see, not magic "AI clock, AI washmachine, AI toothbrush" etc
do you guys have an idea how to prevent light leaking? Light is with shadow ofc.
Don't place 80 million point lights
oddly enough it doesnt seem to contain the actual master level from the og mod
why? look at id map:
those table light are all with shadow, there are not only here made like this
regardless of the master level not being there I do appreciate someone porting it
look here:
Danmπ maybe try bake lighting
no, it doesn't help
I have no idea what is the problem, that's why asking 
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
When did they change it
Nah don't worry to much I did I final bake on my pc that has 16 gb of ram and it just took a while like an hour and a half
oh! I didn't restart steam I just put them to sleep, maybe there was an update!? I bake with medium and I got the same.
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 ?
from console?
yes
Also ain't it supposed to say doom eternal at the top
I'm guessing it has had an update
one sec I need to restart steam
hmm, I've just restarted steam but I don't see updates possibility...
what is your last update for idstudio in setting for id studio in steam?
I'm still 9 august
ok, let's fire up this
dose the build Id mean anything
I wonder why its changed
how to stop this command float loop in console?
I have the mod packaged. However, the aifsmmanager appears to be broken, so we need to wait on an update before the mod can be published.
Also, please please please package the mod correctly.
https://wiki.eternalmods.com/books/0-idstudio/page/what-files-should-i-package-for-my-idstudio-mod
When developing a mod, many files will be generated in your idStudio base folder.It is crucial that...
game dev/bigbox
Uknown command
oh
map dev/bigbox
yes
well it loaded nothing, or its still loading
sorry, ma fail map dev/bigbox
it's still loading for me too, you need to wait
working
ah alright thanks for the answer ill wait π
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?
well that jsut froze my shit up
having adobe, blender and idstudio up at the same time, i need a better pc
it took me almost 1 minute
i was frozen for 4
oh ;/
how to open this texture so I can view it
That floor and wall texture, how is it called?
Some people discussed it over here. Afaik, enemies have a few states, can't name them, and can't tell you how to do it. Maybe Spawn Parent?
crashing like crazy, and it wont let me send in the report too
brown_grid
and gray_grid on walls
I see new mod is here π
Thanks dude!!
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)
omg too many shotguns mod in doom eternal
I keep getting this error trying to play doom eternal
Nvm I think its because the SSD that has windows on it is full
nope, its because you have a laptop with integrated graphics
or a PC with integrated*
Also: #community-support would be the better channel for this, has nothing to do with #eternal-modding
ah yeah sorry I tried to send it in eternal chat but didn't let me so I sent it here my fault
Is there a material that makes a surface not render?
Like the source engine nodraw material
Shadow caster
Cheers
Is shadow caster the same as caulk? The editor seems to apply shadow caster when I try to auto caulk
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...
bruh
Just make a folder in the base D: drive called mods or somethin
yeah thats what as my mod would not upload
You can add a command in the encounter manager, or I'm sure there's a node in the logic designer that'll do it.
That should cover you based on either encounter or direct spawning
seems the chainsaw blood comes from a different part in idstudio, i wonder how i edit that
where the hell do you find the spawn commands. the steam thread mega thread has most of them wrong
No spaces
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
yeah i think they have to be preloaded
even placed outside map and teleported in maybe. Not sure havent got that far yet.
does anybody know wich .decl controls when demons are staggered?
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
In this 2018 GDC session, id Software's Kurt Loudy & Jake Campbell detail the philosophy behind the combat design of 2016's DOOM and its implementation, and discuss the possibility for its inclusion in multiple genres.
Register for GDC: http://ubm.io/2gk5KTU
Join the GDC mailing list: http://www.gdconf.com/subscribe
Follow GDC on Twitter: htt...
cheatcode_one_shot_stagger might be a place to start
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
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
2080 rtx is struggling, esp with adobe open
could just be my computer, ive had it since 2019
lap top is a 10th gen I5 and 32 gb ram 3060 and it can barely run it
I think it likes ram
its idstudio on an ssd or harddrive
its probably not a ram problem mine runs pretty well with 16gb
i have idStudio on one nvme drive and the assets and mods on another
i think i just found it, literaly called "stagger"
it is not
you can change path for assets and copy them manualy (do not need to download them again)
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
Current ram/cpu use with e2m1 open
HUB
Wouldn't worry about the CPU usage %, I'm on a workstation
I've just slow built hub map (I was curious how long it will take) it was about 1 minute π
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
As in you're seeing lighting/shadow artifacts in a shipped level when building with slow map?
yes. I can't record it with standard w10 recorder ;/
i give up.
look the shadow under chair:
ah, probably just a result of the lower quality compile. Presumably with full settings and a longer time to bake it'll be fine
yes, I tried with my hangar map with medium settings but shadows still leak geo
wait is your ram usage at 18gb
shipped maps will be at full quality, try that to eliminate compile settings as the culprit
frame shadow:
quick mod I made
I mean, it literally doesn't matter if there are artifacts while in a dev environment, if the ship compile fixes it π
you can hurt with melee? Great!
yeah, but the question is how long compiling take. You saw option in build - compile in cloud π In documents there is info baking full map in computer data cloud takes one day. One day for data center π
And Eternal for my pc XD
I full baked a small map I made it only took an hour and a half so just leave your computer on all night and that should be fine
Two things in Eternal would be cool - as you made - melee hurt, and fire should burn demons too!
might make that a mod now lol
Yah, well, that's a compile you're only going to do rarely. If it fixes your issues with leaks/quality then it's kinda the point π
Compile quicker, dirtier to work, and take longer to release
I got a warning: Runtime Config tag unknown.
I was following this guide: https://idstudio.idsoftware.com/tutorials/build-a-simple-box-map
Anyone knows what is the problem?
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
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
Do you have the player start entitie in your map
I even put inside the brush another brush with shadow caster, but that do not prevent light leak
Some textures might be cut but still have thumbnails in Idstudio
Probably try less lights or full bake
I'll need experiment with that
Put them in a group so you can just hide them so you don't have to delete them
Yes I have it
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
sometime idstudio becomes buggy and I can't resize a brush, just move it
try Ctrl+Q
https://idstudio.idsoftware.com/getting-started/idtech-basics/idstudio-key-commands
Move selection only ( No resizing ) | Ctrl + Q | Move selection only ( No resizing )
what did just happen
all my brushes. invisible
I was changing ""material remap" for the skydome and suddenly every brush became invisible
fixed
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
you cans earch names here
ah ty
How do I set the player statts and mods to full? Docs explain nothing :/
that's the good question, also how to set player with shotgun only on start or with specific load
gonna reverse engineer a map
that's right!
ok, let's run idStudion again π
like have the map start with a loadout
There is a give item entity
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
There are already premade loadouts you can use I just need to load up dev tools
hmmmmm
activate load, hmm
Are you sure that's for weapons and not for a check point
Sp stands for spawn point
that's for everything at start
but I think I've got it
it might be a logic entity
Probably that to be fair
on each map there are such thing with enemies, it looks like they use them to spawn function?
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
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
it's easier for game engines to have them already in the map to draw them when spawning them
im guessing you can use the same enemy over and over again at dif spawns
ok guys I got it. it's a logic entitity:
literally just this
the logic entity its activated by the player itself (target)
Well I don't think they will use a command but a decl or whatever its called
but it works!
how to get this?
is there a start_items
Nope
I found it
When power is back at home I can set a simple logic to share with y'all
All mods, habilities and etc
yes, teach us master!
Because dash is not set from the beginning
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?
it might just be really slow
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
wait a bit loger the dowload speeds are pretty slow and a map is kinda like 3gb I think
Ok, I give it 30 minutes...
And I see if one of the maps downloaded
I'll do it tomorrow, tired rn
its fine you can just enable player inv from the entity inspector
This might be it
https://idstudio.idsoftware.com/gameplay/gameplay-framework/logic-designer/tutorial-hello-world there is something about how to use it
I forgot about the world entity
Yes, it's just basic stuff
okay yeah this is it
Finally
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
second icon starting from top-left, select entity logic in world editor
you can set your own logic here
yeah, I'm trying to play with it with tutorial π
for full player at start:
That's only for devs
You have to manually add everythingπ
Unless you find another way
It seems it still didn't gotten up by 1%... Sorry if I may come of as agressive, I just realy wanna solve this
hmm, I dunno - player starts with all guns now (except super heavy)
I don't see "give weapon", there is receive, but player already has all guns
there are some things
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.
what about /pvp/complete?
What are your guys thoughts on a level built around classic mode vs having all weapons at start?
I'd like to have control. For example I'm making Hangar so would be cool to gather weapons as in original/classic game.
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.
But I don't know how to take all guns from player π
cool. thanks!
So this is still not working...
I'm realy sorry if I'm much
try restart steam, are you the same disk as DOOM Eternal? It's pc, not steam deck?
I'm no Steam, and I kinda redownloaded Both Eternal and idstudio for like 3 times
Yeah, I'm kinda in a pickel with this one
I guess I never going to mod this game then...
modify the dev inv loadout decl you find it in the entity inspector make sure you select the main refmap
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 π
Yeah!!
could be pinned if mods like π
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
how can i open the editor? i always just get an error message when i try to start it
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
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
64 gigs + 4080, 2TB NVME, 9800x3d, yes yes π
Take a pic at that monster
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!!!!
do modding on a raspberry pi
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
Don't limit yourself - look at this: AMD Ryzen Threadripper PRO 7995WX
that is 10k. jesus my wife would divorce me
what price do you see? XD
go for it. doom is eternal, remember
with modding, yes it actually is now
wtf are you even doing with a 10k pc
baking light π
discording
nothing a 3k pc can't do
try <2k lmfao
But seriously, is this onyl your hobby or do you work with this monster?
well i need the extra boost because ill running blender, idstudio, doom eternal AND adobe photoshop all on 3-4 monitors
Mine is <1500β¬ and is more than enough
oh, and discord,
no, I don't have such pc π I just say buy this like π
yeah <2k was more for the very fancy PCs
well my 2090 rts just can't cut it with idstudio right now, im geting memory issues and having to restart my pc
the rgb pcβ’
you can put rgb on a cheap ass pc
Mine has no rgb other than the leds i cannot rip off the motherboard
I hate rgb. In this house we hate rgb
I'm sad cause my 4070ti start hot in some cases π¦ I need to check UV, maybe I accidentaly broke curve in afterburner, but probably it's dying 
yeah, right
that's why I'm sad
rip
how the fuck you burn yoir 4070
it's 1,5 year gpu
my 2080 form 2019 is still running great i think
i had like a decade old gpu that just died playing slime rancher π
I didn't I even UV it. I have no idea what is happening.
Mine is older than yours and still alive
I got 1080ti in 2nd pc and it's ok
F
pool ready π
still trying to figure out water
Yeehaw
One of the fsnciest things about idstudio is that you don't need to close your maps like in Source. No more visleaks
ah volume, not texture - you think, right?
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
func water works
oh, you can texturing it!
now it's like QUAKE 1 water
keep pumping out content @empty bobcat love to see it. π
hmm, somehow in bake (+light) map I have no this pool, but when playing in editor it works π¦
"play game from here":
I didnt ecen notice there was a func water lol
you can texturing it - but texture is visible only on top of box
maybe i should wear these new glasses
hmm, now game doesn't see any new brush when I try it with devmap, but works in editor
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.
looks like there is no battlemode:
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?
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.
Yes. Once I select the texture though, it just doesn't show up. Console says that it couldn't find the texture.
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...
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
I still wonder if I can attempt at making a map...
At least that would be enough for me.
I guess I try it tomorrow
Got the hell on earth asset downloaded,but how do we build the map to edit it?
why do you use more then on begin node, use a sequence node like this
You can open the map in idStudio > open map >
That big white ass arrow there. How do you do it? How do you remove it? id's custom logic has a ton of these and makes it difficult to read
Select the sub graph the blue square go to node details and delete comments
Ah damn. Thanks!
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?
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
Yes
right now im just creating backups manuelly,
Yes, that button exists
Awesome! Thanks!
also whne i use "show in folder" it literally creates the item in the folder. Is that what is happening?
Yeah
Right now it's "raw" data
so if i click on "show in folder" for every item, it will be a terabyte
Huh?
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
Maybe it's being copied to your working folder
i think so too, which makes my mod unintentially larger if im not using that asset
Sure there's a way to clean it up
Is that a vanilla Eternal texture? Looks so much like the classic sludge one.
okay, still can't find the Blood Spray for chainsaw, I found most others. WHere is it?
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
presumably defined somewhere in the chainsaw decl. That or the hellknight, or perhaps a level above, generic demon/ai decl?
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
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
Any ideas as to what might cause an Access Violation error from the sandbox .exe but not from the normal .exe?
packing all sudden decided to take 15 times longer, hmmm
it's vanilla. I used slime and above I put the water texture
I was playing around with that, I'm not sure how the things working, also I couldn't drag more than one link from Begin.
how long dose it take to get your mod verified to be published
Hi, help. How do i look to these stuff in the editor?
Nevermind i cant even see it in the game LOL
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
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)
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
i think some doom 2016 hell architecture was already imported
What kind of mod should I make
Gary Oldman: EVERYONE! π
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.
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 ?
In theory, everything should be possible now. It's a matter of... figuring out how to do it.
Probably with logic nodes.
yes, I think it is possible
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)
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
No, it's not. DE's UI it's not made with idStudio, it's swf, and it's a closed format (macromedia flash player)
Ok thx, didn't know that
@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?
How hard is the coding for making Doom Eternal Maps?
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
at least with this tutorial you will learn how to open this editor
with right click you can find some interesting you stuff.
idstudio servers are slow af
yes
found this very cool
tardis!!!
seems like u get to create what ever u want like this π
Yoooo
I wanted to say we need a bus, but there is a bus π
found in mods:
hmm
Reminds me of Unreal's BluePrint visual Scripting language
published my first mod
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?
Did you load up the map file
map file doesn't even show up.
Where did you save it
I'm loading up the tools be a sec
you can click file and open
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
is it on disk if you check folder?
not from idstudio, from windows explorer
dont forget about monsters/weapons. I want to see how that AI translates in Eternal ... not sure how the code differs. Map geo much easier, but getting the textures to match will be a minor challenge for people smarter than me
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.
I need a little break, half of map is ready, but I need to know how to make triggers and doors
what could be worse?
I was literally just about to share this. π
lol
It's been only a week since we've gotten native mod support and we've already peaked.
No other mods are necessary. This is the only one we will ever require.
lol. i agree
Uninstall everything else.
unnecessary mods can be a waste of time
Which almost every mod now is, save that one.
basic slaughter map was the first mod i played and it was pretty fire
The only mod I use is randomized encounters. It's literally the only thing I would've ever needed to continue enjoying the game.
i'll be waiting for those creators to create something, like mindblowing? 
nice. how's it going in doom eternal rn?
(And 100% mask opacity. That too.)
i recently came to taras nabad in ultra nightmare
Phenomenal in my opinion. You get all the unlocks from the very beginning so you aren't dicking around the map having to recollect everything after you've already completed the game.
ultra nightmare became a lot easier with all the unlocks
they should remove mod support because of this
that mod has -10 000 aura points
waste of time
Update 6.66 Rev 4 patch notes: Removed mod support as it is no longer necessary. Toilet mod integrated into base game.
gen alpha kids r a lot likely to get that mod and play that cuz they're fascinated with skibidi toilets
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.
they don't know anything better, they're just beginners
Imagine someone makes a skibidi toilet modπ
Can't be considered a beginner if you will only ever be a beginner.
that'll be fucked up and hilarious
"Imagine the inevitable happened"
so it happens... skibidi mods soon
does that mean... we're DOOMED?
yes
DOOM will be DOOMED
I kinda want to make it a mod but to much effort
I'm just imaging the head getting flushed downπ
doomslayer flushes the handle and the head goes down and out comes a geyser of blood. Army of Darkness style
I would like to see mod that makes chainsaw in classic way - like in D1/2/3
with no fuel need
ah, yes I forgot about chainshield from DDA
