#eternal-modding

1 messages Β· Page 6 of 1

crimson gulch
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skibidi

vital lichen
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behold. my first arena

lethal plume
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Just need some Beyblades

vital lichen
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right now

polar nexus
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if the mods are filled with brainrot content being published, then i might lose faith in humanity

empty bobcat
unborn ingot
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I just found this in the filesπŸ’€

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found some for the cut blood harvester map lets gooo

unborn ingot
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I'm going to sleep hopefully when I wake up I get an awesome mod idea

vital lichen
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anybody knows why does enviroment not cast a single shadow from the sun?

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there's shadows in the 3d world. why not in game?

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nvm. fixed it

empty bobcat
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Man I need to check Exultia second part, I like this hellis style. I'm playind D4 now and diablo hell reminds me DOOM hell. My two fav games πŸ™‚

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Look at this - would be cool having something like this in DE

vital lichen
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"env decl"

lament sky
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Help people, it won't let me read the mods in the installed folder, when I change tabs and come back, they are put back in the non-installed folder, even if I start the game with the option to play with mods, they are not saved
[15:54]
Yes, I have several mods that I put on the first day of release of the mod system that I can use, but it won't let me put them in the uninstalled folder, the same thing happens that when changing tabs or entering the game, they they put the installed

lethal plume
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I would check settings and make sure it didnt reset your directories settings

lament sky
turbid steeple
polar nexus
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i'll go check rn

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over 100 000 doomguy_shock

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and there r a lot of weird ones

lethal plume
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sometimes you gotta turn all of the dragons into Thomas the trains to get no loading screens entering into major cities in skyrim lol

empty bobcat
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Exultia is mine of hellish things

polar nexus
oak geyser
empty bobcat
unborn ingot
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Why did it crash

karmic musk
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I think my favorite hell enviro in all doom games is Doom 3's.

empty ferry
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yall people keep sending friend requests from here, Im guessing its bots but

hasty oyster
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only thing i seem to need help on right now is figuring out the blood from gibs dropping (i was able to edit the gibs themselves) and the chainsaw blood stream. Still can tfind the asset to edit or attach

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nevermind i fucked up another thing

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some nuggets shared with other montsers, work load just went up

hasty oyster
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so when i duplicate a object, sometimes when changing the dupe, it changes the OG.

karmic musk
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how are you duplicating?

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If it changes the OG, that's because you are copying it as a instance. All instances will modify the same. If you scale on instance, it will scale ALL instances.

hasty oyster
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just right clicking like a noob and pressing duplicate ...lol

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see the gore for some monsters is shared, i need ot create a new set of gore for that monster.

hasty oyster
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"report this to the mods on discord if you see this" okay ... it was just a message

hasty oyster
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seems like this is a issue when i try to make a backup mod. I sont see any where that has a save as feature

mossy violet
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Anyone else have a memory leak from doing basically nothing in the editor? I have asked before but trying to see if there's a solution. I would like to start using the editor. It's weird because when I first used it, it was okay i could make a room out of brushes, made a starting point, added textures...but i think when i changed the window layout, it started running out of memory 40gb+ eaten in less than 1 min) from just creating a couple brushes.

visual drift
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i booted up idStudio for the first time and I can't see anything cause of the slayer's vaping addiction

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tried screwing with the ingame video settings and no luck

midnight hedge
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@visual drift it will only look that way for the menu. The rest of the game looks fine if you did not make custom levels. Otherwise it will go by the settings of those levels.

halcyon stratus
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How do I run the Dead Simple map? Is it related to mod load order? I'm getting a notification on the console saying the map doesn't exist in the current package.

indigo forge
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Hello again. I have been following the website for idStudio and there is this one part that's bugging me, a LOT. On the part for making checkpoints, it says that there is a folder named "layerstates" in "target", with an entity named "layer_state_change", and that is how you are supposed to setup a checkpoint. However, once I follow those same instructions and try to find the folder "layerstates", it is simply not there. The only thing closest to that is a "change_layer" entity, but when I follow the same instructions with that entity instead, it spawns the player there instead.

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Basically, I ain't got a damn clue how to even setup layers, nor if I am even doing this right.

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Basically, I am asking for help on actually building a checkpoint

hasty oyster
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I’m still trying to figure out how to save as. Must yes memory leaks are happening too

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It is beta

slender iron
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This is gonna be beautiful

lament sky
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People, can you install new mods with support for Doom Eternal mods or is this disabled?

slender iron
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i'd definitely check the load order. what other mods do you have?

halcyon stratus
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Yeah nah, it's just not working for me. Almost like it just doesn't exist.

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I think I found the problem. The map uh, only consists of two files. 'deadsimple.lightdb' and 'deadsimple.rawdb'.

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No .pk5, nothing.

primal jay
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So, if I run the launcher and start up the base game, I have no issues and everything runs fine. But if I go to "Play DOOM Eternal with mods" and start it without any mods active or installed, I get an Access Violation error. I don't exactly know what this means or what I might be able to do to fix it. Any ideas or information?

halcyon stratus
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That's fucking weird. Just tried myself and the game boots up fine. Probably reverify files on Steam?

primal jay
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Will do. I did do a full reinstall already just to make sure I got rid of the old Mod Injector.

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As far as I can tell from research it might have something to do with a RAM requirement that isn't specified. Maybe the modded version requires 32GB like the new dev tool? Even then, my system does have 32 GB of RAM, so minus basic system processes it has the resources. Plus a paging file.

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Only other piece of information that jumps out to me from the crash report is mention of "PRISMSHADER" and an AMD related .dll file that produces some kind of error involving said thing.

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Oh and just to check I did download IDStudio. Same error occurs with it too.

slender iron
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i remember the idstudio documentation mentioned some kind of amd issue but i cant remember what that was, it could be completely unrelated

primal jay
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Could be my drivers being out of date then maybe. Guess I'll go through that tomorrow and see how it goes. Thing is mine crashes on startup on a black screen, but it's worth a try.

halcyon stratus
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The mod loader mentions mods are loaded in the order they appear in the list, but what order is that? Maps seem to work best for me when placed at the very bottom of the list, with cosmetic mods at the top.

vital lichen
empty bobcat
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ok, a little break from Hangar....

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hehe, I have no part to place in here

vital lichen
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Are you using male/doomguy as a size reference?

empty bobcat
vital lichen
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hahaha

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I use "guy reference"

empty bobcat
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but still this only fun play, not 1:1 scale from DOOM II

empty bobcat
vital lichen
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pretty chill. i like him

empty bobcat
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so I used DE corner

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it won't be like original DOOM than

vital lichen
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There are a bunch of brushes I still need to know what are they for

empty bobcat
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ah scale is bad, and everything is bad, looks like DOOM imitation

vital lichen
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Hahah

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I was testing grid measures yesterday

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With the orange grid texture

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Looks like 6 cells wide is a ok size for a corridor

vital lichen
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wait a moment. you can do a working cpu in doom.

with logic designer you can make alu, regs, rom ram and all, it's easy.

and wait!

you can also change textures, so you can end up building a display. and you can play sounds.

and...

...make DE run Doom...

...in theory.

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just thinking out loud

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Well, the hub already has a computer playing doom, but that's just easy. imagine a whole new computer made from gane logic running a doom clone...

empty bobcat
empty bobcat
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ok, I just changed the shape and now reminds a bit more Entryway

polar nexus
vital lichen
empty bobcat
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10 hours and we got this πŸ˜‚

polar nexus
empty bobcat
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still raw:

polar nexus
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good luck πŸ€

empty bobcat
runic eagle
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Looks so cool

karmic musk
# empty bobcat

You are doing a really good job with the artstyle and lighting. good work!

lament sky
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Help people, it won't let me read the mods in the installed folder, when I change tabs and come back, they are put back in the non-installed folder, even if I start the game with the option to play with mods, they are not saved

Yes, I have several mods that I put on the first day of release of the mod system that I can use, but it won't let me put them in the uninstalled folder, the same thing happens that when changing tabs or entering the game, they they put the installed

unborn ingot
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Maybe swap back to normal doom eternal then go back to the beta

charred frost
charred frost
empty bobcat
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how to drag edge in camera view? πŸ˜„

lament sky
unborn ingot
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It's just you

vital lichen
empty bobcat
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and I did it exactly that way

vital lichen
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I only do vertices in 2d

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I wish I knew how to delete vertices

empty bobcat
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what a mess:

vital lichen
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Hell yeah

pearl junco
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This was not hand-sculpted

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Still need to handle some special / degenerate cases for floor/ceiling generation, but the majority of sectors should be good to go for any given map

empty bobcat
pearl junco
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well, it may be a while before this thing is fully operational. And hand-placed static model geometry will definitely look better than brushwork

empty bobcat
white lichen
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Someone should remake nuts.wad

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it would most likely be unplayable but it would be a pretty funny feat

pearl junco
empty bobcat
pearl junco
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I programmed a convertor over the last 3 days

empty bobcat
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ah πŸ™‚ awesome

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they look like lwo, not from QUAKE remakes

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I'd like to play with your converter πŸ™‚

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or if you want you can post ready to open maps

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and each of us could make his own DOOM maps in DE πŸ˜„

empty bobcat
pearl junco
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Will probably have this on github in a day or so - no guarantees the terrain issue will be ironed out

empty bobcat
unborn ingot
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Someone needs to make a mod that makes the supershot gun shoot 1 ammo at a time and reloads after 2 shots

vital lichen
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And does half the damage

hasty oyster
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ill ask again, is there NOT a way to make back ups? I try copying the files and storing them into another folder. Is that the only way?

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No Save As option found, since it shares the mod ID, so opening it up, opens ALL mods with the same MOD ID and leading to a crash

unborn ingot
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just make a new mod delete everything in the new mods folder and copy and past the mod you want to back up

south wasp
# indigo forge Basically, I am asking for help on actually building a checkpoint

'change_layer' is the entity you want to use. Trigger that to activate the checkpoint. You also need to point it to a player_start to respawn at.

Beyond that, you'll also need to handle any logic to make sure it's consistent on a map reload. eg. ensure triggers still work, preserve the state of objects like doors that you might want

hasty oyster
unborn ingot
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I mean go into the original file and copy everything and paste it into a different mod with a different mod id

hasty oyster
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that might work, just create a bunch of blank mods and copy its contents into the folder

empty bobcat
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using lights with shadows that overlapping itself cause they are flickering doomcry

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bake doesn't help

south wasp
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Looks like SSR artifacts, it might well be rendering the light entity's in the reflection, culling them as you move around

empty bobcat
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when I do not overlap light it works, but how the hell I can use only one light for room? 😦

hasty oyster
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it could just be my computer, or being beta, not a feature not supported

unborn ingot
empty bobcat
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I know idea about this

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for now I'm just making rooms with 1-2 shadows light :/

unborn ingot
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I think it's because it's using a brush and making it gets the right angle where it thinks the player can't see the reflection so it stops rendering it bt I don't know

vital lichen
empty bobcat
vital lichen
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Try doing a full map build

empty bobcat
vital lichen
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Huh

empty bobcat
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I saw on ref maps flickering lights too in HUB where is the room with trophies - the shelves shadows can flicker, also chair shadow

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too bright:

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and those boxes looks real heavy, that's when you make maps without scale

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a bit better:

unborn ingot
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I still need a life

empty bobcat
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lol this - it's a sign XD

empty bobcat
unborn ingot
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Dose this change like almost everyday

lethal plume
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Like the google banner

vital lichen
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what's the difference between "clip" and "clip no areas"?

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(and "player clip"=

unborn ingot
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Dose anyone know how to change how much ammo the player has

hasty oyster
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Gore for a single demon touched so many parts of the game. I might being doin it all wrong though.

full jacinth
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Hi, Im looking into modding Doom Eternal but looking at rebalancing rather than map creation and the documentation is quite limited in describing the depths of what you can change. Is there a relatively simple or engine friendly way to change the damage to add randomisation such as by typing in a function (e.g. =28+RAND(0,10)) or by changing the item type from float to tabledecl so the damage value can be inherited from a graph? (see other pic as an example).

I don't know if what I want to accomplish is a bit too out there and requires programming knowledge which I don't really have. Mostly trying to learn through experimenting.

empty bobcat
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I was trying to make door that opens and close normally. I failed πŸ˜„ They work, but do not close or do not appears on start, or appears but are no solid πŸ™‚

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so I get a break from DOOM Eternal and play other game like

vital lichen
empty bobcat
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if you didn't try it yet - you have to DOOM 2 RT

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on moddb (it's not that prboom rt) it's path traced (I guess) DOOM 2 - it's real goat!

vital lichen
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ah damn

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didn't know it existed

empty bobcat
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it's total new thing

chilly pasture
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I really hope they add the ability for the launcher to remember your Beth login. Kind of annoying to have to keep logging in.

empty bobcat
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omg - you don't need to make door, specially if you like to use DOOM model door - you just:

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and voila full working door - you can even scale them as you like

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what was the code? πŸ˜„ to play

atomic bay
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For Doom 2? "FLYNNTAGGART". (Doom 1 is unlocked by collecting all cheat code pickups, which isn't as easy (edit: as fast/immediate) in a playtest map.)

fickle glade
empty bobcat
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there are panels from D16

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full working, but no textures

lethal plume
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thought they were toilets at first lol

empty bobcat
hazy glen
halcyon stratus
empty bobcat
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what you thinking guys, which version is better? (there are still no stickers):

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or this:

lethal plume
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i think if the bottom floor was darker it would look good. just a lot of light.

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in my memories those fixtures cast a rectangular spot light lol

last python
empty bobcat
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There is no possible to change color for models?

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Or even textures. I saw you can change emissive color for models, if they have some lights.

last python
empty bobcat
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here I see emissive color:

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so it's cool to change lights (like in prodeus :D)

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there is parameter geo decal tint

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but it doesn't change color the wall "skin"

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maybe it's for some signs/logos

halcyon stratus
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That texture has always reminded me of STARTAN for some reason.

halcyon stratus
empty bobcat
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I like this texture (from previous screen) in DE

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reminds me DOOM I style

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man, if I only learn exporting FBX and properly import it to DE I can remake any DOOM original map

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I need to try πŸ™‚

hasty oyster
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i wonder who is going to be the first to make snap map 2.0 Eternal edition

lethal plume
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I followed the docs and exported thwomps castle to DE out of blender just with no materials

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and then found iot easier to export a quake map and convert it to brushes and convert to DE

empty bobcat
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maybe I should restart idstudio?

lethal plume
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that show i have mine. does it show up if you right click to add model?

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restarting couldnt hurt

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my giant thwomps castle was sideways but other than that it loaded fine

empty bobcat
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I'll restart ids

lethal plume
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in windows?

empty bobcat
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in idstudio

lethal plume
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i manualy created the folders in the base directory

lethal plume
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so if you right click to add model is that model folder there?

empty bobcat
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so now if I put this to idstduio:

lethal plume
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just right click in one of the editors

empty bobcat
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in here?

lethal plume
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yeah from the add model option

empty bobcat
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nothing

lethal plume
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ill take a screen shot of mine in a min when i go upstairs

empty bobcat
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great, thanks πŸ™‚

lethal plume
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but i just righ clicked new model and opened up the directories and my custom model was there

empty bobcat
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I didn't use any material for this model in blender

lethal plume
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same

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its on my long list of shit to figure out lol

empty bobcat
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I got something

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I just searched by name

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I got this abomination, I think it is that, it's super huge and hard to navigate

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and it's not shown in world

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but if I select:

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looks weird from sides

hasty oyster
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i find my self obsessed, even if i can't make shit, i can't stop messing around with idstudio. what is wrong with me

empty bobcat
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hmm, but how to edit this

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ok, I genereated decl with util

lethal plume
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Yeah thats how my castle looked

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but converting it into brushes seemed better for editing

empty bobcat
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it's possible to convert it to editable in idstudio?

lethal plume
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I dont think so

empty bobcat
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ok, so no "quick" converting whole game to DE πŸ˜„

lethal plume
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Theyb are just static models but scalable and what not

empty bobcat
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yeah

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good for some prop

lethal plume
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yeah export out of blender as a .map and then conevrt to doom 3 and then doom eternal lol

empty bobcat
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oh

lethal plume
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Has anyone tried copy and pasting out of radiant?

empty bobcat
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but I had to scaled it (I learnt today there is function scale, and I do not need do this manualy)

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maybe this trick works with other QUAKEs

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well πŸ˜„ I need to find my QUAKE map resource

lethal plume
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i convert it to doom 3 map format by copying and pasting between 2 instances of QUARK

empty bobcat
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ah

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ok, lets check START.map from Q

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ah, no I see this txt is built totaly different. In DOOM 3 each brush has name, in Q1 not.

lethal plume
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well just tried to paste q2dm1 from NetRadiantCustom to IidStudio and it crashed

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but it had a spinning wheel

empty bobcat
lethal plume
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in quark

empty bobcat
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yes in quark

lethal plume
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yeah the blender exporter is quake 1 formatish

empty bobcat
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I remember nothing from QUARK πŸ˜„

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how to zoom out? πŸ˜„

lethal plume
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i still use it for weird stuff

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open a doom 3 instance and just copy paste map structure and save the doom3 map file and then use that new converter

empty bobcat
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ahahaha

empty bobcat
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how to save in D3 instance as DOOM3 map, there is only QUAKE map, it's the same for QUARK names?

lethal plume
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you have to open a quark in doom3 mode

empty bobcat
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I got it, copied map from Q1 to D3

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this is D3 instance

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so I save as map

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quark calls it QUAKE map file

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ok, I got the file. I have no idea how to use D3 to DE converter.

lethal plume
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it is drag and drop

empty bobcat
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it's this?

lethal plume
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it will drop a converted file with converted added to filename

empty bobcat
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in this exe?

lethal plume
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yeah go through bin

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bin/debug/net8

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that is where the exe is

empty bobcat
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I drop but looks like nothing happens

lethal plume
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The .net 8 framework needs to be installed also

empty bobcat
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hmm, maybe because this

lethal plume
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yeah it wont do anything if .net 8 is not installed

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same happened to me

empty bobcat
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installing

lethal plume
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one it is converted it just opens right up in the new editor

empty bobcat
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I got the file

lethal plume
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surprised how easy it was

empty bobcat
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so now it's just a mpa for DE?

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groovy

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startmap from Q1 πŸ™‚ Great thanks for help!

lethal plume
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someone already converted it didnt they lol

empty bobcat
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πŸ˜„

lethal plume
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ugh i forgot i was gonna mess with textures tonight i need some beer lol

empty bobcat
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there is full DOOM 1 first mission for QUAKE (but for remake, I'm not sure QUARK can open it)

lethal plume
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i do any editing in TB first just for ease of use lol

empty bobcat
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I have somewher converter from bsp to map (those new remake maps)

lethal plume
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the new ericw tools have a decompile built in

empty bobcat
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I used to TB few years ago before QUAKE remake

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can blender drop DOOM 3 maps?

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or at least Q1?

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I got some skill in Prodeus, it would be easy to put prodeus emap to blender and export it as QUAKE/D3

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but it's theme for another day πŸ˜„ I'm going to sleep, great thanks again!

lethal plume
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you can export in a map format

halcyon stratus
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I'm pleasanty surprised by how much ID7 resembles TB.

lethal plume
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yeah if you can get anything into blender there is a way to convert to doom eternal .map

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I got really excited when it seen the old radiant clipboard lol

empty bobcat
lethal plume
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that would have been a huge shortcut for converting

vague bronze
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I just found out you need to connect to the internet to play mods you already have installed, anyone have similar experience or no?

lethal plume
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it has a doom3 map option i just noticed that

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that skips quite a few steps

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the blender exporter plugin

empty bobcat
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I'm not sure can you run idstudio without Internet

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ok, now seriously I need to go to sleep πŸ™‚ Goodnight gentlemans, and thanks again πŸ™‚

lethal plume
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and yes it looks like one at a time for textures unless i make a script that creates the decl

hasty oyster
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bought the Art of Doom Eternal Book, JUST in case i get good enough with idstudio to make my own monster models. I can barely sprite ... but you never know....

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i just learned what a targa file is yesterday

lethal plume
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i have added 1 material so far. lol

hasty oyster
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also downloaded blender, need to get use to using that as well. So much to learn.

lethal plume
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just start with a donut lol

hasty oyster
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nah, im going straight to hell knight

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doughnut can wait

lethal plume
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But you wont learn how to use geometry nodes to put sprinkles all over its body.

hasty oyster
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i htink blender only does the model part, not the graphics, that i will have to do in adobe i htink

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THAT part i can actually do

lethal plume
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Blender can do everything

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if needed

hasty oyster
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so if i ever get far enough, this variant of hell knight will actually shoot green balls of poison plasma, as well as behave much like the eternal one

stiff plaza
hasty oyster
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i will also do the same for the guardian and the dread knight

stiff plaza
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Baron?

hasty oyster
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If someone adds the 2016 baron ill do that too, Fireborne baron bleeds fire because its .... fireborne

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so it may sense imo

stiff plaza
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Ah yeah forgot it's a new kind in Eternal

hasty oyster
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there IS a 2016 baron skin in the mod section, but i really want to rip the 2016 one out and attach gorekit to it as well. But that is something ill have to learn from the start

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thankfully the models are pretty close

prisma vector
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Gore kit?

foggy rock
hasty oyster
prisma vector
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Oh okay

hasty oyster
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i also want to add in the SUmmoner and its AI, it will also need destrucibles too, and i remember the people at iD telling me it takes a long time to get that right and working

prisma vector
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Honestly I think the head would make sense for destruction, that weird thing on it's head

halcyon stratus
hasty oyster
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the only modding i have ever done is GZDoom/iDtech 1 lolololololol

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this is all new territory for me

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iDtech 1 -> iDtech 7: It is only a difference of 6. np

hot agate
#

how broad is the variety of gameplay changes you can do with the modding capabilities? You can obviously make new maps, but could you create outright new game modes? could you do a sidescroller / platformer?

prisma vector
#

how do you change your keybinds through the debug menu? i saw a guide on it but still dont really understand

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Don't need debug if you're talking not modding

prisma vector
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You can go to the settings, go to controls and go to Customize Slayer Controls

indigo forge
#

Bruh. Solved my issue. When it comes to layers, turns out, to set a layer up, you are supposed to append "(map_name)/" when the prompt to create a layer pops up. I thought I was doing something wrong because it would let me create one. You all have fun while I bang my head against the wall for being dum dum >:(.

prisma vector
fathom topaz
#

is there any way to replace brushes with kits in idstudio?

languid remnant
#

is it possible to have more than one 2d world editor?

halcyon stratus
#

Dead Simple map was reuploaded and it's still missing files.

halcyon stratus
halcyon stratus
#

IIRC it's recommended to install idStudio in the same folder/drive as DE, correct? Would it be possible to install the assets in a different drive, like an HDD so as to save up space some?

maiden mica
fathom topaz
#

how do you open mods/maps inside of idstudio?

empty bobcat
halcyon stratus
golden tiger
#

So have any mods been made using the tools they released?

golden tiger
#

What are the best ones?

halcyon stratus
#

Take your pick. Boot up the game and see for yourself. There's quite a few gameplay changing ones, a big handful of custom Master Levels, and another handful of cosmetic ones.

south wasp
halcyon stratus
#

I also only have 16gb of RAM, so RIP every other program running in the background. This is absolutely gonna suck, but hey, what can you do. :P

pearl junco
empty bobcat
pearl junco
#

Run it from the command line. Download it from the releases page, unzip the executable. Run it in powershell

empty bobcat
#

I guess it's not .exe file

pearl junco
halcyon stratus
#

I remember back when I had issues figuring out GitHub also.

empty bobcat
pearl junco
#

Releases, right column

empty bobcat
#

ok, now I see, thanks πŸ™‚

#

ok, another stupid question - I need to use wad with ONE map, or I can drop full DOOM.wad?

#

ok, I see

#

can you tell me what scale do you use?

pearl junco
#

run it multiple times if you want multiple maps. Anything >= 10 should be suitable

empty bobcat
#

I need to use quotes for level names?

pearl junco
#

no

#

match the name of the lump header

empty bobcat
#

Trinity help!

empty bobcat
#

Last big room left, two outsides, end room, and 4 tiny rooms

#

scale is not 1:1

#

but it was made to learn working with models. I thought it will be easier just to snap models to get a map, it's not easier πŸ˜„

vital lichen
#

I'm making a map based with the same theme as the slayergates and they only use a couple of assets (sentinel_ancient), but it really takes effort to place all of them in a creative way

empty bobcat
#

this room is total broke in scale for example

#

at least jump to secret trigger is ok

halcyon stratus
#

Fuck, I need to move DE to the HDD as well. Launcher is bitching about it not being able to find an idStudio installation on disk.

pearl junco
#

Ignore [Output]

halcyon stratus
#

Rude. I know I'm an artist but you don't need to call me that.

pearl junco
#

Uploaded a new zip onto the releases page...it will now actually tell you how to run the program correctly

empty bobcat
pearl junco
#

huh...are you sure the path to the wad is correct?

#

use tab completion to be sure

empty bobcat
pearl junco
#

wadtobrush.exe DOOM2.WAD MAP01 10 10

halcyon stratus
#

Wait. Do I need all 500gb asset files?

#

Can't I just install a couple of them for the textures, props and whatnot?

pearl junco
#

This suggests that it's not able to read the wad file for some reason

empty bobcat
#

there is no matter wad version?

halcyon stratus
empty bobcat
halcyon stratus
#

I recall the guys on stream saying the entire thing would be upwards to 500gb.

halcyon stratus
#

Huh.

empty bobcat
halcyon stratus
#

So that was a lie. Along with the mininum requirements listing 32gb of RAM when 16 works just fine.

empty bobcat
#

lol this:

atomic bay
halcyon stratus
#

Got it, thanks.

#

Can't wait to dive feet first into this. I'll look up some tutorials first thing tomorrow and get to doing custom geo stuff as soon as I get my bearings.

#

Then, depending on complexity, I'll do some monster and weapon recolors. In due time of course.

empty bobcat
#

Great thanks to @pearl junco for his new converter!

empty bobcat
#

rock room in Entryway:

#

still wip

lethal plume
#

nice

empty bobcat
lethal plume
#

Yeah i think it would look good with some models thrown in

empty bobcat
#

2nd part of Exultia is my fav Hell style in DOOM Eternal

#

I love original geo (I mean DOOM and QUAKE) probably I'll build raw original geo too with full gameplay.

#

But I wanted to try use all this stuff they put to idstudio (models assets)

#

so now we can port DOOM and QUAKE maps (Thanos meme here :D)

lethal plume
#

yeah i think there is a path for just about every games geometry now. older games.

lethal plume
#

3 textures down 41 left lol

empty bobcat
vital lichen
#

behold. 1 hour took me this

empty bobcat
vital lichen
#

yeah

#

kit/sentinel_ancient

empty bobcat
#

cool. I'm so excited πŸ™‚ DOOM editor, DOOM RT πŸ˜„ I'm switching between them πŸ˜„

vital lichen
#

detailing is my passion

empty bobcat
# vital lichen detailing is my passion

I love details and making details, but I learnt to not overdetailed - player will not see that πŸ™‚ I remember when I was making in D3 corridor full of some buttons, cables, cracks - for one week. Nobody noticed that work πŸ˜„

vital lichen
#

in my case I need detailing, since the player will spend plenty of time in my arena

#

look at this. manual stone placement

empty bobcat
vital lichen
#

I decidec I will only do manual stone placing over elevated surfdaces like this

#

for the ground, there's a tile big enough to cover it

empty bobcat
vital lichen
#

already did!

#

but it needs to be big clusters in order to be duplicated, small clusters make repetition noticeable

vital lichen
#

it's taking shape!!!!

empty bobcat
plush thicket
empty bobcat
#

somehow idstudio has heavy start now ;/ It's stuck in "TELEPORTING"

vital lichen
#

@empty bobcat do you use clips?

empty bobcat
vital lichen
#

Maybe clips can be used as nav

#

I was wondering which clip would you use in each case, since the wiki explains nothing

empty bobcat
vital lichen
#

Full clip, clip, clip player, clip monster, clip no are... help πŸ˜”

empty bobcat
#

what's the difference clip vs full clip?

#

I got almost finished last gameplay room, next outside areas + MEGA VISTA πŸ˜„

#

30 hours for map you can finish in 1 minute XD

#

I built so cool clip for those steps, and there is nothing, maybe I accidentaly deleted it 😦

vital lichen
#

I think full clip is a clip for everything. Clip only for players/ monsters

vital lichen
#

Full clip for walls, or clip no area

empty bobcat
#

moving vertices is total bugged

#

there we go, almost done clip for steps

#

Step height for player is real low, it has problem almost with everything to walk

vital lichen
empty bobcat
#

Meshy:

hasty oyster
#

looking at new computers, obviously top video card is most important, think i should get more than 64gigs for memory to run idstudio better?

empty bobcat
#

you can buy 64 and always can buy more if need

#

Still not final:

#

entryway secret:

hasty oyster
#

ill start making levels at some point, right now i want to edit monsters and make new ones

karmic musk
sand juniper
#

cyber imp

hasty oyster
#

going to make a hell knight variant, but i have to learn a lot more before i gt there. first monster i make most likely since it will be easy, is a purple cacodemon

empty bobcat
hasty oyster
#

form the art book yes, but like i said, i have a ways to go before i get even close to starting it. If all else fails, i just start up my own mod studio and take out a loan lol. It is going ot happen one way or another

#

im too motivated and obsessed

empty bobcat
#

still no outside ready

karmic musk
# empty bobcat that

This reminds me. It would be cool if someone took the gladiator model, and removed the shield/morning star. Scale it, and have it use the animations of the baron. Almost like seeing classic Baron of hell in eternal.

hasty oyster
#

and guess what, my wife just handed me my amazon package, which contains the eternal artbook

plush thicket
#

Another room finished

polar nexus
#

i'm impressed

vital lichen
#

Which kit?

karmic musk
plush thicket
prisma estuary
#

the lighting looks really cool in that picture

plush thicket
prisma estuary
#

now theres some blood and some props moved around nice

vital lichen
vital lichen
# plush thicket

IMO, too much color, should try to get a more harmonic color palette

#

ie colors that are close to each other

stiff plaza
#

Try replacing yellow with green, as red and green are opposites

#

Or as jet said, colors that are closer together, i.e. pink and purple

plush thicket
#

have to remind you guys this a doom eternal map

south wasp
empty bobcat
#

I'm exactly now watching this texture πŸ˜„

fathom topaz
#

anyone know how to open doors? I got one to unlock, but doesn't play the opening anim

empty bobcat
vital lichen
# plush thicket examples ??

Orange, red and yellow are harmonics. The colors you placed in the map are triads, they form a triangle in the color circle

fathom topaz
vital lichen
#

Harmonics blend in space

empty bobcat
plush thicket
vital lichen
#

Much better now

empty bobcat
vital lichen
#

Or you could have all lights blue and change them when the encou ter starts. I think you can do it with triggers

fathom topaz
empty bobcat
#

yeah, they will not open, opening doors is much more complicated now

fathom topaz
empty bobcat
#

let's make this door

#

in standard they open by themself

#

it's this, right?

fathom topaz
#

yeah the garage doors open by themselves

empty bobcat
#

this one?

fathom topaz
#

yeah that one

empty bobcat
#

I use them as open by themself

fathom topaz
#

is there a way to edit that in the inspector?

empty bobcat
#

yes, of course, there are REAL LONG list of params

fathom topaz
#

omfg

empty bobcat
#
  1. Link switch with door. So you need know the name of the door.
fathom topaz
empty bobcat
#

in my case

fathom topaz
#

also how did you oipen the surface inspector?

empty bobcat
#

I had this problem too πŸ˜„ in here

fathom topaz
#

oh damn thats nice

empty bobcat
#

so it's linked

mossy violet
#

is there any way to get the editor to always open the same mod instead of creating a new one each time?

empty bobcat
mossy violet
#

ahhh okay thanks makes sense

empty bobcat
#

ok, starting game in editor (for the first time it takes long, later will be faster)

fathom topaz
empty bobcat
#

one sec, my ids "thinking" πŸ˜„

#

so, ok - my switch do nothing for now πŸ™‚

fathom topaz
#

love that

#

hmm interesting, seems a bit more involved than i thought

hasty oyster
#

trying to figure out a way to edit the gib colors. I figured it out, but now i forgot

empty bobcat
karmic musk
#

That was after unlocking via switch

plush thicket
#

what your interaction state in that door, select the door go to entity inspector open the interaction tab and check the inital state

empty bobcat
#

so for the perk I need to copy Begin?

#

I did that last time, but it's... weird

empty bobcat
#

yeah! Great, thanks for help!

#

so cool! I loved making waves maps (for DOOM 2016 and prodeus) I need to learn this in Eternal πŸ™‚

empty bobcat
plush thicket
empty bobcat
plush thicket
#

you mean the dash abililty ??

empty bobcat
#

I did yesterday, but can't find today :/

plush thicket
#

oh you don't want to give the player everything from the begin ??

empty bobcat
#

hmm, I think I got this saved on some other map

plush thicket
#

you can use pickup entity

empty bobcat
#

many things in idstudio is not intuitive πŸ˜„

plush thicket
#

let me fire up the studio very quick

empty bobcat
#

got it

#

it's Inventory item

#

I thought it's perk

plush thicket
#

πŸ‘

empty bobcat
#

works like charm πŸ™‚

#

probably I forgot again πŸ˜„

empty bobcat
# plush thicket πŸ‘

do you know maybe - can we use models as nav for ai? I have floor made out of models, so I don't know I should group it to nav or make a clip.

plush thicket
empty bobcat
#

ah cool! Thanks for answer

plush thicket
#

but prefer to use clip brush as nav

empty bobcat
fathom topaz
#

how do you give the player all mods and all weapons at the start of a level?

fathom topaz
plush thicket
fathom topaz
#

yeah, trying to set up where hitting a switch opens the door

plush thicket
#

ok that we need to do, click in door and find the interaction dropdown in the entity inspector switch the inital state to interactables/door/normal/start_locked

#

you follow ?? @fathom topaz

fathom topaz
fathom topaz
plush thicket
atomic bay
# fathom topaz how do you give the player all mods and all weapons at the start of a level?

Change the worldspawn's devInvLoadout to "devinvloadout/dlc/e5m3_hell". This will give you all weapons, upgrades, Runes, Support Runes, and the Sentinel Hammer.
If you want the player to start with the Crucible instead of the Sentinel Hammer, then either copy or edit "devinvloadout/dlc/e5m2_earth", and change the "weapon/player/hammer" item in it to "weapon/player/crucible".

eager ginkgo
#

hey, im used to the source hammer editors but not this one, how do u select an individual face of a brush on this one?

plush thicket
eager ginkgo
#

i swear i did that and it selected the entire cube brush

#

i think, one sec ima launch it

fathom topaz
eager ginkgo
plush thicket
#

click in null box

fathom topaz
plush thicket
plush thicket
fathom topaz
#

awesome, thanks a lot!

karmic musk
# plush thicket

Beautiful, good to see the complimentary colors there. πŸ™‚

plush thicket
#

I will start make tutorial vids tomorrow, I will try lmao

eager ginkgo
#

saleem

#

could you help me out if you dont mind g, how do you select an individual face of a brush

night heath
#

Hi, need help regarding modding. no mods work, I put them into the active mod folder but they just dont load up, is there anything i missed? I wanna play some modded master levels as ive played through all of them but i cant get it to work

#

instead of modded doom its just vanilla doom

eager ginkgo
#

did u click the green button above

night heath
#

yes.

eager ginkgo
#

uhm disable the rocket rebalance mod and see if the other one works

#

there could be a small chance that one is like messing up with the other one somehow

night heath
#

also im under the impression that you turn on these ml by just turning on the level normally, if im wrong and they instead need to be loaded up like normal ML mods, I fold and I am restarted. but i dont think they should be

atomic bay
eager ginkgo
#

yeah, it keeps selecting the entire cube

#

so i cant apply texture individually

#

it just applies texture to the whole brush

#

oh wait what i have to hollow it? that so awkward, in the source hammer editor you could just apply texture to individual faces and keeping the brush intact

karmic musk
#

no

#

its ctrl + shift + left click

eager ginkgo
#

omfg

plush thicket
eager ginkgo
#

why did i not try that hotkey combination, thank you so much

karmic musk
eager ginkgo
#

my hero

karmic musk
#

that's specifically for brushes

#

there are different sections for different hotkeys on the wiki

#

you can even select edges and vertices which is super handy

night heath
#

YIPPEEE IT FINALLY WORKS

#

god i love when a thing doesnt work and you ask someone for help and it magically starts working

#

HUGE W

eager ginkgo
#

so lets say i want to add a static prop into my map, do I have to install the asset pack on the front page of the mod launcher? because rn i cannot find a prop folder

karmic musk
#

assets are under the asset browser. I don't think the vanilla editor comes with assets and you will need to download the specific ones you want from the missions.

eager ginkgo
#

also do props already have collision or do i have to manually add a collision box to each prop like in the bo3 radiant tool

karmic musk
#

Most props from what I've noticed already have collision boxes around them.

eager ginkgo
#

nice, one last question
lets say i want to hop into my level to see if the size dimensions of a room is correct etc, how would I go by doing that? is there like a "test mod" thing I'm not seeing or do I have to package the mod every time?

lavish apex
#

btw some props have funky collision when walking over them so you might want to remove their clip models and add a brush with the clip texture

#

build the map in the worldview tab, and type slowmap MAP_NAME in the console

eager ginkgo
#

so like

slowmap MAP_NAME {insert map name here}

lavish apex
#

no, slowmap {insert map name}

eager ginkgo
#

thank youu

eager ginkgo
#

i love brushes πŸ˜‹

lavish apex
#

it's just incase you up replacing things like floor brushes with actual models of floors/bridges/etc.

eager ginkgo
#

true, thanks for helping

eager ginkgo
lavish apex
#

yea, slowmap will build the geo (and is the fastest to build), otherwise you can use the build wizard if you need to build things like navmesh,lightmaps,etc.

eager ginkgo
#

cool cool

fathom topaz
#

how do you replace burshes with meshes?

lavish apex
#

you just add models from the model browser and remove the brushes

fathom topaz
#

is there a way to move the edge/face of a brush to make ramps?

#

nvm, ctrl+e fo anyone who needs it

hasty oyster
#

so i am trying to replace the descructable gibs texture. I found one called Nuggets, but it changes everything else. noob question but how do i attach a texture to the model? am i making sense?

#

the generic nuggets apply to to the same gibs for multiple monsters

#

it jsut wont let me change the surface

hasty oyster
#

"Displays all of the surface information (materials, textures) related to the model; click these to manipulate individually" but it dont work

karmic musk
#

pogtruger there's a mod that replaces the eternal revenant with the 2016 version.

halcyon stratus
#

It's not a straight port, which I prefer. I do like Eternal's shoulder launchers better. The skull ornaments are metal as fuck.

south wasp
# empty bobcat what does IK clip?

As mentioned, IK is used for AI feet to touch the ground properly, so they don't look like they're floating on steps. Invers Kinematics, check it out, it's a cool technique

keen urchin
#

hey can someone help me with a modded multiplayer issue I've been having?

south wasp
#

Thow out your issue, see if anyone can

valid yacht
astral kernel
#

is there a way to transfer nexus mods to the new doom mod launcher?

halcyon stratus
#

What's that? Edit the .decl?

zealous wharf
#

Any recomendations on master level mods?

versed herald
halcyon stratus
#

Is the floor brush meant to be non-selectable after you build the navmesh?

#

Okay... so I deleted every brush, but the floor brush refused to go for some reason. I couldn't select it either and it wouldn't show up in the World Editor. The nav group also didn't exist apparently (?), so I tried 'select > all brushes' and the SDK crashed with no error prompt.

#

Guess I should leave the nav mesh for last, seems a fair bit finnicky. At least I hadn't made any real progress with my map yet.

heavy torrent
empty bobcat
halcyon stratus
#

Potentially dumb question- why are some of the material2 assets appearing as pure white/not applying when I select them? Is it because I didn't install all the asset packs?

halcyon stratus
empty bobcat
#

can we use IK or clip as nav mesh?

#

we can't extruding brushes, right?

#

moving vertices is PAIN

#

what happend to this geo here XD

#

I wanted to cover this are with nice clipping brush, but it's not fun if you can't extrude faces

heavy torrent
empty bobcat
heavy torrent
empty bobcat
#

how to select group of vertices?

heavy torrent
#

hold alt and drag

empty bobcat
#

I'm holding alt in here, and when I'm outside the brush nothing happens, when I'm above it I just move whole brush

#

the cross cursor is becoming invisible on video

#

and when moving single vertex geo likes to tear

#

and after dragging I got vertices on edges

heavy torrent
#

yeah just checking, they sure did change controls since idtech4, my bad

#

snapping to grid will still work when you are dragging a vertex

empty bobcat
halcyon stratus
#

Why are some kits just flatout not showing up?

empty bobcat
halcyon stratus
#

This is what I'm getting everytime I place like, 80% of them on my map.

#

Just a tiny box of nothing.

empty bobcat
#

sometimes it reminds me ancient technology - where you need to figure out what is this for, and how to use it πŸ™‚

#

I know how to build this in prodeus or CSG Unity or in old radiant, but here doesn't work πŸ˜„

#

would be just easier to set Slayer much higher stepsize, hmm.....

halcyon stratus
#

Oh. I was dragging in stuff from the Model Assets folder, not Model FILES.

#

LOL.

halcyon stratus
#

How can I resize/stretch a kit? I want to stretch this hallway horizontally and vertically so as to fill up the whole space. The tutorial on the site mentions it's doable as 'the level scale standards are based on powers of two, the kit pieces should fit together easily' but I can't find a function.

unborn ingot
#

Press R to scale it

halcyon stratus
empty bobcat
#

Sometimes when I switch to decals editor, in assets browser I have no decals to use 😦

#

it should switch to decals assets, but it doesn't

#

and if I go there manualy, they don't work

#

refreshing folder doesn't help

halcyon stratus
#

Unfortunately I've no place for it right now as I'm putting my starting area together using another series of prefabs, maybe another couple rooms ahead.

#

I'm thinking of a map with classic Doom 1 style progression. Nonlinear, keyhunting, incidental combat, no weapon mods, mostly fodder and moderate ammo amounts. No SSG.

#

I wanna figure out how to recolor things like walls and stuff, maybe in due time. Only picked this up today after all.

#

I only now realized I'm slightly ripping off the start of Doom 2's MAP10, lol. Not intentional by any means, just something I found funny.

empty bobcat
empty bobcat
unborn ingot
vital lichen
#

what in hell is this big-ass thing?

#

nvm, its a teleporter

#

it's a teleporter for a "invasion" thing, could it be the that never implemented mode?

empty bobcat
#

how to make wet surfaces? I thought if we set rain on map it will affect everything.

#

also rain drop in interriors too πŸ˜„

empty bobcat
#

did someone built skybox? With GI?

#

or how to build skydome with Global Illuminaton light?

tight hinge
eager ginkgo
#

does doom eternal DLC reuse assets? because I'm going through the assets to download for the editor and there aren't any for the DLC maps

tight hinge
empty bobcat
empty bobcat
# tight hinge

looking cool!
BTW. how to change mode for mancubus? When I put on map mancubus I got cyber mancubus, I want noncyber mancubus version.

tight hinge
empty bobcat
#

ok, I see there are "fire" and "goo" mancubus

#

yeah πŸ˜„

empty bobcat
tight hinge
# empty bobcat

btw this isn't how you are supposed to do it, you aren't meant to have multiple idAI2 entities, you are supposed to use spawn entities and spawn groups

eager ginkgo
#

im new to this, what is he doing wrong, is he suppose to use spawn group nodes something similiar to doom snapmap?

#

instead of having individual mancubus entity

tight hinge
#

yeah pretty much, you only need one idAI2 mancubus entity and then you would create idTarget_Spawn entities that reference that idAI2

#

that way you can use the spawners multiple times

tight hinge
#

new entity: target/spawn

empty bobcat
#

seriously even such easy thing like spanw enemies must be complicated? πŸ˜„

#

I used spawns, target mancubi, now mancubi vanished and nothing happens

karmic musk
#

I believe you only need 1 mancubus. And you put a spawn box in the locations where you want a demons to spawn. There you can tell the spawn box to tell which demon to spawn. At least from what I understand.

eager ginkgo
#

oh so the 1 mancubus is like a template for every mancubus in the level?

karmic musk
#

You don't have to have the AI in the map, it can be floating around somewhere. Basically it's just there as a reference for the spawn box/group/whatever

karmic musk
#

I'm not 100% sure, but that's what I get from looking at the maps.

eager ginkgo
#

yeah like an arena encounter

karmic musk
#

yep

empty bobcat
eager ginkgo
#

thats how games do it

karmic musk
#

Resource usage lol

eager ginkgo
#

I love the dev textures, the gray/orange grid combination

#

it just goes so hard

karmic musk
# eager ginkgo oh so the 1 mancubus is like a template for every mancubus in the level?

I think your right about this. I wanted to double check with cultist base. But I see mostly just 1 demon ai floating around. They do have them separated into groups though. I think 1 set is for the master level and the other is for the regular level? Who knows, but I think your right about just having the spawn reference just 1 AI for the same demon for the whole level.

#

makes sense from an optimization standpoint

eager ginkgo
#

and its just easier to organise instead of having multiple individual entities with its own properties scattered all over

#

also how do you open the campaign levels in the editor?

#

i wanna see how they done it

vital lichen
#

do you guys think my level needs more closed areas?

#

*arena

#

i think it's too open

eager ginkgo
#

that looks so good! is that all brushes?

#

like the arches

vital lichen
#

I made a blok-out of the map with brushes

#

now I'm replacing everything with assets

vital lichen
eager ginkgo
#

oh thats cool

maiden mica
vital lichen
maiden mica
vital lichen
#

Looks cool, ngl

#

still gotta a lot of work to do, haven't even touched logic yet

empty bobcat
vital lichen
#

it's a cloud skydome + slyers gate 2 enviroment

hasty oyster
#

back to figuring out how to change the surface of the destructibles, eeekkkkkk

vital lichen
#

hell yeah my dudes

hasty oyster
#

how do i get my custom nugget targa, onto the destructible chunks!! This is making me go mad

unborn ingot
empty bobcat
eager ginkgo
#

Are the floating rocks part of the β€œskydome” ?

vital lichen
#

yeah

#

just a reference map

#

decidec to replace the ground layer with water. now it looks better

tight hinge
vital lichen
#

one arena

#

i want to do more aneras

eager ginkgo
#

which folder are models found in 😭

vital lichen
#

"model Files"

eager ginkgo
#

model files into ---> "Models" ?

vital lichen
#

I think yes

#

Im away from the comouter so can't tell rn

eager ginkgo
#

found it

vital lichen
#

Nice

tight hinge
#

actually, I was planning on making a whole prequel dlc between 2016 and eternal

vital lichen
#

My plan is to do my own horde mode

vital lichen
karmic musk
tight hinge
#

I'll finish this level first then I will decide

#

Will take me months tho

vital lichen
vital lichen
karmic musk
#

Looks nice, glad to see a horde based map. I plan on making one as well.

#

skybox is perfect too

vital lichen
tight hinge
vital lichen
tight hinge
#

my idea was a level in space, and when you are outside of the facilities you have low gravity

tight hinge
#

yeah I think so

vital lichen
#

The low gravity part

tight hinge
#

there are gravity volumes

vital lichen
#

Because last thing I saw, gravity is controlled by world entity

vital lichen
tight hinge
#

sure, maybe if possible I'll try an arena with zero gravity

#

that would be interesting

vital lichen
#

My first idea for a horde mod was a map that starts small but as you go making progress you unblock new map areas and ends up being a big arena

tight hinge
#

I also made a custom particle system to notify the player when gravity changes

drifting rain
#

hello there, does anyone know a fix for the pc mod preview? My game keeps crashing at the bethesda screen when i click on play doom eternal with mods. I can play the base game just fine but even wiyth no mods active it keep crashing

prisma vector
#

Try check files in steam. Are you on Linux or windows?

drifting rain
#

windows

prisma vector
#

There's your problem right there LOL.

atomic bay
# vital lichen The low gravity part

Doom 2016 has a Multiplayer map in an open space station, with normal gravity inside and reduced gravity (and muffled audio?) outside. That should still work in Doom Eternal.

hasty oyster
#

you guys are doing cool shit, and im still stuck tryiing to change the gorestuff.

vital lichen
tight hinge
#

it's 100% doable

#

offwine did it in his cultist base ml

#

always wanted a level that took advantage of that honestly

vital lichen
eager ginkgo
#

erm how do u exit the game engine window again

karmic musk
#

or even bringing up the console with ~

eager ginkgo
#

ok so im trying to hop into my map to see the size dimensions and all i see around me is a dark void

#

i imagine i need to put in some kind of temp light entity ?

karmic musk
#

did you add a player starting point?

#

Yeah, you need to add a point light as well.

#

f3 on the keyboard when in the 3d window to see your map, it will give you a realtime look of your map.

vital lichen
eager ginkgo
#

im using a t posing imp

karmic musk
#

you know whats funny. I've been scaling my horde map I've been working on with a tyrant. Mostly because I don't want them to get stuck or w/e.

#

I didn't even know there was a reference guy. That's good to know

vital lichen
vital lichen
#

It's a t-posing gray guy with less polygons than a half life 1 scientis

karmic musk
#

so we now have intern guy, and now reference guy.

vital lichen
#

low polygon guy

eager ginkgo
#

wait what how do u get the ref guy

#

is there a way to play the map without lights but still be able to see everything? for like quick testing etc

empty bobcat
vital lichen
#

And link the enviroment in the wolrd entity

empty bobcat
vital lichen
empty bobcat
vital lichen
vital lichen
#

Do still people play there?

empty bobcat
#

ladies and gentlemans I did my first encounter (I almost get mental doing this, but I did it :D)

#

Now I need arachnotrons, guns, lighting, sky, script for player and tons others πŸ˜„

empty bobcat
vital lichen
empty bobcat
#

original map is hard too πŸ™‚ I wanted all monster same spawned as in original πŸ˜„ But Slayer is super slow comparing to DOOM Marine from DOOM II, he needs dash

karmic musk
#

make the slayer faster. doomguy_grin

vital lichen
#

You can make enemies spawn after you killed a few and not appear all at once

empty bobcat
vital lichen
empty bobcat
karmic musk
#

or you can put in some haste/overdrive powerup I forgot what its called

empty bobcat
empty bobcat
karmic musk
#

maybe put in multiple haste/overdrive powerups so you can keep cycling them when you run out.

#

Like 4 on each side

vital lichen
empty bobcat
#

OMG I need to learn how to add custom music, so I can put original music for this πŸ‘€

#

Shawn's got the shotgun? THat was the name?

karmic musk
#

I would love to put metal: hellsinger music in, but pretty sure that would be DCMA lol

eager ginkgo
empty bobcat
#

well, DE music is goat too πŸ™‚

karmic musk
#

'This Devastation' would be amazing to listen to while slaying demons.

eager ginkgo
#

nvm i found it, its "scale guy"

empty bobcat
#

he is waiting for his "encounter"

karmic musk
empty bobcat
#

I'd love to see classic model for arachnie πŸ™‚

#

When I first time saw DE trailer with those arachnotrons my jaw dropped down πŸ˜„ I love them so much (and hate too XD)

halcyon stratus
vital lichen
halcyon stratus
vital lichen
#

Most certainly yes

hasty oyster
#

i did something bad, when the hellknight landed, it spawn zombies until the game crashed. there had to be 60 of them

#

And here is another question fo rthe experts, how do i change the blood spillage on the ground. What is that called exactly? The gibs that drop also do this as well as dead monsters

#

in classic doom, you see it when you shoot the monsters, blood decals i beleive

empty bobcat
#

So I got encounter, how to make another encounter and trigger after it ends...

hasty oyster
#

dreadknight has its own set of gibs, i will try to copy that for the normal hellknight, but it just isn't working. I think im going to post my mod regardless. hope i can solve this dilemna

empty bobcat
#

all scripts working πŸ˜„ Now I need sky and lighting πŸ˜„

#

and gameplay polish πŸ™‚ Slayer is so slow

hasty oyster
#

some pretty coold 2016 models put up in the browser.

tight hinge
#

low gravity is working

empty bobcat
#

how ligt probe works in DE?

hasty oyster
#

going to put my WiP mod up. Here are the screenshots. I still can't edit certian parts of the monsters. Will need further investigations. Green Bloodied Hell Knights