#eternal-modding
1 messages Β· Page 6 of 1
behold. my first arena
Just need some Beyblades
right now
if the mods are filled with brainrot content being published, then i might lose faith in humanity
no worries, it's like classic DOOM - you had tons of goofies mods and tons of great mods π
I just found this in the filesπ
found some for the cut blood harvester map lets gooo
aight, nice
I'm going to sleep hopefully when I wake up I get an awesome mod idea
anybody knows why does enviroment not cast a single shadow from the sun?
there's shadows in the 3d world. why not in game?
nvm. fixed it
what did you do? Bake?
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 π
Look at this - would be cool having something like this in DE
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
I would check settings and make sure it didnt reset your directories settings
sorry this is in spanish
ever seen the left 4 dead 2 steam workshop?
nah i haven't
i'll go check rn
over 100 000 
and there r a lot of weird ones
sometimes you gotta turn all of the dragons into Thomas the trains to get no loading screens entering into major cities in skyrim lol
Exultia is mine of hellish things
been here a lot of times in ultra nightmare
If you could turn that purple goo into extra bhop friendly mountain dew, that would be really nice - thank you π
welp
Why did it crash
I like this concept
I think my favorite hell enviro in all doom games is Doom 3's.
yall people keep sending friend requests from here, Im guessing its bots but
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
nevermind i fucked up another thing
some nuggets shared with other montsers, work load just went up
so when i duplicate a object, sometimes when changing the dupe, it changes the OG.
how are you duplicating?
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.
just right clicking like a noob and pressing duplicate ...lol
see the gore for some monsters is shared, i need ot create a new set of gore for that monster.
"report this to the mods on discord if you see this" okay ... it was just a message
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
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.
i booted up idStudio for the first time and I can't see anything cause of the slayer's vaping addiction
tried screwing with the ingame video settings and no luck
@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.
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.
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.
Basically, I ain't got a damn clue how to even setup layers, nor if I am even doing this right.
Basically, I am asking for help on actually building a checkpoint
Iβm still trying to figure out how to save as. Must yes memory leaks are happening too
It is beta
This is gonna be beautiful
People, can you install new mods with support for Doom Eternal mods or is this disabled?
Anyone?
i'd definitely check the load order. what other mods do you have?
Yeah nah, it's just not working for me. Almost like it just doesn't exist.
I think I found the problem. The map uh, only consists of two files. 'deadsimple.lightdb' and 'deadsimple.rawdb'.
No .pk5, nothing.
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?
That's fucking weird. Just tried myself and the game boots up fine. Probably reverify files on Steam?
Will do. I did do a full reinstall already just to make sure I got rid of the old Mod Injector.
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.
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.
Oh and just to check I did download IDStudio. Same error occurs with it too.
i remember the idstudio documentation mentioned some kind of amd issue but i cant remember what that was, it could be completely unrelated
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.
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.
thinking about this. should I make it bigger? twice as big
yes
it's normal
F
Are you using male/doomguy as a size reference?
zombie guy π
but still this only fun play, not 1:1 scale from DOOM II
yeah I saw this model π
pretty chill. i like him
Lets go π£οΈ
There are a bunch of brushes I still need to know what are they for
ah scale is bad, and everything is bad, looks like DOOM imitation
Hahah
I was testing grid measures yesterday
With the orange grid texture
Looks like 6 cells wide is a ok size for a corridor
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.
just thinking out loud
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...
but in DOOM Eternal there is already working pc with DOOM game π
yeah this π
ok, I just changed the shape and now reminds a bit more Entryway
doom in ultrakill π
Hell yeah
10 hours and we got this π
u mean u spent 10 hours creating this?
good luck π
Looks so cool
You are doing a really good job with the artstyle and lighting. good work!
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
Maybe swap back to normal doom eternal then go back to the beta
I want to see ultrakill maps ported into doom eternal, that will be very cool
Looks very promising, can't wait to play full doom 2 in doom eternal xd
how to drag edge in camera view? π
But you can download mods and install them like I try and they stay in the active mods folder or is it just me?
It's just you
Like vertice mode but in 3d?
yeah but vertices drag is real bugged, you need to restart render to see result
and I did it exactly that way
what a mess:
Hell yeah
This was not hand-sculpted
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
oh, that's good, so I don't need to this π
well, it may be a while before this thing is fully operational. And hand-placed static model geometry will definitely look better than brushwork
yeah, I'm fighting with such method in Entryway. I use models instead brushes, still much of work, and some things must be done by hand from brushes.
Someone should remake nuts.wad
it would most likely be unplayable but it would be a pretty funny feat
Here's what I get with Entryway so far. ....really not sure why a brush will just acquire infinite length like that...noticed that in another map as well
that's cool, what method did you use to get them to DOOM Eternal?
I programmed a convertor over the last 3 days
ah π awesome
they look like lwo, not from QUAKE remakes
I'd like to play with your converter π
or if you want you can post ready to open maps
and each of us could make his own DOOM maps in DE π
well, I ported lwo files to prodeus via blender. But prodeus works with 2d planes. QUAKE/idStudio is brush thing (polyhedrons)
Will probably have this on github in a day or so - no guarantees the terrain issue will be ironed out
still less work than making geo from zero
Someone needs to make a mod that makes the supershot gun shoot 1 ammo at a time and reloads after 2 shots
And does half the damage
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?
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
just make a new mod delete everything in the new mods folder and copy and past the mod you want to back up
'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
that is what i am doing now, i have all back ups on another folder. However the issue is, touching the file name path corrupts it. SO i have to make a new folder for each back up. Even having it say doom-mod-1234567 - copy, seems to break it, even if i go and try to remove that word. Not sure if im making sense
I mean go into the original file and copy everything and paste it into a different mod with a different mod id
that might work, just create a bunch of blank mods and copy its contents into the folder
using lights with shadows that overlapping itself cause they are flickering 
bake doesn't help
I got the same in game
also:
Looks like SSR artifacts, it might well be rendering the light entity's in the reflection, culling them as you move around
look at those boxes - the shadows are flickering
when I do not overlap light it works, but how the hell I can use only one light for room? π¦
that seems to break it again, within the folder is ID under the base or ... somewhere, copying that now corrupts it toos.. FUCK
it could just be my computer, or being beta, not a feature not supported
Try bake the lights that might fix it
I made test, didn't help
I know idea about this
for now I'm just making rooms with 1-2 shadows light :/
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
What quality are you baking?
I think it's brush problem, cause id didn't use brush to anything except clipping
Try doing a full map build
I did test on high
Huh
I saw on ref maps flickering lights too in HUB where is the room with trophies - the shelves shadows can flicker, also chair shadow
too bright:
and those boxes looks real heavy, that's when you make maps without scale
a bit better:
I still need a life
no life for the wicked! DOOM is ETERNAL!
lol this - it's a sign XD
πππ
Dose this change like almost everyday
Like the google banner
Dose anyone know how to change how much ammo the player has
Gore for a single demon touched so many parts of the game. I might being doin it all wrong though.
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.
I was trying to make door that opens and close normally. I failed π They work, but do not close or do not appears on start, or appears but are no solid π
so I get a break from DOOM Eternal and play other game like
How did you make the hud? Looks cool
but, but it's DOOM RT not Eternal π
if you didn't try it yet - you have to DOOM 2 RT
on moddb (it's not that prboom rt) it's path traced (I guess) DOOM 2 - it's real goat!
it's total new thing
I really hope they add the ability for the launcher to remember your Beth login. Kind of annoying to have to keep logging in.
omg - you don't need to make door, specially if you like to use DOOM model door - you just:
and voila full working door - you can even scale them as you like
what was the code? π to play
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.)
Just put all the cheat disks in a map
thought they were toilets at first lol
hahha, yeah π
I'm really enjoying that RTX mod. Its amazing
Looks beautiful, great job.
what you thinking guys, which version is better? (there are still no stickers):
or this:
i think if the bottom floor was darker it would look good. just a lot of light.
in my memories those fixtures cast a rectangular spot light lol
I agree that it has, indeed, a lot of light. But this one it's perfect!
This one was my first idea. So it stays π
There is no possible to change color for models?
Or even textures. I saw you can change emissive color for models, if they have some lights.
I think there is, i saw some stuff of colors in AI's maybe there's models too
here I see emissive color:
so it's cool to change lights (like in prodeus :D)
there is parameter geo decal tint
but it doesn't change color the wall "skin"
maybe it's for some signs/logos
That texture has always reminded me of STARTAN for some reason.
It's crazy that the entirety of Doom 1 and 2 is relegated to a simple interactable.
DOOR1
I like this texture (from previous screen) in DE
reminds me DOOM I style
man, if I only learn exporting FBX and properly import it to DE I can remake any DOOM original map
I need to try π
i wonder who is going to be the first to make snap map 2.0 Eternal edition
I followed the docs and exported thwomps castle to DE out of blender just with no materials
and then found iot easier to export a quake map and convert it to brushes and convert to DE
I made a FBX model, I put it to folder: E:\IDSTUDIO\doom-mod-1613565479\base\art\models, but when I trying to open it in game I can't. I copy this path, but nothing happens
maybe I should restart idstudio?
that show i have mine. does it show up if you right click to add model?
restarting couldnt hurt
my giant thwomps castle was sideways but other than that it loaded fine
I can't even open this folder in idstudio, I copy full path and hit enter and nothing happens
I'll restart ids
in windows?
in idstudio
i manualy created the folders in the base directory
yes:
so if you right click to add model is that model folder there?
so now if I put this to idstduio:
just right click in one of the editors
in here?
yeah from the add model option
nothing
ill take a screen shot of mine in a min when i go upstairs
great, thanks π
but i just righ clicked new model and opened up the directories and my custom model was there
I didn't use any material for this model in blender
I got something
I just searched by name
I got this abomination, I think it is that, it's super huge and hard to navigate
and it's not shown in world
but if I select:
looks weird from sides
it is
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
me too ;/
hmm, but how to edit this
ok, I genereated decl with util
Yeah thats how my castle looked
but converting it into brushes seemed better for editing
it's possible to convert it to editable in idstudio?
I dont think so
ok, so no "quick" converting whole game to DE π
Theyb are just static models but scalable and what not
yeah export out of blender as a .map and then conevrt to doom 3 and then doom eternal lol
oh
Has anyone tried copy and pasting out of radiant?
I had brush version of Hangar, so I copied from text map file whole brush section, and copied it to the DE map file
but I had to scaled it (I learnt today there is function scale, and I do not need do this manualy)
maybe this trick works with other QUAKEs
well π I need to find my QUAKE map resource
i convert it to doom 3 map format by copying and pasting between 2 instances of QUARK
ah
ok, lets check START.map from Q
ah, no I see this txt is built totaly different. In DOOM 3 each brush has name, in Q1 not.
well just tried to paste q2dm1 from NetRadiantCustom to IidStudio and it crashed
but it had a spinning wheel
you copied geo in QUARK or txt file?
in quark
yes in quark
yeah the blender exporter is quake 1 formatish
i still use it for weird stuff
open a doom 3 instance and just copy paste map structure and save the doom3 map file and then use that new converter
ahahaha
got it
how to save in D3 instance as DOOM3 map, there is only QUAKE map, it's the same for QUARK names?
you have to open a quark in doom3 mode
I got it, copied map from Q1 to D3
this is D3 instance
so I save as map
quark calls it QUAKE map file
ok, I got the file. I have no idea how to use D3 to DE converter.
it is drag and drop
it's this?
it will drop a converted file with converted added to filename
in this exe?
I drop but looks like nothing happens
The .net 8 framework needs to be installed also
hmm, maybe because this
installing
one it is converted it just opens right up in the new editor
I got the file
surprised how easy it was
so now it's just a mpa for DE?
groovy
startmap from Q1 π Great thanks for help!
converted map if someone like π
someone already converted it didnt they lol
π
ugh i forgot i was gonna mess with textures tonight i need some beer lol
there is full DOOM 1 first mission for QUAKE (but for remake, I'm not sure QUARK can open it)
i do any editing in TB first just for ease of use lol
I have somewher converter from bsp to map (those new remake maps)
the new ericw tools have a decompile built in
I used to TB few years ago before QUAKE remake
can blender drop DOOM 3 maps?
or at least Q1?
I got some skill in Prodeus, it would be easy to put prodeus emap to blender and export it as QUAKE/D3
but it's theme for another day π I'm going to sleep, great thanks again!
you can export in a map format
I'm pleasanty surprised by how much ID7 resembles TB.
yeah if you can get anything into blender there is a way to convert to doom eternal .map
I got really excited when it seen the old radiant clipboard lol
for Q1 or D3?
that would have been a huge shortcut for converting
I just found out you need to connect to the internet to play mods you already have installed, anyone have similar experience or no?
it has a doom3 map option i just noticed that
that skips quite a few steps
the blender exporter plugin
yes
I'm not sure can you run idstudio without Internet
ok, now seriously I need to go to sleep π Goodnight gentlemans, and thanks again π
and yes it looks like one at a time for textures unless i make a script that creates the decl
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....
i just learned what a targa file is yesterday
i have added 1 material so far. lol
also downloaded blender, need to get use to using that as well. So much to learn.
just start with a donut lol
But you wont learn how to use geometry nodes to put sprinkles all over its body.
i htink blender only does the model part, not the graphics, that i will have to do in adobe i htink
THAT part i can actually do
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
Please make it bleed green if you can
That is literally the mod i am trying to work on right now, i am running into issues though
i will also do the same for the guardian and the dread knight
Baron?
If someone adds the 2016 baron ill do that too, Fireborne baron bleeds fire because its .... fireborne
so it may sense imo
Ah yeah forgot it's a new kind in Eternal
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
thankfully the models are pretty close
Gore kit?
Hmm, the fire here seems to be made of fire.
i dont know what to call it, the destructible parts
Oh okay
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
Honestly I think the head would make sense for destruction, that weird thing on it's head
I wonder how long til we see the first proper model replacement mod, with proper rigging and animations and the like. 2016's models shouldn't be too hard to do. The armature and rigging work is already done and it would be easier to port them over, the tricky bit would be the gore bits.
yah it is def out of my level of skill
the only modding i have ever done is GZDoom/iDtech 1 lolololololol
this is all new territory for me
iDtech 1 -> iDtech 7: It is only a difference of 6. np
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?
how do you change your keybinds through the debug menu? i saw a guide on it but still dont really understand
Don't need debug if you're talking not modding
I thought to just ask here because im trying to run mods w doom eternal
i dunno where id ask this because i dont think id get an answer from #doom-eternal chat
You can go to the settings, go to controls and go to Customize Slayer Controls
It says in the console that it does save as a checkpoint, but for some reason, it starts the player at the checkpoint rather than the intended spawnpoint.
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 >:(.
I dont know whats with my game but for some reason whenever i click any of the bindings with my mouse, it doesnt even give me the option to even bind to another key
for some reason doom eternal doesnt let me toggle off any settings, heres a clip to show
is there any way to replace brushes with kits in idstudio?
is it possible to have more than one 2d world editor?
Dead Simple map was reuploaded and it's still missing files.
Do they play sound and the interactable animations?
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?
You've ever tried idtech4?
how do you open mods/maps inside of idstudio?
no animations, but got sound
That's something at least. I've always liked the sound those switches made, it's the classic SFX with something else layered on top.
So have any mods been made using the tools they released?
Yes.
What are the best ones?
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.
It's recommended to install assets on the same drive as idStudio, presumably because a lot of the stuff included in the tools will be mixed in with the stuff in the asset packs
Bummer, only have a spare 1tb HDD. Guess that'll have to do. I do have a 500gb M.2 which has barely enough storage space for idStudio alone, and I already use it to for my art files so that's a no-go.
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
I've published what I have so far and made it useable via the command line.
I'm totaly unfamiliar with this - how to use it?
Run it from the command line. Download it from the releases page, unzip the executable. Run it in powershell
ok, where is executable? Sorry I have no idea about this.
I guess it's not .exe file
I remember back when I had issues figuring out GitHub also.
I see this like that:
Releases, right column
ok, now I see, thanks π
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?
run it multiple times if you want multiple maps. Anything >= 10 should be suitable
I need to use quotes for level names?
Trinity help!
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 π
It certainly makes your map look better, but it takes a lot of time if you want them to look rrally good
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
I totaly know, I'm making it real dirty way, I just want to see it working. And more I use it to learn than real good map.
this room is total broke in scale for example
at least jump to secret trigger is ok
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.
Rude. I know I'm an artist but you don't need to call me that.
Uploaded a new zip onto the releases page...it will now actually tell you how to run the program correctly
I can't run it. I'm not sure I'm doing this correctly.
it looks like that:
wadtobrush.exe DOOM2.WAD MAP01 10 10
Wait. Do I need all 500gb asset files?
Can't I just install a couple of them for the textures, props and whatnot?
This suggests that it's not able to read the wad file for some reason
there is no matter wad version?
I don't get it.
all assets I downloaded are for me 248 GB
Wait, that's all the assets in storage size?
I recall the guys on stream saying the entire thing would be upwards to 500gb.
all of them
Huh.
yeah if he only read id page on steam π
So that was a lie. Along with the mininum requirements listing 32gb of RAM when 16 works just fine.
lol this:
No. You only need to download the asset packs for maps that you want to modify or use models/textures from. Depending on what you want to do, you might get away with just one (or even zero) asset packs.
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.
Great thanks to @pearl junco for his new converter!
nice
Imagine you could copy rocks from Exultia to the Edge
Yeah i think it would look good with some models thrown in
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)
yeah i think there is a path for just about every games geometry now. older games.
3 textures down 41 left lol
looks great!
behold. 1 hour took me this
it's custom model or from assets? π
cool. I'm so excited π DOOM editor, DOOM RT π I'm switching between them π
detailing is my passion
I love details and making details, but I learnt to not overdetailed - player will not see that π I remember when I was making in D3 corridor full of some buttons, cables, cracks - for one week. Nobody noticed that work π
in my case I need detailing, since the player will spend plenty of time in my arena
look at this. manual stone placement
beuatifull! I love such things
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
put few, copy together, repeat π
already did!
but it needs to be big clusters in order to be duplicated, small clusters make repetition noticeable
yes
it's taking shape!!!!
yeah! Awesome!
that rock geo looks good just missing few details
I've just crashed making walls
somehow idstudio has heavy start now ;/ It's stuck in "TELEPORTING"
@empty bobcat do you use clips?
for now for steps, but probably later for geo, and I'm not sure how to make nav if the floor are models
Oh shit, didn't think about that
Maybe clips can be used as nav
I was wondering which clip would you use in each case, since the wiki explains nothing
I thought about this too
there are lots of clips, yes
Full clip, clip, clip player, clip monster, clip no are... help π
what's the difference clip vs full clip?
I got almost finished last gameplay room, next outside areas + MEGA VISTA π
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 π¦
I think full clip is a clip for everything. Clip only for players/ monsters
Damn
Sometimes i go into other maps and see when they use them. Usually clip is for ground
Full clip for walls, or clip no area
moving vertices is total bugged
you drag vertices, but brush doesn't refresh, but if you move that brush it refreshing immediately:
there we go, almost done clip for steps
Step height for player is real low, it has problem almost with everything to walk
How many models would you like to use for rock wall?
Yes:
Everytime I finish moving vertices i ESC
Yeah my man
Meshy:
looking at new computers, obviously top video card is most important, think i should get more than 64gigs for memory to run idstudio better?
got money, go nuts
you can buy 64 and always can buy more if need
Still not final:
entryway secret:
ill start making levels at some point, right now i want to edit monsters and make new ones
Do it. Nothing better than new monster Variants. 
cyber imp
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
this HK you showed last time? It looks bad ass
that
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
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.
god damn it, now i have to do that too ...
and guess what, my wife just handed me my amazon package, which contains the eternal artbook
Art style is very cool. It's like Doom 3/2016 combined
Mostly Mars core, few atlantica, Arc complex
the lighting looks really cool in that picture
now theres some blood and some props moved around nice
Looks cool
IMO, too much color, should try to get a more harmonic color palette
ie colors that are close to each other
YES!
examples ??
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
have to remind you guys this a doom eternal map
Check out how steps are done in some of the SP maps, there's clip and IK brushes AFAIK. You probably don't want a clip ramp, as the AI's feet IK will collide with, making it looks like they're floating.
what does IK clip?
I'm exactly now watching this texture π
anyone know how to open doors? I got one to unlock, but doesn't play the opening anim
did you use ready to use door, or just model?
Orange, red and yellow are harmonics. The colors you placed in the map are triads, they form a triangle in the color circle
I used a door from the interact entity
Triads generate a lot of contrast, distraction and grabs attention
Harmonics blend in space
I've just closed idStudio, I can check this door. What is its name?
nvm
Much better now
I liked this golden, and I like this one too (for sure I helped :D)
Or you could have all lights blue and change them when the encou ter starts. I think you can do it with triggers
I'm using interact_doors_uac_large_02_1. I targted it to a console and followed the interact with door tutorial on the idstudio site, and the door unlocks but doesn't open
ok, one sec starting id
ah ok, now I got it
yeah, they will not open, opening doors is much more complicated now
fuck
yeah the garage doors open by themselves
this one?
yeah that one
I use them as open by themself
is there a way to edit that in the inspector?
yes, of course, there are REAL LONG list of params
look this only for door. Ok, lets make it!
omfg
- Link switch with door. So you need know the name of the door.
Ok i got that down. have it so it unlocks when a switch is pressed
in my case
also how did you oipen the surface inspector?
I had this problem too π in here
oh damn thats nice
so it's linked
is there any way to get the editor to always open the same mod instead of creating a new one each time?
of course - you need to run it from DOOM Eternal launcher, not from steam as idStudio
ahhh okay thanks makes sense
ok, starting game in editor (for the first time it takes long, later will be faster)
got mine linked, what are the params you need to change to make it open?
trying to figure out a way to edit the gib colors. I figured it out, but now i forgot
that's normal π I don't remember what I learnt yesterday :>
I had an issue with door switches. And I had to back up away from the door for it to open...not sure if it's a volume on the door or something. But I got stuck with that.
That was after unlocking via switch
use target/interact_action_door entity
what your interaction state in that door, select the door go to entity inspector open the interaction tab and check the inital state
I'll try, thanks.
Btw. why I can't drag more than once link from Begin?
so for the perk I need to copy Begin?
I did that last time, but it's... weird
use sequence node
yeah! Great, thanks for help!
so cool! I loved making waves maps (for DOOM 2016 and prodeus) I need to learn this in Eternal π
do you remember maybe how to add dash for player?
give dash what you mean ??
perk - dash
you mean the dash abililty ??
I did yesterday, but can't find today :/
oh you don't want to give the player everything from the begin ??
yeah, I already took his all guns except shotgun, but I want allow him to dash
hmm, I think I got this saved on some other map
you can use pickup entity
many things in idstudio is not intuitive π
let me fire up the studio very quick
π
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.
yes, add the model you want to group named nav
ah cool! Thanks for answer
but prefer to use clip brush as nav
yeah I thought about it too
how do you give the player all mods and all weapons at the start of a level?
@plush thicket trying to set up a door rn, can you explain this?
so how you want the door to function like you wanna open by switch for example
yeah, trying to set up where hitting a switch opens the door
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
Let me try that
also do you know how to start the player off with all weapons, all mods, and all abilities?
select the main refmap go to devmap inv loadout and use any dlc decl like e5m3_hell you find in the devinvloadout/dlc
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".
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?
Shift+Left Click
i swear i did that and it selected the entire cube brush
i think, one sec ima launch it
how did you pull up that menu?
yeah im pressing shift + left click and its just instead selecting the entire cube instead of just one face of the cube
click in devmap inv loadout
click in null box
what entity is that for?
it should give all the upgrades and weapons, but it will give the hammer, look at zwip message should tell how to remove it @fathom topaz
awesome, thanks a lot!
Beautiful, good to see the complimentary colors there. π
I will start make tutorial vids tomorrow, I will try lmao
saleem
could you help me out if you dont mind g, how do you select an individual face of a brush
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
did u click the green button above
yes.
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
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
Does your Windows username contain any non-A-Z characters (such as accented letters, like Γ or Γ)? If so, try to go into the settings at the top(?) and changing the mod installation folder to something like "C:\DoomEternalMods".
You mean like this ???
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
omfg
YEP that one
why did i not try that hotkey combination, thank you so much
here's a list of hotkey combos on the wiki. https://idstudio.idsoftware.com/worldbuilding/map-building-blocks/brush-geometry#blocking-out-levels
my hero
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
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
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
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.
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
Most props from what I've noticed already have collision boxes around them.
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?
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
so like
slowmap MAP_NAME {insert map name here}
no, slowmap {insert map name}
thank youu
oh thats fine, i dont think you ever walk on a prop in the actual game anyways
i love brushes π
it's just incase you up replacing things like floor brushes with actual models of floors/bridges/etc.
true, thanks for helping
just to be 100% on the same page, are u refering to the "Build" tab into ----> "Slow map build only [Default]"
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.
cool cool
how do you replace burshes with meshes?
you just add models from the model browser and remove the brushes
is there a way to move the edge/face of a brush to make ramps?
nvm, ctrl+e fo anyone who needs it
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
"Displays all of the surface information (materials, textures) related to the model; click these to manipulate individually" but it dont work
there's a mod that replaces the eternal revenant with the 2016 version.
It's not a straight port, which I prefer. I do like Eternal's shoulder launchers better. The skull ornaments are metal as fuck.
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
hey can someone help me with a modded multiplayer issue I've been having?
Thow out your issue, see if anyone can
is there a way to transfer nexus mods to the new doom mod launcher?
Any recomendations on master level mods?
i think you should try changing it 
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.
I have a sudden need to change it, should I?
can you select it by clicking on group?
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?
I just deleted the whole thing. I'm starting over which I needed to do anyways :p.
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
hold a vert and press ctrl + g to snap it to grid
those bunch of vertices there don't want to snap
that is why you need to select them before using the shortcut
how to select group of vertices?
hold alt and drag
doesn't work with alt
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
yeah just checking, they sure did change controls since idtech4, my bad
snapping to grid will still work when you are dragging a vertex
yes, I remember it works normal in DOOM 3, but here I'm struggling with it and wasting a lot of time. I should get ready this map long time ago π
notice they are often out of center even few meters away
This is what I'm getting everytime I place like, 80% of them on my map.
Just a tiny box of nothing.
sometimes it reminds me ancient technology - where you need to figure out what is this for, and how to use it π
I know how to build this in prodeus or CSG Unity or in old radiant, but here doesn't work π
would be just easier to set Slayer much higher stepsize, hmm.....
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.
Press R to scale it
God bless. Must've missed it on an earlier step because I couldn't see that mentioned in the kit article page.
cool kit - full corridor with sides and top/botto. What is its name?
Sometimes when I switch to decals editor, in assets browser I have no decals to use π¦
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
art/kit/hell_earth/uac/super_pipehall_a
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.
Not bad, tbh.
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.
looks cool
I didn't find option to recolor it, only emissive materials.
I love Refueling Base π
its looking really good
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?
how to make wet surfaces? I thought if we set rain on map it will affect everything.
also rain drop in interriors too π
did someone built skybox? With GI?
or how to build skydome with Global Illuminaton light?
I made a custom skybox for my level with GI I think
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
yes, there are no assets or maps for dlc to download, probably they share something
looking cool!
BTW. how to change mode for mancubus? When I put on map mancubus I got cyber mancubus, I want noncyber mancubus version.
I haven't spawned demons yet since I'm still working on the beginning area
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
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
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
oh, I didn't now that
where is this function?
new entity: target/spawn
ok, what next?
seriously even such easy thing like spanw enemies must be complicated? π
I used spawns, target mancubi, now mancubi vanished and nothing happens
so I have to this that way? https://idstudio.idsoftware.com/gameplay/gameplay-framework/encounter-manager/create-an-encounter
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.
oh so the 1 mancubus is like a template for every mancubus in the level?
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
I believe for each area/encounter
I'm not 100% sure, but that's what I get from looking at the maps.
yeah like an arena encounter
yep
yeah, I saw that. Maaaaannn, why like this π
thats how games do it
Resource usage lol
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
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
it's easier for engines to draw them once when the level loads and later duplicating it rather than drawing it everytime
do you guys think my level needs more closed areas?
*arena
i think it's too open
here's how it looked with only brushes
oh thats cool
Nice work, reminds me of The Dark Mod
Haven't seen this one
It is a Doom 3 TC where you play as a medieval thief
pretty cool sky, how did you do that?
it's a cloud skydome + slyers gate 2 enviroment
back to figuring out how to change the surface of the destructibles, eeekkkkkk
hell yeah my dudes
how do i get my custom nugget targa, onto the destructible chunks!! This is making me go mad
That's looking so good
awesome vista
Are the floating rocks part of the βskydomeβ ?
yeah
just a reference map
decidec to replace the ground layer with water. now it looks better
good stuff, is this only for one arena or a whole level?
which folder are models found in π
"model Files"
model files into ---> "Models" ?
found it
Nice
good stuff, mine is a whole level
actually, I was planning on making a whole prequel dlc between 2016 and eternal
My plan is to do my own horde mode
Amd are you going to do it?
probably just add some floating platforms in these areas.
I thought about it. Maybe I can add one on the lower side
My arena is taking me more than 20hrs and I haven't even touched logic nor enemies yet
Looks nice, glad to see a horde based map. I plan on making one as well.
skybox is perfect too
Hold on, this gave me an idea. Will try it tomorrow and we'll see how it fits. It's a bit linear now, I can change it
yeah my intro part took me 30 hours, mostly figuring out the map stuff
It's from the first slayer gate, for now it's just a placeholder but I plan on modifying it heavy
my idea was a level in space, and when you are outside of the facilities you have low gravity
Can it be done?
yeah I think so
The low gravity part
there are gravity volumes
Because last thing I saw, gravity is controlled by world entity
Oh cool, make it work!!
sure, maybe if possible I'll try an arena with zero gravity
that would be interesting
I'd like to see how it works
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
I also made a custom particle system to notify the player when gravity changes
Looks cool
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
Try check files in steam. Are you on Linux or windows?
windows
There's your problem right there LOL.
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.
you guys are doing cool shit, and im still stuck tryiing to change the gorestuff.
Never played Doom 2016 multiplayer, sadly, but good to see it's doable
it's 100% doable
offwine did it in his cultist base ml
always wanted a level that took advantage of that honestly
Fuck it, i'm gonna do it. After a couple of rounds, i'll make new islands spawn in there next to the main island
erm how do u exit the game engine window again
alt + tab
or even bringing up the console with ~
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 ?
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.
Tip, use "reference guy" to see how big is your map when you're editing
im using a t posing imp
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
Keep in mind imps are lower than the player
Hahahaha
It's a t-posing gray guy with less polygons than a half life 1 scientis
so we now have intern guy, and now reference guy.
low polygon guy
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
Set up a enviroment
you can still play with bots π
And link the enviroment in the wolrd entity
yeah bringing down the console is the best
That's not fun... π
better than playing with cheaters π¦
Assets browser, "reference", drag it into tje map
Yeah, true
Do still people play there?
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 π
Holy shit I wanna get there
You're getting there!!
they killed me in 2 secs π
Damn
original map is hard too π I wanted all monster same spawned as in original π But Slayer is super slow comparing to DOOM Marine from DOOM II, he needs dash
make the slayer faster. 
You can make enemies spawn after you killed a few and not appear all at once
I don't know how 
Logic designer (?)
no, no, no - in original there 6 mancubus at once + 2 imps π
or you can put in some haste/overdrive powerup I forgot what its called
I can't find this player statement
that I can do this π
maybe put in multiple haste/overdrive powerups so you can keep cycling them when you run out.
Like 4 on each side
Oh
in original there are invisibility spheres - I can replace them with haste! That's a good idea!
OMG I need to learn how to add custom music, so I can put original music for this π
Shawn's got the shotgun? THat was the name?
I would love to put metal: hellsinger music in, but pretty sure that would be DCMA lol
ermm there is no "reference folder" in the assets browser window
well, DE music is goat too π
'This Devastation' would be amazing to listen to while slaying demons.
nvm i found it, its "scale guy"
Noted to check π
Soon:
he is waiting for his "encounter"
The game is great, there are some level design elements from the game that could work good with doom eternal tbh.
I'd love to see classic model for arachnie π
When I first time saw DE trailer with those arachnotrons my jaw dropped down π I love them so much (and hate too XD)
What map is that?
God that's cool.
That's where you first met the marauder, moments before the underground arena
Dang, I need that ceiling. Is it a kit?
Most certainly yes
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
So I got encounter, how to make another encounter and trigger after it ends...
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
all scripts working π Now I need sky and lighting π
and gameplay polish π Slayer is so slow
some pretty coold 2016 models put up in the browser.
low gravity is working
how ligt probe works in DE?
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
