#eternal-modding
1 messages · Page 7 of 1
Chainsaw Spray, ground blood/impact gun spray and the Hell Knight specific Gibs are still RED unfortunatly
oh and they share guts too, so brains and stuff needs to be modded as well. Lots go into the gore
okay so i uploaded, its downloading into draft status
not sure what that means, but here we go
The gladiator's leg looks delicious. I bet it would taste good grilled.
Did we ever find out what Pinky taste like? It's obviously red meat, but is it beef-like? Ox? Venison?
well ask the demons, apparantly the pinky are a food source for the other demons
being full of muslce, probalby very tough
Well the tail meat looks jiggly and fatty when Doomguy stabs it, so I don't know about that.
Playing through all the games/wads from the new steam release and tbh I’m sick of the regular doom 2 weapons and I’m tempted to use final doomer+
Well for plutonia and tnt
It's a real bummer the new release doesn't allow you to load multiple mods at once like the modportal in Eternal does.
Although I also just want to get all the achievements
published! gimme your likes!!
How to skybox
When testing mods in ID Studio is the menu supposed to be super bright???
I’m new to Eternal mods
The Engine menu? Yeah it also happens to me, but i don't know if it's normal or not
Downloading. There a chance you can make this for the Baron as well?
Also, are there any ways I can learn ID studio??? I have no idea how to do anything yet, i’ve only made mods in classic DOOM
FKPIRUS had a 2016 Baron skin option with green blood and guts ala classic Doom, but seemingly forgot to include it with the mod files when he ported the mod over.
The PC Mod Preview opt-in for DOOM Eternal is available now on Steam and Microsoft Store, and the idStudio Beta available on Steam!
i didnt do it for the baron only because the eternal variant is FIreBorne. I might do it for the 2016 baron model once i finish up the Hell KNight issues
It's easier than it looks tbh. Just good ol' brush mapping and kits. If you've ever seen Trenchbroom/Radiant it's very similar to those.
Sweet, I'll look forward to it.
looks like the mod doesn't work with the DLC
Personally I'm waiting on 2016 weapons so I can nab that sweet chaingun.
oh shit it aint working at all ...
Mod load order matters, btw.
oh nm, i needed to move it to the "active" slot, yah im a idiot
LOL been there.
I’m really looking forward to trying to remaster No Rest For The Living in Eternal, I at least want to try to remake The Earth Base because it’s my favorite mission from the Classics
So what's the simul entity limit? Still 32? How many AI (fodder in this case) can I have active at once?
Because ideally I'd like to have all AI active at once in my map, just 'waking up' at different times.
has there been a fix to the problem of not being able to sign into the mod launcher yet?
i swear ive tried everything
i ran the launcher as admin, i tried using a vpn, i opened up the ports, i verified my files, and i confirmed my login works on the bethesda website i dont know why da hell i still cant sign in
Does anyone know if there’s a friendly monster mod for DE?
Or a command? Like Summonfriend in Zandronum?
i put an exception on my firewall as well ive done EVERYTHING idk what else to do......... does anyone have any ideas why it wouldnt be working still
Trying to edit a weapon to be the flamethrower from Manc pvp but it comes out as a rocket not a continuous stream of flame. Anyone know how to make the projectile continuously loop? If not I'll keep pecking at it
Can ya copy doom guy flamethrower?
Flame belch? Yes it's an option I could try ty
Mod idea, change flame belch sound to burp everytime
Lol
Do any of you guys, by chance, think you could create an Endless Horde mod for Horde? That would kick so much ass.
I knew the strogg had shrink wrap for their pallets.
possibly worth a look, might be 99,999 not endless
i have no clue wtf is going on, I'm trying to follow the id guide, I made a single platform, a sky dome covering the entire thing, and environment editor but no matter what whenever i load the map im always in the void
with map design, how come no one has ventured into using the existing models and kits. Everything is block design right now.
i might actually give up
Because you have to create gameplay before putting in art.
Make sure scale and flow is good.
ok we are so back
I see. Understandable. Just surprised no one has made something simple with it with very little gameplay. Like a "my cave house".
Yeah, we only got the tools a week ago so folks are learning but I get what you mean.
Typically you design blockouts and test them out to makes sure everything is 100% what you want before art'ing it up. With this case kits. Maybe not 100%, but you want to make it where the area/level feels good before applying art.
hey chat whats the hotkey to decrease/increase the grid size
i think it is just the numb keys
So apparently the Quake E1M1 mod was fixed so the textures didn't appear glossy, but they still do on my end. Anyone else?
old version still in active mod folder maybe
Also- I asked this once and got no answer. Does anyone know what the 'correct' mod order in the loadlist is? Does topmost take priority, or lowest? How should level/cosmetic/sound/UI mods be arranged in any case?
All they said was 'all active mods are loaded in the order that they appear in the list' but forgot to specify lol.
Hope they can quickly fix this one. The mod explorer doesn't work well with Windows 10 scaling set to 200%. I'm old and can't stand trying to read small things. I guess it would be fine if the horizontal scroll worked, but it doesn't. I basically have to left click and drag like I'm highlighting text to scroll over.
Apologies if this isn't the place to report this. I read the FAQ and couldn't find the proper channel to communicate this issue.
is anyone else having issues signing in to the launcher? i can sign into the game and website just fine, but it just refuses to sign into the launcher for whatever reason
yah the mod browser thing is a hot mess
Hello everyone, I'm currently learning this tool as well and am wondering why certain textures will not load. Anyone else having this issue?
no issues here. Just now signed out, and can sign-in successfully.
im workin on a whole multiplayer game with different guns and shit and a new map using the space environment mars core and custom weapons and sounds im all about that multiplayer
that's possible?
hell ya
scoreboards, UI, clients, etc?
i come from unreal, lots of similarities in idstudio, decls are fun but most everything is simple, loading a basic box map, if your having issues with your maps not loading you probably dont have a point light setup with luminousity cranked up, or your map is not in your mod directory in your documents folder
yes correct
All i saw was black when i first loaded my map. added a point light rebuild smoothshade most likely a lighting issue
im mostly talking about how the new launcher keeps saying "Sign in error. Please try again later" when ever i try to sign in. ive been experiencing it since the mod launcher dropped
Sounds sick. Hope we can get footage/pictures soon.
We haven't seen anyone make new enemies or weapons yet.
i made a quick mod tonight when slayer flame belch he burps real loud pretty funny
@teal bronze do you have a good workflow for testing. I haven't found a guide as to launching an existing mod quickly without intro, or going through the menu system.
like no bethesda intro, no navigating through the game menu, just simply launch the mod I've downloaded
yes right click inside the level and click play game from here, it will tab you to the game engine, left click and it will start the level
not from the editor, but as a mod player.
ohh like delete the intro crap?
I havent gotten that far yet into the engine, but I am sure it is possible, in Unreal it is under the project settings menu
the engine is big and there are many powerful tools, but no documentation, someone should do a youtube tutorials on basic stuff
takes way too long to check out a mod with those intro videos and then the main game menu
ya maybe something as simple as a console command to disable loading intro then auto load the level using code
makes me curious though, it being a community mod if they are legally required to boot the client and show all the copyright stuff beforehand.
I see nothing in the code of conduct or terms of service saying we cant hack the shit out of it
But ya if im making a custom game Im gonna be adjusting that loading screen and menu for sure.
Is there a way to enable the monsters to fight each other and do damage? Or a mod that does it?
because console commands from steam would be for the Mod Portal, not launching the game. Launching mods from the Mod Portal is handled within their little browser. Most likely they set it up this way for this reason.
Yes it will start the game engine, but the whole game is modded not just a part of it. You can adjust anything of the full game. im talking about console commands inside idstudio
I see, and I know what you mean. I'm talking more about the mod experiencer. The one playing your mod would probably have to see the intro video, go through the normal menu system, no quick launch is my guess.
I could probably can all that, the menu is simple. It's a load of the map (any map you choose) player(loads playerspawn) camera is facing slayer. It should be in there where we can change camera to slayer view, load map we want, skip menu or load you own menu.
I will look into it and get back to you
how can you filter by asset pack?
Thanks for the insight. I’ll double check where everything is being saved and tinker with my point lights
Is it really necessary for idStudio to take up almost 50gb in my Documents folder?
Why the hell is it installing mods in there? Can't I change the DL path to be someplace else? Like, I don't know- the fucking folder/drive the game is in?
no it's not necessary. You can change all those paths in the settings under the Doom Mod Portal settings.
Just noticed on my own, but thanks so much. I randomly decided to look up something and saw I had like 5gb storage space on my main drive.
yeah, I'm realizing myself getting setup I'm wondering why I don't have disk space anymore.
I don't know why that directory is appointed by default instead of the DE installation path.
I'd rather have choice than defaults honestly. My Doom game sits on a different drive than idstudio, and I have another drive for installed mods as well as projects.
and another drive for all the asset packs lol
I'm only now realizing I could move the asset packs someplace else. That's great. I don't want them taking up 200gb on my m.2.
is it possible to use material painting on brushes? I understand how to paint existing models.
That's my mod, I'll take a look and let you know tomorrow. If you go to your library and click releases on the mod does it say 0.3?
interesting, the mod portal kinda sucks so I'll have to spend some time to figure out why its not the correct version
Sure, I mean I played Shademaster's Dead Simple map just a couple hours ago and saw the changes just fine.
Really wished the portal notified you everytime a mod got updated.
Shame this is happening, I'm really stoked about the map. Looks great from the newer footage.
thanks, and for letting me know it's not working properly
No problem. I also see the enemies on the catwalk above leading to the Ballista show properly now. They used to be invisible and unable to attack the player before lol.
okay that's really weird, theres something different playing in editor vs in sandbox
Honestly my biggest peeve in the game right now is with how ridiculously tiny the player's stepheight is. Doomguy will constantly trip over anything that isn't a ramp brush like a geriatric patient who walks shuffling their feet.
Yea, i'm thinking about either shrinking the world just enough to let him over or see if theres some player movement stuff i can edit.
I do know stepheight can be changed with the logic editor. It's just nobody really pays it any mind as everyone uses clip brushes and meshes anyways.
oh cool
figured out how to do ground blood effects finally, that shit was deep in the code. Still can't figure out how to change the surface of gore chunks however
wait a min ... some of it works now, ugh how did i do that!!
yep thats the second update, should be easy to fix
Bemused by the constant influx of people going 'how did I do that' in here on a regular basis. It's great seeing folks figuring stuff out, or trying to.
Yeah figured it was a simple matter of the mod not being reuploaded properly.
yah figuring stuff out strenghtes ones skills making it rewarding and frusterating.
right now my challenge is the chainsaw spray effects, i think i need ot DL more assets because a tons more stuff became availalbe after i installed the first levle
any idea how to give the player maxed out progression on starting a map? (i.e. all weapons, fully upgraded runes/suit etc)
give all that will give you MOST of it
suit manhole points no clue, g_infiniteammo 99 works ... sometimes
thanks
anyhone having strange issue firing the bfg? or did i fuck somehting up
that first shot in a new map is slow to process, after that things are fine
man uploading is slow
half way there, new version soon
Question. Anyone used this? I think it applies only to 2016 and they uploaded it here by mistake.
The textures don't change with scale is what I mean. Unless I'm doing something wrong.
Copied from ref map.
interesting. I haven't gotten to this point yet, but using models and kits is what I was most curious about. Let you know if the same happens for me.
100% uploading, stuck there ....
i need ot go to fucking bed
"! Cannot publish" well thats that i guess
75 minutes for nothing
I'm guessing there is a config file somewhere that thinks I have idStudio installed somewhere else. Keep getting this message when exploring the menu panels.
idStudio is installed on my machine, and I have successfully launched it.
Found doom-launcher-settings.json in the root folder. Would be nice to set idStudio path.
{
"user": {
"language": "en_us",
"launch_target": "portal",
"activemods_base": "F:\\Modding\\Doom Eternal Mods",
"idstudio_base": "G:\\idStudio Mods",
"idassets_base": "G:\\Doom Eternal Assets"
}
}
You can set paths from launcher
hmm, but those are for created mods. Do I need to have idStudio exe and my mods living in the same directory?
Where idStudio is installed.
"G:\Steam\steamapps\common\DOOMEternal\idStudio"
My settings "Save Path" under idStudio in the mod launcher.
"G:\idStudio Mods"
Maybe I need to create a mod first and the message will go away?
You don't need instal ids to play mods
Somehow, I bypassed the detection system to where I have idStudio installed, but the DE Launcher doesn't detect that I do.
hey chat does anyone know which folder I can find rock walls asset kit?
just type "rock" and you will find them. Hell is a good place, sentinel and sentinel_ancient too
Do you have Doom Eternal and idStudio installed to the same Steam library folder? (I.e. if you right-click Doom Eternal and choose "Manage" > "Browse local files" to open your Doom Eternal installation, can you see and enter an "idStudio" folder to find your idStudio installation?)
'Hell is a good place'
Amen to that.
🗣️🗣️🗣️🗣️
Installed idStudio path
"G:\Steam\steamapps\common\DOOMEternal\idStudio"
Game path
"D:\SteamLibrary\steamapps\common\DOOMEternal"
They should both be in the same drive, and in the same directory.
why though? this is something they can fix isn't it?
Uninstall idStudio, and reinstall it on D:/.
It's because of file structure. The editor and assets need to be on the same installation drive and path as the game.
in no way challenging you, you part of the id team? To me it doesn't make sense to have that biased decision of an editor tied to same directory as the game.
If I were and a higherup gave me an explanation for why the installation needs to be placed right along the game, I wouldn't question it.
I wished it didn't work that way, but unfortunately it does.
Ultimately, I think they should look into this because modders will install idStudio in a different location than game. It doesn't make sense with this logic.
and I'm the test rat. Testing this out.
I think I'll wait until they correct it, because it's built on assumption.
Just past experience with modding tools. We're grateful and all for this setup. But if nothing is brought to light of what is wrong, and we come up with workarounds, nothing ultimately gets fixed. Budgets move in other directions with gaming companies, and then we're stuck with the long painful workarounds. Seen it so many times.
I'd say don't do workarounds, bring it to their attention like you're an official dev with doom. Will make better support for the tools in the long run.
The tools are still in beta. They're literally in Steam's beta branch for a reason.
correct. I know this and better reason to bring up problems while it's in beta versus workarounds. All I'm saying, if the modding community comes up with workarounds to issues encountered, it won't be a priority in their ticket system.
I wouldn't hold my breath.
Concept art SSG mod uploaded
try it out
doesn't work
Fuck.
they're reading this. they know. no doubt
they're in the shadows...
Could anybody confirm whether it's just me or the mod flatout just doesn't work?
Not at home rn, my bad
why though? [...]
Doom Eternal's launcher expects to find idStudio's files in a path relative to Doom Eternal's installation, and/or vice-versa, instead of (somehow) asking Steam where idStudio is installed to look there instead.
[...] this is something they can fix isn't it?
In theory, yes.
your logic is the one that doesn't make sense, why would you install a game's mod tools in a different drive the actual game isn't installed on? 😭
why not?
what a great insightful response
If you have a fast, small SSD and a slow, big HDD, and you play a game a lot, you might want to install the game on the SSD to reduce load times. If you only mod the game very rarely, you might want to install the modding tools on the HDD, to keep more space on the SSD available for other games/programs that you use more often.
Alternatively, maybe you want to have all "games" on one drive, and all "tools" on another drive. This is even an issue if you'd want to separate "games" and "tools" into separate folders on the same drive (e.g. -\Desktop\Games\Steam\steamapps\ and -\Desktop\Programs\Steam Tools\steamapps\), although Steam doesn't really make it intuitive to have multiple Steam library folders on the same drive.
🔁
HDDs are still a thing? 😭
damn
Yes, but you can replace that with "a not-as-fast, big SSD" if you prefer. Or in the case of the Steam Deck, a slow, big MicroSD card.
true
how would you go by making a cylinder? is there an option to change the shape of your brush?
there is a brush "sides" selection on the top bar but nothing happens when i select any other of them
Yes, you can change cilynder shapes
wait actually, i will double check in a bit, maybe im doing it wrong
Brush > cilynder
i just realised a cube has 6 sides not 4 😭
ya there is a cylinder selection if i didnt forgor, thank you
you can edit the edges of the brush by clicking ctrl + e
@vital lichen about your map, the floating islands and rocks is a skydome? if so where do you select the different texture for a skydome? I followed the ID guide about a skydome and I cannot find anything along the lines of "material revamp"
no way, lemme check it out
select a brush in world edit click ctrl + e, you see blue dots in every side of the brush
read the docs the key commands page you find what you want guys 🥲 lmao
READ THE DOCS 
bruhhh.
We spend so much time to work in docs 

this is my appreciation for something i will not read
Ok.
ok i feel bad where is the docs
the docs are the best things ever wtf
I had full working map yesterday night, today morning it compiles without warning but map doesn't work even in editor 🥲 Probably something happend when I was ripping skybox.
But I learnt encounters 🙂
like the map not showing in editor ??
im still trying to figure out the skybox 😭 is skybox and skydome the same thing or am i tweaking
is normal visible and editable, but I can't play it in editor after slow mo, or full bake in engine mode
Don't feel bad, pretty sure there alot of people who read it
Still sometimes I need read something more than once, and there is not everything in manual, but still good doc.
how you run your map in engine ??
like the slowmap cmd ??
devmap (mapname), after full bake
what the console tell you when you try to run ??
it looks like running, and trying to load but I got only black and back to main menu, I don't remember what is in the console after this (I'm not home now)
at least I got backups
here what you need to do go to maps folder and delete the (yourmapname) folder and full bake it again
Saleem - do you know maybe where are params for player? I want to change stepsize and speed.
like this
ah, ok!
unfortunately I have no idea about these stuff
there are some old infos to bake I guess?
ok, I was searching in editor whith script (ah I forgot name of this editor - looks like unreal script editor) and you can add to slayer many things, but you can't change player params. Probably it will be in decls.
I need to say "decls" is not fortunately name, I always think about "decals" not "declarations"
try to go to worldspawn entity inspector, in devmap checkpoint name put you first player start entity name in it like this
looks like decls for checkpoint behaviour
I think something broke after I added skybox parts from refmap.
But it worked yesterday night, but the same today morning not. I even copied full geo and again the skybox, but map can't run. When I back home I'm going to work on this
I have this issue before go to world edit file/save as, change the name of the map
but you have to fully bake it again
My slydome is a refmap. It's from the first slayergate. You can import refmaps and choose which refmap import. It's a placeholder for now, later I will detail it
Player behaves different than in DOOM I, so the gameplay is not great with this same amount of ammo and monsters, and slow player. I put overdrives on map, and yeah, you can bit, but it's not special fun. Also - I found when I touch the trigger for encounter - I have less than half second freeze before spawning 8 monsters, and less than 1 second spawning 12 monsters. Did you notice something like this guys?
yo, whatchu guys working on?
map
good luck on that 🙏🏾
looks great
that looks so good, are the walls in the green goop cave brushes or model kits ?
Model kits
it mixed models kits and few brushes
how much ram do you have? And what type DDR4 or 5. I'm thinking about buying 64, so I could replace 16 gigs for 64 and get 80 DDR4 together.
idStudio corrupted my map and now I can't open it. yippie
32gb ddr5
32gb ddr4 3200mhz
That sucks kick it
so maybe there is no sense to buy it, probably in future I swap to ddr5 and amd
it working fine for me, maybe because I have a good gpu
can you remember me the gpu? (I asked, but forgot :D)
fucking hell. can't even open backups
I think you should doom marine, when your able to. I love my me PC. All Amd. 7950x 32gb. 6900xt etc.
Linux mint and Not windows
wtf thats a bummer
how does a modding tool corrupt its own work wtf 😭
It is beta. Reminds me of rage tool kit.
Yeah I don't know either. I was just adding a new reference map and idS said "something something no entities. This cannot be impossible."
this is how my map looks now. nice fucking done
don't you make backups? Just save as new name after you make some update on your map.
yeah, I did, but for some reason, I can't open them
I got several dozens version of my maps in prodeus 😄
rage tool was pain. I liked in RAGE foliage editor, and decals editor, but it liked crashing a lot.
So uhh... how do I compile my testroom made out of brushes?
i'm going insane!! i can't even open refmaps!!
I had a small mental break yesterday trying to make encounter XD
sweet thanks
not a single refmap can't be opened! even .bak files are empty!! what is going on!!!
mutiple times
shi...
everytime i open the main map, it crashes
can you make a new map?
make it? oh yeah, just gonna take me 15 hours to go back where I was
lemme try something
I mean - does working building new map
I'm not going to look at the screen. Let's see if it works.
Fucking incredible. It crashed again.
when opening a blank map?
no, I can open blank maps, but when I try to import ANY refmap from my map, it crashes
pain ;/
oh yeah autosave is disabled by DEFAULT
that's dumb
yeah it is
Let's put some good music on my speakers full volume and start again. Life is short, I can't mourn my loss. Gotta start again, because if I don't, nobody else wil do it for me.
what mod r u creating right now?
a horde map that becomes bigger as you play
Big brain.map
🗣️
Found my old snap map that I made for Doom 2016 the first week it was released...I think I'll re-create it for Eternal.
W
I found why my map didn't run. So, in map manager somehow I had checked off COMPILES:
so if I run the map no matters from menu or editor I back to main menu:
When Compiles are checked - it works normal
How to make checpoint? In manual they say you should put target-layerstates-layer_state_change, but there is nothing like that:
haha damn. Good to keep in mind. That's def one of those little quirks that'll catch you once for hours and ingrain itself into your brain for eternity afterwards
but there is
Use a 'change_layer' entity
Pro tip: Download some campaign maps and reference them against the docs. Looks like a good chunk of the doc is based on older D2016 info, or stuff that changed mid-development on eternal, so checking what shipped is always gonna be your best back up.
FWIW - deprecated documentation happens all the time in big game dev. Nature of the beast, baybeeeeee
Thanks! Yeah, so bad you must unlock parts of map in refmaps, and there is no always obvious what to click to unlock part of map.
Yup, but if you're after gameplay scripting, you can generally start with *_game or _checkpoints or _ai, something like that and go from there.
via the Entity Inspector you can select targeted/connected entities and it'll swap to the correct ref map if they're in another.
i baked lights for my map and uh---
what the fuck did just happened
HELP??
it even loaded restricted dlc assets while compiling!!! jesus christ!! my day is a mess
ummm.....check the contents of your map files in notepad++ it looks like shell backgrounds got pasted in somehow
that looks like shell.map
and if you're wondering if everything can be disabled for viewing/compiling... it doesn't even appear in the refmap
it got way more than tah
Does anybody else get logged out of the "Doom Eternal Launcher" every single time they close it?
Did you load those assets into your map? or perhaps you've got a refmap loaded that includes them all
need more info
I loaded a refmap that only has a skybox, and it works because it's the same skybox I had before+
which refmap?
Although broken it looks kinda cool
Can you download them through the mod launcher? I was thinking they're already in the data files but they're not readily available
sg_2_art_skybox
Yeah I got all of them already I just don't see map files anywhere
after a full build this is what happened
yeah, ngl
I swear I looked at that yesterday and every asset folder was blank for paks or maps. Ill check later
they'll be under game/sp
whatever this is
restarted idstudio. it's gone. weirdest bug of my life
Citadel
Fun fact. You can do this by doing ctrl+c/v several times
Ok baking map again. Let's see how it goes
judas chair 2.0
I can smell it. It will happen again
it happened. happy bug replicating
i'm giving up. i'm done for today. this sucks
it crashed when closing the studio. so, everytime I save the map, it crashed again, and again, and again, and again...
there might be a backup in the map's directory
same energy as "i hate mondays". that sucks
Hrm. Seems like you can't drag points around the world editor viewport with the clipper tool.
Normally once you place down a clip point, you should be able to drag it around by clicking on it when the mouse cursor changes to the "+" symbol. But in idStudio it just places another clip point.
This makes it a little tedious to have to re start your clipper if you miss-click and breaks 3-point clipping entirely.
yeah, it's not very confortable to work with
2-point clipping's easy peasy, it's just a bit clunky having to re-start your cut if you miss click either point
how to change texture on skydome?
haven't figured out yet
someone pointed out where it was a few days ago but i forgot where lol
did material remap not work for it?
no, I can't change texture on it
but
material remap means chaning texture or I need to do something in model?
I'll rip sky from nest gore 😄
we talked here about checkpoint, but I'm still dumb about this, and this total can broke gameplay - cause when player respawns - he has not taken earlier gun (and that gun do not respawn). How to make proper checkpoint? I was searching in Cult but couldn't find.
omg now I'm crashing when trying to use ref map nest, I guess I broke something on it.
yay, refmaps crashing, love to see it
tell me there is possible to redownload it
Does the studio ever change an asset or just make copies of the changed asset in a folder out side of the packed file?
i noticed that as soon as you start messing with an asset it will appear in your mod folder. That should let you roll back any changes by deleting the modified files.
You can unistall assets, try it
It copies assets into your mod folder
It needs to be cleaned up before uploading the mod
I accidentaly copied dome on nest and it saved in ref map 😦 I was trying to delete it and something broke. I deleted only copy, but something had to happen.
so you can not load the ref map out of the pak even after deleting all the related files in your mod/working folder?
I haven't deleted them yet. I'm trying to finish my map first. I'm on the last straight. But I don't know how to make: END and CHECKPOINT
You might need to reverse engineer a map! E1m1 is small and might help you achieve qhat you want.
yah you can fill it up pretty quickly even if you don't do anything with it right?
Yeah
i tried to delete the targa/decl files, but sometimes ... that breaks thinggs?
yeah gonna clean house eventually
that may be why my mod balooned to 4 gigs
esp because i had to make copies of the nuggets and gorekits, that shit connects with every monster, now i have a base folder using files for anything that uses gore
ok so a note I made to myself after seeing all of this is to avoid ref maps
What even is a ref map
No no, you have to use them
To be short, a refmap is a map inside a map. A collection of assets, entities or brushes with a parent map
This allows you to work on different things
Ie use one refmap only for geo, the next one for game logic, another one only for lights etc
you might wanna back up all your files before opening your mod again
would be cool to have to look at this map in editor
how does he keep weapon after player respawn on checkpoints?
on my map after player dead - player respawns, but have no guns what was found
I asked him that question on his YouTube page.waiting for a reply.
Or you can just ping me here
That's handled automatically
Check the setup for any SP maps from the campaign. It's likely the settings in your change_layer entity.
@lusty pelican Like this?
Hey, been a while.
Yeah like that
I'm uploading a bug fix patch for the mod. Afterwards, I can send the raw assets to you. The mod is roughly 1.8 GBytes though.
YUPPI
Not until doom dark ages and mod tools release.but I think it would be fun to make a community map.Like everybody who wants to contribute to making the map. What do ya think?
thanks for this actually just got to my skybox
Was able to get a basic lightning skybox but couldnt find the others
well not sure wha ti did, but DOom Eternal test just goes to a black screen now
Having issues with the editor on my home PC. Manipulate brushes or add some entities in world edit/world cam and it starts stuttering bad and will freeze entirely if I keep using it 😦
i had a problem like that and if i alt tab out and alt tab back in it fixes, not sure if it'll help you though
oh, that would be great!
happens to me too
So, anyone figure out how to do this?
are those texture brick is red or you somehow changed their color?
Looks like a red point light entity.
Just a point light changed to red and turned up luminosity
what exactly are you trying to do?
The kit tutorial mentions textures change depending on scale/size, and I've only ever seen it on Snapmap. Was wondering if anyone had found a way to make it work in idStudio.
Yuuuhhhhh
If I had a computer i would make Teufort
Has anybody here done custom cinematics? Even if it's just camera movements
mingebag demons 🔥
I'm trying to replace the Revenant's armor textures with the Doot Revenant ones how can I do it
I want to replace the rocket launchers with the Doot Revenant's trumpets too
basically, I'm trying to make Battlemode skins usable in singleplayer
someone should make nuts.wad
Oh, so that's why the Bob-Omb Battlefield map took so long to come out. He was turning it into cancer.
Festering like a tumor.
it takes almost 1 second to spawn 12 arachnotrons
Oh, and also there's holes in the map.
pretty sure alot of people will enjoy it, instated talk shit make something better then
Know what? I will.
oh god lets hope Nintendo dose not find out
I need to say, I had only 2 hours to take a look at your map. I like how you touched many gameplay things (triggers, encounters, grappling hook, wall climbing) but I'm still dumb as duck. First I took only your map and put to my folder. So the player start to act as on my map - got all weapons, no upgrades, no dash.
When i copied all other folders with decls, player started to work as in your mod. But I can't still figured out - how does it work? How did you make decls that set player with no guns but with all upgrades for suit and guns? For now I got problem only with this to finish gameplay on my map.
I couldn't find any Logic Function on your map so I don't know how is this done.
Once again thanks a lot for upload full map 🙂 But I need a bit more help 
world edit/build wizard/select full map build + local bake make sure to check out the nav for ground and flight
have the same issue restart the idstudio should back to normal
is there a way to fix that bug? i'm stuck in that section
or i might as well kill myself in ultra nightmare
did you restart the idstudio ??
Oh you talking about the super gore nest level
yea
is that the vanilla level ??
wdym by that?
is that a modded level ??
pretty hard to tell, maybe it's because i collected the red key too fast
after i completed the secret encounter
should be careful next time lmao
that fucking bug never happened to me until now
I played this level 100 times never go this before that so odd
i killed myself by taking a bath in the acid
Yeah know what, I don't feel like banging my head against a wall for hours. I'll have to drop it here.
A shame, because I expected something very different. And of course the first inclination was to make it CBT. I was hoping this annoying trend would stop but apparently that wasn't the case. I'm holding out hope that it'll get patched to make it less grindy overall, but still it's too overboard for me. Just not my cup of tea.
I apologize for popping off earlier calling it cancer. I heavily dislike this style of map and going into it blind was initally very jarring, but did not warrant me calling it that.
still isn't working, my whole map is made of static models, does that affect it?
use brushes for the nav
where did u download his map to see it in the editor?
have you add any lights ??
i've got the environment volume which is providing the sun
logic designer be like, it super fun
so it refuse to bake the lightmaps did the building tool failed when you try to bake it ??
did you add a player start entity ??
silly question but what is your guy's go to grid size? mine is 1m, then 50cm for more detail in the geometry
I'm trying not smaller than 20 cm
how did you make player has runes and suit upgrades on start?
go to main refmap go to devinvloadout and use the dlc2 e5m1_spear
but where is this refmap, I should open some refmap? This I got problem with. I see you and other editors have custom refmaps, I have nothing in here:
you main one that one you have in picture the worldspawn, search for Devmap Inv Loadout
Sorry, I still don't get it. Worldspawn - we thinkg about this 2d window? Black with grid.
@empty bobcat .
when you have nothing selected you can edit wold entity configs
Therd's an option called "loadout"
Use first's dlc decl "rig" for full inv at the end of the main campaign
Holy mother now it is as I wanted. I thought it's for dev debug version, not final game after upload. Still I didn't know you can use it that way. GREAT THANKS Saleem.
I had no idea about this. Thank you too Jetley!
Maybe I finally finish my map.
bobomb field, but chaos. not mine
I'm afraid to ask 😄 - what is all about this bobomb? It's from something famous, right?
There you go galapagos02 🙂 So, did you put some enemies on map?
ah, that's I thought, I'm not familiar with M64 🙂 Thanks for info 🙂
ngl, that mod is insane 
I will later
so I need to check 🙂
Working on the map right now 
even better with my music from spotify 
so how do you feel switched from prodeus?
There’s a lot I have to learn and it gets me frustrated but I am willing to learn so I can make cool maps for people to play
I’m learning how to make master levels right now and then I’ll make my own custom ones
Master levels are easier than you think
They probably are, but I just started like a day ago
My map was mostly gonna focus on visuals, but it’s still gonna be fun
@plush thicket I hope last stupid question for today - how to make player keeps gun he found after death? My checkpoints works, but after death player has no found guns.
my face when listening to my music: 
First master level for a mod
r u the one who created this?
No
It microwavedbunny
Gl hf!!
dumb question but. Is there a easy way to test compatibility with other mods? Having some issues with mine and more wounds. I think i know what the problem is, but it will take ALOT of trial and error to pinpoint the cause
i really do not want to upload, test, upload, test x 50-200 times
When you "package" a mod in idStudio, it appears in your Doom Eternal launcher's mod list, tagged as "from idStudio". You can then test it (along with other mods) even without uploading it.
you mean your aresnal gone after you died??
it ok you can ask me whatever you want I will try my best to answer any question
Yes, even if I spawned in checkpoint, my arsenal gone.
checkpoint works - even I got confirmation on screen, but weapons gone what was picked up before death.
devInvLoadout decl
How to spawn monster AI other than imps and zombies
yes this I got made thanks to Saleem, but I can't figured out why your checkpoints "store" player with all weapons found on map, but my don't. I even copied your checkpoints, but it still the same - player dies, respawns, but got only shotgun (as I made in Logic Designer. How you made player keep weapons after death and respawned in checkpoint?
Are the layer state change entities ever activated in your map?
I got only one checkpoint (it's small arena map). Without this checkpoint player after death still could respawn the same way as now, but now with checkpoints copied from your map I got message about checkpoint, but weapons are not stored for player. I totaly do not understand that. Probably it's not stored in those chekpoints, but in some decls.
guys! I recovered it!!!!
Pog!
how?
I created a new mod and then made the needed refmaps to begin with. Went to the original geo file, copied all the contents and removed two "func/reference" that referenced refmaps that didn't exist. Now, it works again!!
[...] player dies, respawns, but got only shotgun (as I made in Logic Designer. [...]
Chances are, whatever you've done with Logic Designer is what's causing other weapons to disappear when reloading a checkpoint.
If you want the player to start with a certain set of weapons and/or upgrades when they start a new save slot on your map, make the worldspawn entity reference a suitable devInvLoadout decl instead. (You can edit devInvLoadout contents with the decl editor if there's no default devInvLoadout that has the exact weapons/upgrades that you want.)
ok, thanks for info, I'm trying to build my own loadout 🙂
this is what I call efficient compiling
lol
Lil bro is an overachiever.
When I make packaging I should have signed all those files?
We've been able to replace models for a while
But can we make them use skeletal animations?
I don't think so, "generated" contains studio settings
And other things
cool, let me know when it's published
fighting with packaging ;D
wow ok i see how it is
Hey, I was wondering I can’t play my map. I’m on the maker map and I just can’t play it. Do you know any reason why
did you build a box from tutorial and run?
So, I built package but map doesn't start from campaign menu, only from console devmap mapname ;/
fr me to
I’m trying to play this map, but I can’t. It just won’t let me.
does your map works in editor, can you run it?
Ye
so you didn't bake it
It didn’t say I broke anything when I try to play from here. It just sent me right back to the menu.
And when I type in the map, it says map cannot be found
you playing from Engine window, right?
ye
did you bake map?
wdym
not slowmo, bake
if bake it you could run it from Engine window
idk why it does that lol
?
The map is glitching in the inside, but when I go outside, it doesn’t do it anymore
ah those lights, I have no idea why is it happening, I got the same when used shadowlight overlapping
HMM
Still getting blank white/black decls on certain surfaces. My file paths are set up correctly and I have a point light. Brought up the console and it is saying it can't load the image for some reason? This does not happen with all decls.
Spaaaaacccceeee
I found out if you can't see your environment build triggers and volumes it'll show up
NICE LOVE IT!
tehse map skills are certianly getting better. I can't wait to start doin that but im more interested in the data stuff atm
Wait, I thought we couldn't modify levels?
Hello. I seems have a problem with the door entity. When I added the door, seems like it doesn't render the door fully? I can't scale it in anyway but I can connect it to a switch, although it doesnt seems to do anything, I only heard the sound of the door open.
I follow this tutorial: https://idstudio.idsoftware.com/worldbuilding/map-building-blocks/interacts
Try to slowbake the map
Is it possible to get idstudio to use a different drive than c for mods and assets? I have the program and doom eternal on a external game drive, but it keeps wanting to use the computers disk drive.
There is info it should be on the same disk. It is possible, but I can't say what about stability.
In Doom Eternal's launcher, there should be a "Settings" button at the top-left, where you can change where mods and asset packs will be installed.
Doom Eternal and idStudio should be installed to the same Steam library folder, but mods and asset packs can be installed anywhere.
oh, I thought assets must be in the same disk, I specially moved them all 🙂
no blocking?
whar?
Blocking is the process of designing the level using only primitives to test gameplay and others. i'm surprised you went straight to asseting
just curious
yeah went straight to asseting lmao
nice
Hell ya fellow space map maker
I still gotta blok out a few other islands...
Once I got my stars I was almost in tears
the map is being expanded slowly...
Where do i adjust impact effects for each monster? LIke the blood spray that comes form heavy cannon? Same for the chainsaw spray and blood pools. I am unable to locate the proper decl
and ot note, this seems to be a issue after i blow off chunks and hit those spots
well i found some of it, but i think their is another gorecontainer/kit/whatever attached to some of the other attacks AFTER you blow off chunks
hey looking back at this, what tool/ brush you used to get that natural cave wall look? Or are those flat brush walls with rock wall models placed on them
Those are models kits, you find them in "models files/art/kit/terrain/arctic", but you need the cultist base assets
ok, it's alive, I hope it works now
Hey yall! Does anyone know if the mod tools allows us to change weapon models or to make an entirely new game ala Unity or UE? Also since they released the mod tools, i wonder if they will allow people to license the engine out....
Yes - you can add your models of weapons, I saw QUAKE I RL. About license we will see.
perfect! I wasnt sure if it was limited like Source 2 where you can only really use it for CS2 stuff or DOTA. Im experienced in UE so this will be fun to dive into and hopefully have WAYYYYY less overhead like UE 😄
Well, generaly it's for DOOM, but you can add your own models, textures - you can make total TC.
awesome! yeah that is cool we can make a TC though! Maybe someday they will allow a license to make it so people can make standalone games with it
I can't wait to see QUAKE I/II on this.
IS THERE A way to revert a asset back to OG? I messed around with on, and it voided all its peices and i didnt notice
I broke Nest refmap, still had no time to redownload it because I was all the time in idS
19 gigs ;/
it is def a idstudio bug, now parts of the meshes on the gladiator are voided, i have to manuelly put them all back togehter?
it would be nice if there was a 'revert to default" but all that does now is white out the entire part of it
I even thought to make a copy of them to external disk for some issue happend
cause id servers are slow
i need to revert every change i made to the gladiator, how does one do so?
Making a Gore Pool
i might have to use what i uploaded as a back up, because i think my backup if fucked too
dont know what i did, but the gladitaor is now offically fucked. I can't revert this
New skybox environments
Thank you!
the funniest thing - it's not texture - those are models, and ground is full 3d
UE4 vibes:
Error
It looks like the server mod that this idStudio mod was associated with has been removed from the servers! To rectify this click the "Remove server association" button below.
well it is what it is. Ill just have to reupload it as a new mod
yeah, I was fighting with upload today all day.
This will remove any association this mod has with any mods on the servers. Proceed with caution, this is a very destructive action.
But i don thave any choice now since my old mod got f up
so that means my mod goes BACK ot the front of the mod page, bu ti lose all my likes and bulls hit
many models has bad origin centered: maybe they were part of bigger thing and they were just ripped to assets
plutonia
where archvilles?
i havent figured out how to spawn multiple things yet lmao
Anyway.
I have this issue when I try to play custom campaigns in DE.
When I switch locations (beat the first arena, got teleported to another one), sometimes the game freezes. And unfortunately I have to end the game's process via Task Manager.
Mods that I had this issue: Proteh's Horde Mode, Unreleased Hell on Earth Master Level by ID. Both were installed via the official Mod Loader. One mod tested at a time. No other mods aside from that.
Tried to verify files integrity via Steam, nothing is broken.
Is it a common issue? Or I'm just unlucky?
EDIT: managed to fix it by disabling VSync, setting Texture Pool Size to Low and disabling Steam background recording. Either of these things did the trick.
It's crazy how fast the level starts to come together once you get goin on the models
you forgot the chaingunners
those ceiling pipes:
good luck on that 
hello, i have been trying to apply the texture from the idstudio box tutorial for the past few days, but when selecting the walls and clicking on a material in the asset browser it applies a white texture instead and shows the error in the second image
yeah i have the same issue, some textures dont work for me
Is ID Studio beginner friendly?
No
its very friendly 🙃
I've played around with more difficult tools.
Ok
It's not that hard. But if you haven't modded or played with any mod tools before, it can be a challenge.
The wiki site is pretty good for understanding the fundamentals.
I have experience with classic Doom but not modern
ive installed a few custom master level mods, how do i play them?
I believe you have to launch the game as 'play with mods'
Some maps require loading through the console though. Via command
oh god, how do i do that?
I don’t mean to bother you, but do you know how to make cut scenes?
done for today lol learned alot
Went back to Bob-Omb Battlefield. The 1st half of it is way easier than I remember, even SSG only. The ||coin bit|| is kinda crappy, but you can cheese it with the shield. The 3rd and last bit of it however, is pretty bad imho. Maykr Barons suck, and possessing one only makes it worse.
I'd either remove it or swap it out for 2 unpossessed ones. Just my two cents. Overall fun, but definitely not for everyone.
sorry, I have no idea
I need to know, too. At least, camera movements
Either in the "console" tab or in-game, in thr "engine" tab (key ~), type "fastmap yourMapName", after performing a fast build
Hope I'll have enough space to mod Doom Eternal once it's installed
hmm, I redownload Nest but still crash when I want to open it in idS ;/
what I wouldn't give to have more space
100 dollars, would you give that much?
Dear Davoth that's a lot
how did you get to display only idstudio in tools?
hid every single one that comes by default?
I added it to my library on Steam
ik but steam comes with a billion other tools by default
Use the search bar and search up Doom
final testing
nah 🙂
it's too much work. I didn't even build all maps in prodeus where I spent 1800 hours on map makings 😄 This entryway is just lazy work with not proper scale to relearn few things and learn new things (still I know not much).
ah fair
i wouldnt even notice its out of scale if you didnt mention lol
if you got some footage of the prodeus levels send em
the chasm wip:
this one is not finished, but there are few finished map from DOOM, also there are many DOOM maps made not by me.
The chasm on idstdio could be fun!
nicee
true
caco XD
cool!
these kinda levels might be interesting with eternal's mechanics
would be fun to make this map - imagine all those rocks made in 3d instead flat one
DOOM gameplay is total different than DE.
yea
Anyone else think these Classic Doom levels in Eternal look like SnapMaps?
Does there is a command to enable all weapons, fully upgraded, all capabilities, etc, when trying a map in IdStudio ?
Instead of having the game starting slayer inventory, which well, isn't great for testing maps
Wait until you find out you need roughly 500GB for all the assets :D
Sure its free, but also not free 
When editing world entity, there's a parameter called "devinvloadout" and "giveall", check the second one and for the first one, load a decl "e4m1_rig" i think, it gives you full inv at the end of main campaign
yay
@bright bane
-# sry for the offtopic, imma head out again, you guys have fun <3
Ok, thanks
You also need 90 gigabytes for Doom Eternal itself, so this won't do - especially not if BattleMode or The Ancient Gods asset packs are released later. 😿
(The good news is, you don't need to download all asset packs, just the ones that you want to use assets from.)
Whats the best environment decl for a normal blue sky?
Cultist base is a good one
wait, DLC assets aren't even available to be used with the editor?
is the full base game even there or is that missing stuff too?
wait, DLC assets aren't even available to be used with the editor?
Not yet. I assume that that's just because "what if a user downloads The Ancient Gods assets without owning The Ancient Gods?", so they left it for later until they figure that out... but that doesn't apply to the BattleMode maps, which are also unavailable. 🤷
There are asset packs for the The Ancient Gods Horde maps, though.
is the full base game even there or is that missing stuff too?
There are asset packs for all Campaign and tutorial maps. Some(/All?) Events/Series customisation items are unavailable, though (as there's no "warehouse" asset pack and they're not part of idStudio's main download).
Oh jolly can’t wait to download 120 GB more worth of assets 😃
yes, it's deactivate
you can (to test) use all common commands from console like: give all, noclip, notarget, killplayer, restartmap
That's Prodeus' map editor.
Been having the same issue. I'll let you know if I discover anything
yes 🙂
I have a similar question to DoomVigilante,does anyone know how to define properties of a player who has just spawned in, such as making the player always start with certain upgrades/weapons/etc? Thank you
I saw this, but I have no idea what is the cause 😦
yeah, one sec...
when you are in 2d view, do not select anything, look at Entity Inspector, there is an option Devmap Inv Loadout
Click null and you can choose presets - for example
that E1M1 is start of game - so you have only shotgun, but e3m4 or dlc - you get full upgrades
thank you so much, really helpful!
you can also make your own custom decl, but for now I have a bit problems with that (I'm learning :D) so I'll not give you a good solution
I had this same problem for week 🙂 but good souls here helped me 🙂
Somebody knows how to set music to the map? I've tried to use MusicEntity but after loading map I only hear main menu music.
I'm exactly working on this right now, and I have no idea why it's not working. You got menu music, I have nothing. Did you trigger this somehow or it works by itself, note that you can choose what music you like to play.
Do you know guys what for is func Reference?
Without trigger. I only set these properties
so you can click and choose other music than
I linked it with trigger, but not working
goddamit...
I use windows key to make printscreens
do you know maybe there is possible to listen music in editor?
Unfortunately I don't know how to listen to music in the editor 😦
I thought via Preview, but no
Yeah
so you have music in game? I've just put new function with music but it doesn't work
I'm not sure what I should set
Yep, but I only hear main menu music after loading. Even though I change music in entity inspector
hmm ;/ I hear nothing
Try to check "Build Audio Tome" and "Build Sound Volumes" in the Build Wizard. Maybe it will help
ah, shit, right
a part of me just wishes we got snapmap v2 but better without console limit restrictions.
But I know hardcore modders will disagree
no, still doesn't work
I’m going through doom 2016 snapmap and just realised how much enemy variety the game is lacking
The game is so slow compared to eternal too 😭
snap map wasn't best, he got so many limits 😦 I liked it only because we had nothing better
yes 😄 when you switch from DE to D16. Last time I played Turbo Overkill - there is slide, dash and grappling hook, plus player walks real fast, when I switched to DOOM Eternal it was so slow 😄
the light is not great, but I don't want to give this map more time, it was only for learning purpose
Are the buildings model kits or part of a skybox?
kits
oh damn that’s neat, from hell on earth or final sin?
Or arc complex, or super gore nest
somehow my gorre nest ref map crash each time, even after redownload 😦 I wanted to use sky from there.
It's from first map E1M1 intro
you guys keep mentioning refmaps, are those just official maps you load in idstudio
Is that a laptop or an external hard drive cause I already have a 7 terrabyte external hard drive
maaaan, something just bugged, now I got music after game restart
so I just put new Music function and choose music from assets
Wow, ok I'll try to do the same
I noticed I have no music in any map
worked after restart. I had music set to 0, and set to 100 to check but it didin't work, after restart worked
oh man baking entryway is taking a bit of time
I'm not sure I have to "checked" all those positions to packaging map, hmm
I don't use any outside decls.
is it your level ??
how people can play your level ?? like by "map" command ??
yes 😦
mhh, you can change a decl that let people play your level by start new campagin
But have you modified any? Env, maybe?
yes I know, but I did something wrong and I had problems with that (I spent 2 days fighting with this). We talk about "campaign" decls, right?
no, I got standard env with only changed sun position
I forgot what that decls not In my pc atm, I will show you
That's it then, you need it
i think it devmapmenu decl
I checked them all to get sure. It's packaged, I need to test it, is it run for sure. Is test before package is the same test that after package?
did you fully baked the level??
yes, ofc, before packaging
ok
ok, works, not great not terrible. I do not want waste time for it 😄
what should I select here?
you need only the .map file and that it
there is not .map file
yesterday, building map07 I checked everything what was name with map name
Sorry should i told you this before , you need repackage again only check yourmapname.map
oh wait there more need to package gimme a sec
it's not great described in documentation 😄 just "use the wizzard"
gonna send something In dm's it big
ok
how I can reach the mods ?? Don't know how to use ModMail bot lmao
yeah but I don't wanna to ping the mods
Simply send a private/direct message to @ ModMail. It'll ask whether you want to send the message (and which server to send it to), and then you can click on ✅, ❌, 1️⃣, 2️⃣, et cetera reaction buttons below its question to choose where to send it to. Then, all moderators/administrators in the server can see and respond to your message.
Thanks brother
alive 🙂 Thanks to Saleem for help! 🙂
Shouldn't there be music in so campaign maps? Couldn't you copy how they did it?
what are asking about? You want music in your own map?
yo, i can't find where to type in console: devmap entryway7
Now that ID has made the tools available, something I would love to see that I know would take a lot of time and technical skill that I don't personally have is full fan remakes of Classic Doom campaigns in Eternal. I would be all over that.
someone already did a really impressive e1m1
I have played that yeah. 🙂
hit ~ and than type devmap entryway7
that one is pretty good
I wanna play it but the launcher won't let me log-in, so I'm screwed 😭
After playing it I was like "Yeah, I'd replay all of classic doom like this." Having just gotten IDKFA and IDKFA 2 now as well for Doom + Doom 2 and we've even got modern crisp mixes of the classic music that could be used for other levels.
exactly. I can definitely see it happening
I wait with great anticipation. 
someone was working on a super epic e3m1
looked even more detailed than the e1m1 that already got released by the looks of it
this was the one screenshot they sent
First ever modded cutscene !!!
Looks great!
that's a good place to make a little arena, yeeeeaaahhh :>
not mine, also thats the starting area from E3M1 from doom 1
so its not gonna be an arena
Yes, yes, but I say it could be a good place to make an arena in DOOM I style.
I was working on 3 maps same time, last one, the first one I started - E1M1 (yeah, I know we already got it, but my will be more raw classic like without cool models). I'm working on computer room now:
is there not a way to add tags after you upload?
I forgot about this too
let me know if you figure it out. I can edit the overview, ss and desp
Do you know guys some blue energy textures not animated?
rn i'm looking at the disturbing facts while listening to exultia ambience to make the combination creepy
With idStudio tool, is possible to change the HUD, weapon logic, player camera, gamemodes, ...?
I wonder if it would be possible to develop a mod like Quake 3 multiplayer deathmatch
looks like you can't, so ill have to unpublish and republish maybe?
because without tags, it will not show up on searches
yeah, probably yeah. But I'm not sure what about download count and hearts
even if "all" is selected
oh
it gets purged, i had to do that already once
30 likes gone!! 😭
"beta"
is there possible to skip cinematic logos in mods?
I'd probably use less lights, just for optimization things
What? Cinematic logos??
beth/id logo, health warnings...
Aaaaah I thought you meant a custom logo modders would put in their mods
Nah you can't skip corporate logos afaik
in vanilla you can do it 🙂
HOW???
Thank you. I owe you one.
Sexy doom guy
Bloodshot1 made a real cool looking map
You play with rtx always on?
yes
I tried but it bugs me off
I mean I can run it with no problems, but I'd rather not
well, at least in DOOM Eternal, it doesn't work in editor
what gpu you got?
I want them frames per second 🤑
It's quite good gpu for DE
so many mods i want to make, so little time, not to mention ill need to learn a shit more...
must start slow, i think the next thing on my list is making several cacodemon recolors. Each will have some unique abilities and stats. I can probably manage that for now.
Cybercaco...
Elemental Cacodemons. Inspired my my mini paintings I started during covid lockdown. Will need to do a green poison one as well
There is one already on the mod section. Not sure how it works though
SO CUTE!
They are from board game?
I have no talent to paint models.
Cacolantern(fire): Immune to flameblech and effects, mild boost to HP. Projectiles add a burning effect to the slayers hub and additional DoT. CacoLich (ice): Mild HP bonsus, Immune to Frost grenade, ice attacks add slayer hub effects and may slow the player down for a short time. OmegaCaco (purple): Beefed up in every way possible, faster, immune to weakpoints. CacoSlimer(poison): More HP, attacks remove rad suit armor, hud damage, who knows. Just spit balling right now
Yes the Doom 2016 board game.
It was my lockdown covid project since i had nothing better to do. So i learned how to paint mini's.
That's realy cool 🙂
I think with this mod, i need ot learn how the encounters work in the campaign. I would like to make it so anytime a caco spawns, it picks one of the AI through some spawner that weighs the chances. Much like in GZDoom. Example: 10% Normal, 10% purple, 20% ice, 20% fire, 20% poison. Keeps the game more dynamic and different
final boss - giant caco, oh wait, I'll show you something if you like cacos 😄
😄
do you know how to use DOOM textures, there are in browser, but in game they are white?
nope no clue, i have this issue too
heya folks
new here but I was hoping I could join and ask a few questions if you don't mind
I'm wondering how exactly I change what weapons/abilities you start with when you start the map
yeah, that's the question I had problem with for week 🙂 Gimme a second...
are you the same DOOM MARINE who made the entryway remake btw? I played that just today and thought it was very neat
I've been mapping for doom for nearly a decade now but Eternal is another beast to me haha, very overwhelming
Yeah 🙂 I'm glad you like it. I'm hardcore DOOM fan and not happy with inacurate in this level, but it was more for learning than real mapping. Ok - loadout: #eternal-modding message
Cool. Mostly I'm Prodeus mapper 🙂
oh thanks for the tip
awesome, any way to give you air dashes? I guess you could just put the pick up in the level
you can for example use loadout with all stuff, like in DLC start.
but if you like only dash, you can make it via Logic (I did this way, but I'm not sure it's proper, but works). Gimme a sec and I show you.
could you apply the "classic mode" loadout?
where you see that? If there is such decl you can try to use it.
To get dash - go to 2d view - and put on map
select it and open Logic Designer
alright
gotcha
yep
got it
than you can put again from right click Modify Inventory
you can link them begin with modify inventory
alright
is it like you go under "collectible" and you give it ability_dash or something?
yes 😄
taking screenies and cut them takes a time a bit 😄
so that's all. You can play with this to add other stuff you like.
alright thank you so much let me see if I can get it to work
I'm just learning, so there could be better method 🙂
you need to save of course
I said wrong, sorry 🙂 - you should choose in:
inventory
not perks
I hope this logic saved in this map 🙂
you have to slowbuild to run it
it works 🙂
How similar are the mod tools to stuff like unity or unreal engine? I have a bit of experience in those two
Alternatively, you can make or edit a devInvLoadout decl to include the "ability_dash" item, and set that decl as the map's Devmap Inv Loadout ( #eternal-modding message ). Every vanilla devInvLoadout from E1M3 and onwards includes it by default, too.
Well, it's not similar to nor of both. It's like classic QUAKE 3 radiant on steroids, more like DOOM 3 Radiant on steroids.
Never used those
lol I added an imp but he keeps killing himself hahaha
You can work only on brushes, not with planes (but I'm not sure about this - are there planes in CSG Unity? I played with this only few days :D)
no nav mesh
Didn't even know doom 3 had official mod tools too tbh
DOOM 3 has inbult editor, original DOOM not bfg)
ohhh
No iirc
First and the most difference - in Unity you build in 3d view, and this my fav type of building, in here mostly in 2d view. You can build brush in 3d view.
In ancient times there were 4 windows for top/side1/side2/3d 😄
thank you
I realy like Prodeus and Trenchbroom editors, they are realy functional and user friendly. Radiant is after all of them.
Produes > TB (or equal) > Unity (I didn't try Unreal, so can't say, but probably similar to Unity)>radiant
I'm working on recreating original DOOM texture in 3d 😄 I'm sure it will crash when I use now CSG XD
this one
hmm, doesn't work
does this have vertex editing?
like hammer or trenchbroom? where you can sheer edges and stuff
ah, yes, but is super bugged :/
but you can drag edges... but only in 2d view 😦
ctrl + E = drag edges in 2d
can you subdivide?
yes with CSG tool
I'm just trying to cut this geo from above 😄 Remember to make backups and save often. IdS likes to crash!
I'm kind of wondering, I added a cube to my map to put an imp on top of, I added it to the "nav" group
