#eternal-modding

1 messages · Page 8 of 1

normal badger
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but the imp will always spawn behind the cube for whatever reason

empty bobcat
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how did you put this imp? You just put it from the ai?

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cna you show a screenshot?

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there is one problem (it's logical to put ai on map this way, but not in idS :D)

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as in the meme "we do not do this here" - there is a special way to do this

empty bobcat
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they do this like that now

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if you look at ref map - there are no enemies on the map - they are outside in queue 🙂

normal badger
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well sure, but I just want to mess with it for now

empty bobcat
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and they spawn them on the map via this encounter manager

normal badger
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the enemy is in the map

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the problem is it won't start on top of the cube, rather it spawns on the floor beside it for some reason, even though the cube is part of the "nav" group

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I put the fella up here

eager ginkgo
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put him a bit higher, game might be thinking hes clipping into the cube idk

empty bobcat
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Does someone has such problem?

eager ginkgo
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just curious, make the cube bigger, i wanna see what happens

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if he stays on if the cube is bigger or if he still falls off

empty bobcat
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slowbuild after

normal badger
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alright yeah he spawns up there now

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but won't come down haha

empty bobcat
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it's also advanced and complicated 😄

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Got it!

normal badger
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well I gotta go to bed so I'm thinking I'm gonna mess with this later haha

empty bobcat
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do you know name of this type of candelabra? When I'm searching I got this from Cultist base

oblique dirge
oblique dirge
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nice

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I don’t know my map is, but I’m just trying to test a lot of things

oblique dirge
lethal plume
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set up the nav mesh

oblique dirge
plush thicket
normal badger
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Does the arena just let you jump off the edge or is it a massive invisible wall?

karmic musk
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Solid

normal badger
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Looks very nice

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Also: what asset pack are the panels and stuff from?

south wasp
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I never used the split view, always went with the single panel and ctrl+tabbed between 'em, just like in idStudio 🙂

plush thicket
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mixed arc complex, uaca atlantica

normal badger
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Thanks!

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I was considering downloading that one next

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UAC Atlantica

brazen jacinth
plush thicket
normal badger
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Ooooh

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I didn’t think I saw it in the menu

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I'm very excited to see the mapping community for DE grow

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won't be as big as classic doom for obvious reasons, but its gonna be fun to see what people come up with

normal badger
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at least to coax the demon to jump down

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I'm sure it could be complex for more complex geometry

hasty oyster
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Editing of this decl type, 'articulatedFigure', is not supported. well fuck you

oblique dirge
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Bro, I wish there was videos of somebody talking with you how to do this stuff I’m getting mad annoyed. I can’t figure how to put an enemy down and I always had to go to the stupid Wookie to find some thing they need to make videos how to do this.

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I want to make really cool maps, but I can’t do that. I’m more of a visual learner, not reading something expecting me to do it.

normal badger
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For placing enemies, just right click on the map with nothing selected then on the menu hover over “ai” and a list of all the demons should appear

normal badger
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You need to generate a nav mesh

oblique dirge
normal badger
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Basically select the brush your floor is, and right click, select “add selected to group” and name the group “nav”

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Then when you build select the build wizard and make sure under navigation “ground” is check marked

oblique dirge
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I did all that and nothing happened

normal badger
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Basically without the nav mesh the ai doesn’t know where to go and it will just die

oblique dirge
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I wish you could just call me and tell me all this, but I know dang well no one‘s gonna do that

normal badger
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Sorry man I’m about to leave for work

oblique dirge
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😔I’m fuck

normal badger
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I can’t even take screenshots I’m on my phone

teal bronze
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everyone is trying to learn the tools with varying success. No reason to be upset

oblique dirge
teal bronze
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You want handouts or something

oblique dirge
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No, like I said, I do better if I’m looking at a video and I can follow with them following just from reading something it’s kind of hard for me

teal bronze
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Ya well I know some guys making videos for idstudio so just wait

normal badger
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In time there will be tutorials on YouTube I’m sure

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It’s not id’s job to provide them, they provided the tools and some documentation

oblique dirge
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I just been trying to figure out this enemy thing and I still can’t figure it out

normal badger
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You’re sure you used the build wizard right?

oblique dirge
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I clicked ground, but every time I go back into it to see if it’s checked, it’s unselected

normal badger
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You built it after checking it right?

teal bronze
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Did you save before you build

normal badger
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Here this is someone building something from scratch so it might be helpful to you

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I haven’t watched it but everything seems to work at the end lol

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This is my first time using a modern level editor as well, so I understand it can be a little overwhelming

golden tiger
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So are most of these gonna be posted on Nexus or somewhere else?

teal bronze
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They are on the new Doom launcher

normal badger
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You can play a good bit of mods at this very moment

golden tiger
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ok, I just ask because I wanna know where to browse to see the good shit

normal badger
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Just opt into the beta branch on steam for doom eternal

normal badger
oblique dirge
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Yeah bro, fuck this shitty ass editor

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Do I just wanna make my own map but these tutorials don’t seem that useful I’ve done everything it said and they keep dying. I’m actually mad.

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If someone can help me, please call me because I just need help

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gn guys

hasty oyster
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spent another 6 hours tyring to change the chainsaw spray for a monster. still no success. It must be buried much deeper and not editible in beta

prisma vector
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anyone know of any videos to learn weapon texturing in id studio?

lavish apex
hasty oyster
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looks like you can hover over name and it shows up to change. but it doenst change it to "live" or whatever

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like right under the title

foggy rock
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Holy living hell.

prime willow
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EXCUSE ME

dreamy tide
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MY EYES

prime willow
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<@&162901871168585728> HELP

foggy rock
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BFG DIVISION STARTS PLAYING FULL BLAST

prime willow
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WHAT THE FUCK

stiff plaza
foggy rock
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cursed demonic crucible

stiff plaza
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I've seen worse be sent in this server unfortunately

stiff plaza
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You kinda do in the old games too

foggy rock
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rip the poor soul who came here for the modding and saw goblis

dreamy tide
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I think he got banned

south wasp
normal badger
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It’s relatively detailed, I do think they said they plan on adding more to it in the future because it doesn’t have info on a lot of features

empty bobcat
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A little question again. So, I found candelabr (candleholder), but the candles are not lit. How to get this "on"?

normal badger
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Maybe there’s a separate model. Or maybe you need to put a particle emitter up there

empty bobcat
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I need to try find it in ref map.

south wasp
normal badger
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So far it’s been invaluable but I’ve been here for a day and already got some really useful info that wasn’t on there afaik

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(Thanks @empty bobcat)

empty bobcat
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They got Emitter candle_single

normal badger
empty bobcat
normal badger
empty bobcat
vital lichen
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god I wish i had enough time to spend with my mod ffs

normal badger
vital lichen
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Yeah

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I'm working full-time rn and I'm about to start studying again so I'm going to have little time to spend with this

normal badger
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also working full time, but not in school rn

vital lichen
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I hope I don't lose interest in doom modding over time, it's one of my favourite games

eager ginkgo
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Doom is eternal after all

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You will never lose interest

vital lichen
normal badger
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I've been mapping for doom for almost a decade

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I'd say I'm probably at my lowest point in terms of output, I haven't made a map in nearly a year

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having a lot of fun learning idtech7

oblique dirge
prisma vector
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I just got IDStudio. Can anyone help me out here?

empty bobcat
prisma vector
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Gotcha

empty bobcat
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and don't worry, it's hard editor 😄 but works

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if you are familiar with QUAKE/DOOM3 you are almost like home 🙂

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almost

prisma vector
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Ill try to familiarize myself with it

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Hopefully not lose my sanity dealguy

empty bobcat
vital lichen
vital lichen
normal badger
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anyone know how to make a trigger only activate one action? I want a lift to raise then automatically lower, afterwards I want the trigger to raise the lift again

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got the first part down, but now after it lowers if I trigger it again, it lowers again

vital lichen
vital lichen
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There's a parameter that defines how will act the mover, that will do

normal badger
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well yes

vital lichen
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Can't remember the name, tho. The Wiki has it listed

normal badger
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but I can't find anything that says to loop back

vital lichen
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Mover scripter > move commands

empty bobcat
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there is something like Script mover in Function Mover

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and there is + - clicking it and you will see more options like move in x / y / z

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if I good remember 🙂

normal badger
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I think I figured it out

empty bobcat
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I don't know how to make sequence. I only used it for single move - trigger -> mover moves once - like that, for secret door in Entryway

normal badger
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I got it to work

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basically I have the first one set so it does not wait for a trigger to activate, but is delayed, so it stays in the up position for 3 seconds, then moves down, after moving down it is set to "reset to spawn location"

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so it has two movements

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movement 0 is the raise action

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movement 1 is the lower action

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@empty bobcat you may find this useful

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I am noticing you can trigger it when it is in the raised position and it will do that action...

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I’m gonna mess with it some more and see if I can get it to work right lol

empty bobcat
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btw. you don't need make doors (except customs) - there are plenty in Interactive section when you put a new entity.

normal badger
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okay

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I got it to work, basically I made it so the trigger has to wait 5 seconds before it triggers again

normal badger
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alright now I'm trying to see how I can make a lowering lift crush the player, it does do damage, however the player teleports to the other end of the room for whatever reason

eager ginkgo
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Add death volume under the lift

normal badger
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because I only want it to kill the player if the lift is on top of the player

eager ginkgo
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I haven’t done any of this, I’m just suggesting ideas

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Isn’t there maybe like a parent option

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Wait is the lift a model kit or a brush

normal badger
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its a brush

eager ginkgo
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yeah then just make the death brush under the lift

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And give it the same moving logic

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wouldn’t that work no?

normal badger
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no because a mover is a func

eager ginkgo
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But then there would be an issue if the player just double jumps and bumps the under side of the stationary lift 😭

eager ginkgo
normal badger
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alright I actually kinda got it to work

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now, for whatever reason, the kill plane will not kill me outright, it will take my life down to 5 and leave me alive?

normal badger
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I am really confused about why the kill decls refuse to kill me

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is there some map setting that's messing this up?

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I always survive the first hit, no matter what, it will always take me to 5 health

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have to stand under it a second time for it to kill me

normal badger
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I'm thinking there's some sort of internal mechanic in eternal that basically keeps you from being instantly killed but I'm not sure how I can bypass that

normal badger
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okay, so I got it to kinda work, still doesn't kill you, but it just knocks you back from the lift

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lol new problem if you are looking a certain way the crusher will just push you into a solid object

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figured it out.

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basically: I had the "Crush Dislodge Teleport Dist" set to 1 which made it so that in order to dislodge the player from the lift, it teleported them a little bit, which was causing the player to clip into the geometry

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TL;DR you probably should not make lifts that are also crushers, no wonder they don't appear in game iirc

eager ginkgo
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The only instance I can recall are the crushers in nekravol

prime willow
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sup. id studio has stable crash when i'm trying to open: 1) static || animated model editor 2) open preview window 3) animweb editor. Someone had same issues? i5-12600kf, 3060-12gb, 32ddr5 fyi. Any ways to fix it? Already sent bunch of reports for each case of crash related to previews and stuff.

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i know that sdk is in beta but BRUH

south wasp
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Is your floor brush in the nav group?

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the roof shouldn't be

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as you don't want it generating nav

oblique dirge
south wasp
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Remove everything except the floor brush and rebuild nav

oblique dirge
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ok

south wasp
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Think of it like this: do I want AI moving on this surface? if yes -> nav, if no -> not nav

oblique dirge
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How do I get rid of these?

south wasp
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The green poly's representing the navmesh?

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Or do you mean the navmesh itself?

oblique dirge
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I don’t even know I’m just trying to make them walk on the floor, bro that’s all I’m trying to do

south wasp
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Just trying to clarify what you're asking. Those green poly's represent the navmesh that was built. So, if you want to get rid of the navmesh itself, rebuild the navmesh, if you want to hide the display, it's done via the 'view options' window under 'show nav'

oblique dirge
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I’m trying to delete the green things

south wasp
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You don't, thay're the navmesh. As I mentioned, select the surfaces you want the AI to move on, put them in the nav group and remove any brushes you don't want them moving on. Then rebuild the navmesh (as per the guide)

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The green poly's jure represent the navmesh that's built

normal badger
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anyone have any idea how to use the clipper but keep the "clipped" section of the brush?

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or switch which part you keep

oblique dirge
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I wish someone can just call Bro

oblique dirge
south wasp
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No, but happy to help out in the channel here 🙂

oblique dirge
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Why

normal badger
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exactly what I was looking for, preciate ya

oblique dirge
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I’m struggling on this dumb ass shit for about a few days now i’m about to lose my mind

normal badger
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have you used any other level editors before?

oblique dirge
normal badger
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what are you familiar with?

oblique dirge
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Trust me, I get it. People have things to do, but I would get this We done faster if someone just calls me and tell me the steps.

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I’ve watched the video I’ve looked at the Wookie. I even listened to this dude and it doesn’t even work. I guess God just likes Shaw better than me or some shit.

south wasp
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Which steps are you stuck on?

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You got some nav built, so you're doing all of the steps, just gotta tweak it to work for your scenario

oblique dirge
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I’ve tried that and it didn’t work. They just keep dying.

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Like how discord is for calling but no one wants to call

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I get it y’all can learn the editor so easily because you’re older than me but at the same time, bro like this is like annoying they couldn’t meet it easier

normal badger
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🧑‍🌾

oblique dirge
prime willow
normal badger
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cool, thanks for the tip, I didn't know anything about your issue earlier haha

prime willow
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mam says i'm special

normal badger
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I think we're in a place where everyone is so new to this that we all gotta figure it out together

prime willow
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man it frustrated me SO MUCH, just haven't touched SDK for a week and then* there's this

south wasp
# oblique dirge I’ve tried that and it didn’t work. They just keep dying.

As I explained, remove any brushes from the 'nav' group that you don't want them on. In your screenshot the roof brush is clearly in the 'nav' group, as it's generating navmesh.

So my advice, remove all brushes from the group, then add only the floor brush where your AI are spawning.

  • Remove all brushes from nav group
  • Add floor brush to nav group
  • Build -> build wizard -> build ground nav
  • Profit

If you do that, the navmesh on the roof will be removed, and it will generate navmesh on the floor, where you want it.

south wasp
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Don't get off put though, these are commercial tools and if you're just starting out, there's a lot of complex steps needed to make things work. Give it time and you'll have it figured out

oblique dirge
south wasp
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Hrm, not sure. Could be the size/intensity of your light. Haven't messed with them much myself beyond filling out a box map

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try increasing the falloff to make sure it encompasses your space

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the fact that the scene darkens when you walk away from the light may be because the map hasn't had a full lighting bake. That'd be my guess.

oblique dirge
south wasp
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Nah it's all good, I understand the frustration. I'm a visual learner too. At the moment though, resources are limited, but I'm sure in time we'll get more vids and examples to work from

empty bobcat
normal badger
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Mine hasn’t crashed yet

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But I haven’t made a big level yet

empty bobcat
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what is your rig? Specially RAM?

empty bobcat
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I have no solution for this, and for now nobody answered me for this 🙂

empty bobcat
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this is cool function for light in idS

oblique dirge
empty bobcat
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you can choose how many sides it could has

bronze ermine
oblique dirge
empty bobcat
empty bobcat
south wasp
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Prodeus is creating meshes, not brushes, and their shapes can be concave. Brushes need to be convex shapes

oblique dirge
empty bobcat
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galapagos you don't read manual 🙂

oblique dirge
empty bobcat
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look once again from start:

  1. Brush - make any brush, select it and add to group nav (must be exactly "nav", not NAV)
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  1. put any ai
oblique dirge
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i did that

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did i not

empty bobcat
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now - two builds: slow build

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and rebuild collison + nav mesh

oblique dirge
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I’m not getting what you’re trying to tell me that I do something wrong that I did not see

empty bobcat
oblique dirge
tight hinge
south wasp
oblique dirge
south wasp
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I'd recommend looking at the how to create an encounter page of the wiki. That's hte best starting point. It's not a straight forward system, but once you understand it, it's pretty good

empty bobcat
prisma vector
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anyone know a link to a video or article that can help with changing the texture of a weapon in idstudio?

karmic musk
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I'm curious if there is a way to create interactable screens like in doom 3. Would be cool to have it where you enter a PIN code to unlock secret doors 👀

lucid trench
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Anyone knows to make a Helmetless doom Slayer mod?

south wasp
normal badger
ripe night
south wasp
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Ok, trying out jump pads, but in my test map, the VFX shows up completely white when, even after a light bake.

@lusty pelican have you had any success getting particles to render with the intended colours? I'm just now looking into lighting and haven't figured out how to bias the particle colours yet.

south wasp
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I'm definitely just missing a step, I see your particles look a-ok in your map.

Is it ambient lighting, or perhaps the environment settings? I've added both, but not sure if either are building correctly yet.

oblique dirge
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Does anybody know how to make tentacles move like in super nest?

prisma vector
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You have a picture of a hot woman :).

south wasp
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hah! Found you!

oblique dirge
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can you help me

south wasp
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Not sure on that one. I assume they're animated models?

normal badger
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Don’t think I know enough to start on an actual map but I really want to do detailing lol

south wasp
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I've spent any time I've had since the tools released getting to grips with how the basics work heh

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Nowhere near playing with the artpipeline yet

hasty oyster
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when i create a new mod, there are tga files from my other mod that seem to infect the new mod. or am i just stupid

hasty oyster
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woot, chainsaw sprays are 100% to levels i love, now to work on impact effects and gorekits. I think they are bugged, but lots of trial and error still

fallow compass
# oblique dirge

They're geomcache alembics (a different type of entity (source file is .abc) ). I dont know how to place them. They are not skinned md6's.
Unfortunatly, they're only referenced once in the docs so ur gonna have to experiment.

hasty oyster
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im startign to believe the whole uploading process with drafts and whatever is the hardest part to making a mod

solar moon
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I'm trying to get into the marked part of the picture in Doom Eternal's Super Gore Nest goal and I'm stuck in my teeth. How do I get rid of my teeth?

shadow cedar
empty bobcat
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at last model we need, but we were afraid to ask!

solar moon
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I'm trying to get into the marked part of the picture in Doom Eternal's Super Gore Nest goal and I'm stuck in my teeth. How do I get rid of my teeth?

normal badger
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this is very off topic, I would recommend posting about this in #doom-eternal, this channel is specifically about modding the game

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you're probably more likely to get help there too

empty bobcat
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So bad we can't post memes and stuff (I love it :D) I found perfect photo of me masterred IdStudio in.... 2082 XD Anyway, I was making test with Base1 from QUAKE 2, but I'm not happy with results for now.

normal badger
empty bobcat
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Yeah, just swaping textures is not great solution. I was just testing ideas. Here is version with some models (still not great)

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In DOOM 3 I built corridor inspired by Alien corridor, I'm curious how it could be done in DE. Also I need to check are in DE shadowmaps - they were used as soft shadows bound to lights. Such corridor would be awesome to see:

normal badger
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you'd have to start from scratch imo

halcyon stratus
empty bobcat
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I was yesterday on new Alien in cinema and now I thinking about porting my old map from D3 do DE 😄 It was dark super detailed... Underhalls from DOOM II

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I used too much curves in there so just copying geo will not work probably, I'd like to build it from 0

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shadow maps:

prime willow
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alpha shotgun ftw

empty bobcat
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I liked a lot alpha shotgun, so I ripped it to standard DOOM 3

halcyon stratus
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The alpha shotgun is such a superior design to the vanilla one. I still don't know what the hell they were thinking with it.

empty bobcat
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D3 alpha was superior version in many ways - I liked player could be... eaten by demons after dead and you could see it for few secs before blackout.

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and commando vocals - so hellish. Almost everything was made by Trent Reznor, but than "something gone terrible wrong" and they kicked Trent and replaced him with Chris Vrena.

vital lichen
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yeah whatever

empty bobcat
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Why she is upside down? 😄

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I'm playing with wave style map - you can spawn only 32 ai at once 😦

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desert of death 😄 100 killed

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Why some ai are blue?

vital lichen
vital lichen
empty bobcat
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lol, I'm dead 😄

plush thicket
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@oblique dirge .

hasty oyster
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did i not upload my mod correclty, tried using the DL version and it doesn't load. So either i didnt upload it right, or i really fucked osmething up

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i need ot like try playing my mod on a different computer as a user,

oblique dirge
magic tulip
hasty oyster
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anyone have a chance to look up my mod, download adn try to run it? I am convince i am just uploading empty data.

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the only way to test this is to get on my wifes computer, get her a steam account, buy doom eternal, down load pc mod, download my mod, test, return the game lol

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Green Blooded Hell Knights is the mod, version 2.40 is the latest release.

hasty oyster
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Thanks, if it doesn’t work imma have to pull the whole thing off the browser and do a new one

halcyon stratus
vital lichen
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i might start over my map. fucked up with measures

oblique dirge
vital lichen
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I will leave detailing for the last thing

oblique dirge
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I wanted to play but OK😔

vital lichen
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And I might start doing custom assest for fast building later

vital lichen
oblique dirge
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OK, show me progress

vital lichen
oblique dirge
vital lichen
vital lichen
empty bobcat
vital lichen
vital lichen
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damn boy you can use it as skateboard

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maybe later I hop in and share my screen voiceless to share how do I wanna block-out my map, just to keep me motivated

empty bobcat
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I'm blocking my hell wave map, but I have no great ideas for it

vital lichen
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that's a great layout, it keeps you going in circles

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as a reference

empty bobcat
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btw. it's super huge room

vital lichen
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Taras Nabad's firsdt arena might be a good place to begin with

empty bobcat
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I realy like barge arena and mars core, just before we jump to the inside this hellish city

vital lichen
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ah yes. great arenas

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i mighty replay doom 2016. such great memories

empty bobcat
vital lichen
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yeah, mobility is a bit reduced in d16

empty bobcat
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I realy like hell maps in D16

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well, I love whole game

vital lichen
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i want to see the first level ported to de

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shit I miss the gauss canon

oblique dirge
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Hey guys, is it hard to make a wave system for an arena?

vital lichen
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not really

oblique dirge
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What would I need to do to do it?

vital lichen
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just encounter manager scripting

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i'd recommend you opening a slayer's gate level and reverse engineering it

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and you need to set-up enemies spawners and etc

oblique dirge
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Is it on the wiki somewhere?

empty bobcat
vital lichen
vital lichen
oblique dirge
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Ok ty

oblique dirge
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Ok ty

vital lichen
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i don't feel like mosding today. i'll watch true detective and go to sleep later. Will mod tomorrow

shadow crown
#

Anyone seen this under entities? I looked everywhere. It may have a strange name or something?

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Sorry if I missed something obvious

empty bobcat
empty bobcat
#

hmmm, but it doesn't work for me

shadow crown
# empty bobcat

Thanks for this! I will play around with it and see if I can get it working.

empty bobcat
#

there is nothing about this in manual when I'm searching proxy

gaunt ether
#

dumb issue not map related but i been messing around with projectiles and stuff for weapons, must have changed something and not bothered setting back a couple days ago so now the actual bullets arent showing up, just the impact ig, anyplace i could go that could probably fix that or am i chalked?

hasty oyster
#

still having mod uploading issues. When i try my own mod, it doesn't work, so that means it uploads ... nothing

#

so everyone might want ot check their stuff...

empty bobcat
empty bobcat
gaunt ether
hasty oyster
#

its works from idstudio yes, but if i try to load my own mod (from downloading browser) it doesn't work, or its some user error

#

im going ot dl your mod and see if it isn't some other issue on my side. But imma have to purge mine form the library again methinks

hasty oyster
#

entryway works at least, so it must be my mod

ivory helm
#

Anyone have a recommend tutorials on the modelings tools for brushes? I want to make a connecting rooms by just drawing the floor.

empty bobcat
#

are you familiar with radiant?

ivory helm
#

I use gzdoom

#

I’m using the pc doom eternal preview

#

I built a room with a light and player

empty bobcat
#

yes, but did you work with Radiant before?

ivory helm
#

No

#

Quake I think used it but I never made maps or wads on quake

empty bobcat
#

building brushes is exactly the same (plus some bugs) as for QUAKE 3 Radiant/gtkradiant

ivory helm
#

Nice

empty bobcat
#

generally if you build room from tutorial - that's it

ivory helm
#

I need to learn how to make opening for windows and doors

empty bobcat
#

you build everything from boxes (but you can choose brushes with more sides than 4 walls)

empty bobcat
#

learn first building and texturing brushes

#

but you can use existing interactive functions like doors

ivory helm
#

I have a map called RX on my Brutal doom wad. I have the layout and enemy placement with scripts. So I have a good temple to go off now I just need to build in these new tools

empty bobcat
#

build blockout first, than movers and other functions you need

hasty oyster
#

is there a wya to unlock ALL levels?

#

my camp got corrupted from another mod and can't go back

empty bobcat
ivory helm
#

Is there breakable glass

hasty oyster
#

yah i need to warp to sent prime

ivory helm
#

WADS or maps.

empty bobcat
ivory helm
#

I’m sold
dealguy

hasty oyster
#

i know i saw a way to do this, have all maps unlocked

ivory helm
#

Is there a video or written tutorial on level building you would recommend

hasty oyster
#

or just a command to warp to sent prime. I really dont want ot spend 2 hours doing it again

oblique dirge
prisma vector
hasty oyster
#

how?

prisma vector
#

It's a cvar for the modportal: +mainMenu_unlockAllMissionSelectMaps 1

hasty oyster
#

is that a launch option i need to put in?

hasty oyster
#

well that didnt work, looks like ill have to rush though the camp ... again

hasty oyster
#

looks like the only part i have left for my green hell knights is the impact effcts from certain weapons.

tight hinge
hasty oyster
#

well shit.

tight hinge
#

yeah sucks

hasty oyster
#

well then that means i am done with my first mod. At least after i do a a play test of the camp.

#

change a decl just null'd my entire decl.

#

if that is the right word

#

that is a bad BAD bug.

#

wish there was a restore button

empty bobcat
#

My blockout ready

hasty oyster
#

upper and lower leg chunks of the dreadknight decl destructible decl can not be edited without the entire decl reverting to "Default" mode. Which means all the properties gets removed.

#

or wait, now its the ARM chunks. Hmm

#

i can save the leg chunks. oh i dunno. this is strange indeed

oblique dirge
#

Guys my computer keep spazzing out on Ed studio I think it might be at studio. I think I placed something where it just starts lagging for some reason.

oblique dirge
#

nvm im good now

karmic musk
#

experimenting with some triggers. I've always been a fan of trap doors in doom 3. And even platform drops. Ultimately leading to getting ambushed.

maiden mica
#

Is the whole level low gravity?

#

Oh nevermind I missed the trigger that activated it

hasty oyster
#

well im done with my mod until the bugs get fixed, the wall has been hit. Time to work on the next

#

need to purge my current one from the library browser since its broke for reasons i dont know

#

probalby becuase uploading has been a problem

karmic musk
#

sup

oblique dirge
# karmic musk sup

I was wondering if you tell me how to make things move like those doors what trigger is that?

oblique dirge
#

ye

karmic musk
#

Instead of platform though, I have it linked to a trigger volume you pass through as shown on the left screen

#

Demons also spawn behind the doors at the same time the trigger is touched.

turbid steeple
#

anyone know anyone working on a sentinel themed level? meathook as the music

karmic musk
#

you can also make a trap floor in a way. Where the mover activates. Kinda like in Doom 3 where you get dropped into a pit.

#

I miss those classic aspects. OG Doom had a lot of those

turbid steeple
turbid steeple
# oblique dirge wdym

a level with sentinel theme is like taras nabad or the first half of exultia. in sentinel lands, forest and all that

karmic musk
#

I don't think so. Would be cool though

turbid steeple
oblique dirge
turbid steeple
oblique dirge
#

Waves sorry gonna take me a while, but it all pay off in the end

hasty oyster
#

published, time to move onto something else

halcyon stratus
empty bobcat
#

haha, cacos and pains do not need navs 😄

gaunt ether
empty bobcat
#

yeah, I wanted D2 inspired map in DE

gaunt ether
#

What class you running

empty bobcat
#

sorceror

gaunt ether
#

Nice, I use that and necromancer in Diablo games

empty bobcat
#

she is after diablo now

#

I played in D2 always as barbarian or sorceror

#

but this week I started as crusader (again)

gaunt ether
#

I wonder how a class system similar to Diablo for doom slayer would be, that gives me ideas lol

empty bobcat
#

TIP: idS likes crash using preview for models and fx.

#

slowly modelling it

empty bobcat
#

I love models in DE

plush spire
#

Diablo 2 hell is an awesome hell

empty bobcat
#

holy shit, gross

#

Hell in diablo 4 is gross too, plenty of corpses and tortured animated souls poors.

normal badger
empty bobcat
#

flesh models are most gross

#

good we have no props like in Agony game 😱

#

slowly it starting looking somehow, at the end I'll make black void around

normal badger
#

I think it’s cartoony enough that it doesn’t border on tasteless

empty bobcat
empty bobcat
#

"yeah, you eat too much, there you go some cholesterol veins to your meat blob!" 😄

#

this is super cool model, I like it a lot:

#

D4 is plenty of metal combined with wood.

empty bobcat
#

so fun (and lot of work too :D) Still easier than building each prop by hand!

karmic musk
halcyon stratus
#

One idea I've had for a mod for the longest of times involves Doom 2016's ammo pickups. Maybe they could be repurposed in Eternal as the large variant of the relevant ammo type a la classic Doom.

#

I know a 2016 pickups mod already exists, but it's buggy and very out of date. I could theoretically repackage the models and add glare and other stuff with idStudio... if I knew how and where to even begin.

#

I'm mostly interested because I'm really fucking tired of Eternal dripfeeding you rockets by individual pickups. Like, wow game, thanks for the one rocket. That really oughta help me kill the next zombie mob next time all 5 of them clump together. Would be a shame if the equipment launcher didn't achieve the same result.

normal badger
halcyon stratus
#

World pickups are still an integral part of the arena combat and should be treated as such. The chainsaw is essentally infinite ammo and all but being able to restock a sizeable amount with a couple pickups would still be immensely helpful, especially in CBT maps.

#

Also, the chainsaw will only restock 50%.

karmic musk
#

i miss how weapons were introduced as well. Like pulling the chainsaw off a body, or prying the shotgun out of the hands of a deadbody.

#

rather than it just floating and spinning lol

halcyon stratus
#

I don't really care for that. Eternal isn't aiming for realism.

karmic musk
#

fair. It's more of the environment story telling vs arcade artstyle that I like.

halcyon stratus
#

I'm just really not too fond of 2016's approach looking back. I was clearing out a pictures folder earlier and stumbled into a bunch of key and concept art for 2016 and some of the MP levels, and man is it straight out of Halo.

karmic musk
#

or for example the plasma rifle getting taken from the marines hands...Not that it was the intro to the plasma rifle, but it was a good one lol

halcyon stratus
#

Glad none of it was present in the final game. I like 2016's early levels a lot, a nice mix of linear and nonlinear with a suitably moody vibe. But I find the game loses that vibe after Kadingir and becomes too arcadey, introducing the Air Mobility rune and the Pinky forcing you to awkwardly maneuver around it with manic jumps and the like. Then it just turns into a floatier version of Eternal with no new enemies being introduced and the game doing very little to spice things up (if at all). There's a lot of powerups floating in midair randomly placed in arenas, levels become more linear and you can't backtrack anymore (they don't even loop around themselves), arenas become shorter and more cramped, and the visuals get more and more repetitive after a while.

normal badger
#

I liked seeing them, its like, Eternal has inspect animations when you pick up the weapon

#

I kinda just wish it appeared instantly in your hand lol

#

its already a green rotating object in mid air, just put it where it goes immediately (I know you can cancel the animations by firing)

normal badger
#

they feel almost like they were cobbled out of premade level sections

#

there's 2 in particular, one after another, that feel very, very similar

#

the ones I'm thinking of are titan's realm and necropolis

#

titan's realm has a really cool intro but the rest of the level is pretty plain

cobalt cipher
#

Hey all!

I'm probably missing something really dumb but I can't figure out why the changes I'm making to the map don't appear when loading them in the engine.

I'm saving, slow building ect as it says in the documentation.

normal badger
#

what command are you using to load the map?

cobalt cipher
#

Well I'm modifying Nekroval PT1 so I'm just loading it in the engine tab

normal badger
#

slowmap maps/(map name here).map

#

into the console, that's how I load up my test map

cobalt cipher
#

Yea that doesn't appear to work for the campaign maps - or they have an obscure map name

normal badger
#

maybe you have to save them as a separate map?

cobalt cipher
#

I'm inputing slowmap maps/e3m2_hell.map

#

No that's not done anything.

The changes I'm making to gameplay are working fine. I've built a new encounter, and trigger volumes are all appearing to work in the Engine preview and when I package and test - it's just changes to the level environment that aren't appearing.

That's with brushes and models

normal badger
#

sorry, I wish I could help, maybe someone else knows

obtuse arch
#

Has anyone managed to implement "shooters" into their maps? I am struggling to get them to fire. Thank you.

empty bobcat
empty bobcat
obtuse arch
#

Damn, I will take another look later and do some trial and error

empty bobcat
empty bobcat
obtuse arch
#

Good idea

empty bobcat
normal badger
#

like it might be an "ambient" enemy

obtuse arch
normal badger
#

hmmm

empty bobcat
#

ok, it's interesting, now I need to try it by myself 😄

obtuse arch
#

I need to go afk for a bit, but when I'm back I will see what can be done

plush spire
#

I'd like to know, myself, as I wanna incorporate those wall shooters too!

empty bobcat
#

Let's figure it out!

plush spire
#

Later mayhaps, I have some quake maps to finish today for a mapjam. I'm all over the place lol

empty bobcat
#

So I put it on the map, but of course it doesn't do anything. I'll try to find it in hoe map.

#

there we got them in hoe

#

can't see any trigger that triggers it

#

but there is something like Touch Data:
Ofc. copied it on my map do nothing.

normal badger
#

I have off tomorrow so I think I'll get back to messing with the editor

empty bobcat
#

working

#

@plush spire @obtuse arch 👆 👇

#

Shooter need two things - shooter and area that triggers it:

obtuse arch
normal badger
#

I need to learn how to make a door

#

Then I’ll probably be able to make a really simple map

empty bobcat
empty bobcat
normal badger
#

Well there’s a tutorial on it so it can’t be too bad!

obtuse arch
empty bobcat
#

I tried to make it by than I just took prefab from interactions

normal badger
#

I could definitely easily make a door just with my knowledge of movers

empty bobcat
normal badger
#

A really basic door lol

empty bobcat
normal badger
#

Kinda like the lift I built that raises then lowers

#

Only issue is if the player stands under it while it closes…

empty bobcat
#

Probably you can make a sequence 0. open z axis 2, 1. wait 2 secs 3. close z axis -2

normal badger
#

Yeah, that’s how I did the lift

#

I guess it could simply push the player out of the way if they are standing under it while it closes

empty bobcat
normal badger
#

But the thing I would want is for it to not close unless the player is not in its proximity

normal badger
obtuse arch
#

I think the defaut doors will not close if the player is in a certain proximity to them

normal badger
#

I forget what it’s called but it will push you out of the way and damage you if you set it

#

It’s under the mover in entity inspector

empty bobcat
normal badger
#

I’ve always been an “open stay” kind of guy

#

I prefer doors to stay open when I design classic doom maps

#

But eternal is a different beast

#

Open stay (fast) actually haha

obtuse arch
empty bobcat
#

I like to have full control on doors and like to use them when imps firing me, so I just close the door before fireball hit me 🙂

normal badger
#

Simple, just make a mover

empty bobcat
#

I'm for now bored to putting models on my map so I can figure out how doors work 😄

normal badger
#

Have it trigger when you get near it or via a switch, then have it just do it’s movement once

empty bobcat
#

The goal - door full operable - you can open it and close without waiting for full animation finish :>

obtuse arch
normal badger
#

A door that stays open is actually really easy

#

You don’t even have to worry about it closing on the player then hahaha

obtuse arch
#

Only reason I didn't try a mover was that I was having issues with the clipping on mover objects

normal badger
#

What I would do is make the mover itself invisible via a collision texture, then have it linked to a door model but have that model have no collision

#

Currently I am in bed so this is all theory, but it should work reasonably well

obtuse arch
#

I may give it a try ahaha

normal badger
#

As it’s all stuff I’ve already done separately

#

Oh also I would group all movers together just for convenience sake

#

Things can be in multiple groups right?

obtuse arch
#

I think so

normal badger
#

That’s great news

obtuse arch
#

ill check now

empty bobcat
#

that's fine

normal badger
#

lol

obtuse arch
normal badger
#

Actually hold on I’ll make one before I go to bed

#

Idstudio takes a while to open lol

obtuse arch
#

Made this mover cube as a test and it has no collision when tested in game, is this normal? Am I missing something here?

hasty oyster
#

allright going to duplicate the cacodemon, trying to figure out which decl assets i need to dupe and attach

normal badger
#

It’s checked by default and it makes it so the mover cannot be interacted with physically

obtuse arch
#

Thank you, I will try it now!

#

Yeah it works, I will try not to think about how much time I wasted last week trying to fix this issue haha

normal badger
#

Lmao

#

Struggling to find a door model

#

I'm confused about the yellow folders

#

are they stuff I haven't downloaded? dragging and dropping doesn't work for them

empty bobcat
#

you can drag from assets browser only

normal badger
#

hold on I figured it out

#

Ok time for the moment of truth

#

I didn’t work in the editor yesterday, muscle memory isn’t quite there yet hehe

#

hmm

#

idk if I'm doing something wrong but the model will not move with the mover despite being bound to it

#

fixed it, its because it was a static mesh

#

changing it to func_mover got it to move immediately

#

which actually means, you don't even need to connect a mover to it

#

you can just make the mesh a mover itself

#

of course, you can add a frame or whatever you want and make it look nicer in an actual map

#

you can even add a sound

hasty oyster
#

10 mins of adobe, first recolor

#

Cacoplum

#

going to make all the skins first, then build some new AI.

empty bobcat
# hasty oyster Cacoplum

looks cool, reminds me "red" cabbage 🙂 tasty look 🙂
Hmm, if you can change skin color for AI, there should be possible to change color for models.

halcyon stratus
#

Would Caco be edible?

normal badger
#

do you like caco?

hasty oyster
#

going to look at cyber cacodemon custom AI for clues

halcyon stratus
halcyon stratus
hasty oyster
#

sure thing, probably will taste like purple

normal badger
#

you could probably make caco pick ups that make a chomp sound when you pick them up

halcyon stratus
#

Smol caco.

hasty oyster
#

okay, you can open up someone elses mod right? i seem to be stuck

#

i could of sworn i did it last week

#

"import community mod" ?

silent badge
#

community mod afaik is used for importing a mod from the legacy mod injector system

#

thats what i was told when i looked into adding my Weakened Shields mod into the new system

karmic musk
#

Is there a way to view how encounters are setup on the base game levels? Or any example levels that can be opened and viewed? I'm trying to figure out how to do encounter/waves for arena areas.

I didn't see anything in-depth for the encounter manager on the wiki other than the basic tutorial for setting up spawn groups and such

#

Disregard I believe I got my answer.

cobalt cipher
#

Cause that ain't workin 😦

exotic badge
#

Does somebody know how to make map load first with the start of the game compaign?

empty bobcat
oblique dirge
empty bobcat
oblique dirge
empty bobcat
exotic badge
empty bobcat
#

In declTree there should be 2 folders:
-campaign
-dvemenuoption
Campaign folder has:
next campaign folder, and inside there are 3 decls: dlc1.decl, dlc2. decl, main.decl
in devmenuoption folder there are also 3 files:
new_campaign.decl, new_campaign_dlc1.decl, new_campaign_dlc2.decl
Well, it's a bit complicated

exotic badge
exotic badge
# empty bobcat

I imagined that it all about one checkbox or dropbox, but no, damn 😄

empty bobcat
empty bobcat
exotic badge
empty bobcat
#

Manual is not great, I think, it has very basic things, ref maps are huge, and cut for chunks and is sometimes realy hard to find this what you want to build, even copy some things didn't help, cause they are linke to other functions. Like encounter manager - is realy complicated 😄 It's not like - put monster and play.

cobalt cipher
# empty bobcat yes

What was the command you used to view the map? Or did you just go about it in the menu?

empty bobcat
tight hinge
cobalt cipher
turbid steeple
#

there’s no filter to put new modding levels by is there? i see hashtags and stuff and thought there was supposed to be, at least

cobalt cipher
prisma vector
hasty oyster
#

WARNING: too many touched triggers for ai "customai": increase limits or remove triggers...

#

channel animoatr told to play a NULL anim for a valid alias, mase sure the animation has been loaaded somewhere else.

#

Well at least it works in game, but its spammy on the console

empty bobcat
hard tapir
#

the mods are packaged in a way that you cant really open them back up

hasty oyster
#

well i managed to do it, dont tell anyone

zenith ridge
#

trying to create a map but instead of brushes I somehow spawn these blue dots onto the grid.

#

is there a way to select the brush tool back?

#

also, what's that tool I'm using?

exotic badge
#

My first Doom Eternal map. It took 70 hours. I tried to make it look like The World Spear map and I guess my try was successfull. Thanks a lot for DOOM MARINE for help, really appreciate it 🙂

#

You can found it on bethesda by name Forgotten Forest

karmic musk
#

nice work

exotic badge
#

Thanks!

tight hinge
#

surprised you made that in such a low amount of hours

lavish apex
hasty oyster
#

new AI succsefful I think ... I just need to tweak its stats and behavior to my liking. got to go deep

#

textureing is going ot be a bitch though. I wnat to make a larger Hell Knight, one that is from the eternal art book, AND one that is a scaled down version of the Gladiator. Wraping the gladiator tga on a new baron probably wont work

zenith ridge
#

the editor crashes when I shoot with the shotgun, anyone know why this happens?

#

did I do something wrong? I built it with a slowmap.

pearl junco
hasty oyster
#

where has that wiki been all my life?

south wasp
fickle glade
normal badger
normal badger
#

actually I got a bit before I have to leave for work, think I'll try to give it a run through

normal badger
# exotic badge My first Doom Eternal map. It took 70 hours. I tried to make it look like The Wo...

alright finished it, thought it was pretty fun. The layout is very straight forward, its basically just a string of encounters, but it looks great for being this early in the modding life cycle. I think the lighting in particular is a little rough, there doesn't appear to be any ambient lighting, so some of the shadows are pitch black, which looks a bit off. The encounters were fun, the last one was my favorite, because you can save the berserk for the marauders lmao

#

excellent work, can't wait to see what you come up with in the future

hasty oyster
#

so when i make a new AI, it loads the wrong texture or ai, but loading the second one works. THis is strange

cobalt cipher
#

purple goo

maiden mica
hasty oyster
#

every time i try to edit right now im crashing this sucks

oblique dirge
cobalt cipher
#

I love how well you've reutilised those assets to make something that looks so unique

oblique dirge
cobalt cipher
oblique dirge
cobalt cipher
karmic musk
oblique dirge
cobalt cipher
#

Oh wow, all the more impressive then! Keep it up, it's definitely an option for you! Look into Environment Art if you're more into making pretty maps, or specifically Level Design if you favour gameplay-centric map design

karmic musk
#

level design is a fun thing to do for sure. Do you mess around with blender and substance painter?

#

Those are two tools I'd recommend if you want to make custom environmental meshes. Maya is more of the industry standard over blender though.

#

Although blender has grown tremendously and studios do use it at times.

oblique dirge
#

My mom is really impressed with my work. She’s an IT so she is really happy that I’m doing this.

karmic musk
#

Nice, IT is what I do as well for my job. 🙂

cobalt cipher
#

Supportive parents are always the best!

hasty oyster
#

is there a way to make the monsters not see you so i can take SS?

#

well anyways. Who wants to taste the cacodemon rainbow?

#

each is unique AI, i will be giving them elemental effects.

lavish apex
#

i think its notarget in the console

turbid steeple
#

which music track?
i’m always curious to see sentinel based maps! as taras nabad and meathook are some of my favorite stuff

unborn ingot
#

me with 97 hours and nothing good to show for it💀

empty bobcat
# zenith ridge

Did you make some custom decls? If you have nothing special on your map, delete all this mod and create fresh one, or if you have there some work geo done, copy it to new map, and copy map on disk to new fresh mod.

zenith ridge
vital lichen
vital lichen
zenith ridge
#

Did not know.

#

Is there a hotkey for a brush tool?

vital lichen
#

No, brush tool is the defaul tool in 2d map editor. You simply click and drag to draw a brush

halcyon stratus
#

Video is uploaded.

#

Yes. Is gud. You will make more maps. Yes.

normal badger
#

The tools are really powerful

#

I can’t wait till we have custom campaigns

#

Perhaps once the scene is big enough we can do the first eternal “megawad”

halcyon stratus
#

Oh God imagine how much space that would take on the servers and how long it would take to upload/download. Easy 30gb.

normal badger
#

Basically a new game

#

In terms of strategy, adding modding to eternal is super smart, because the dark ages is bound to be quite different, so new doom eternal content will be around for a long time to satisfy those who prefer its gameplay

prisma vector
#

Indeed

empty bobcat
normal badger
#

It’s a new engine but I’m not gonna pretend I know how much work it would be to make a consumer grade level editor, but it seems like a lot

rich prism
#

Well, there's no doubt in mind that id Tech 8 is based on 7's codebase, so in theory this could lay the groundwork for us to get a TDA SDK sooner rather than later, but then again id Tech 5 was also based on the previous iteration(s) of the engine, so who knows.

gaunt ether
#

Meh the engine really doesn’t change like that, just a matter of if devs wanna end up putting something like this out again for tda

normal badger
#

“Yeah they just flip a switch and now anyone can use the tools”

#

It’s not really a matter of wanting to do it but to spend the resources to do it

#

I am very surprised we got eternal modding tools tbh

#

If it were so easy they would have released these tools years ago

#

Or even when doom eternal launched, I recall an interview where a developer even mentioned they would like to support modding but weren’t sure if they could

halcyon stratus
#

Most probably Zenimax pulling strings and keeping that from happening, since in their mind they had a game to sell first and giving the players the tools from the getgo wouldn't have been beneficial to them for some reason.

normal badger
#

Idk I’m not gonna pretend I know what was going on behind the scenes

halcyon stratus
#

Probably because SnapMap didn't do all that hot, I don't know either.

normal badger
#

I’m pretty sure the modding tools required their own development to make them usable for the public

#

And to do documentation and stuff

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Since the editor was likely not built for people outside the studio

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Id has always been very supportive of mods

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and Bethesda is possibly the only other studio associated with mods the way Id is

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Iirc snap map was done by another studio and not id

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It was a really cool concept for making an experience like modding possible on console

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I’ve never used it, but I saw some stuff people did with it on YouTube I didn’t think would be possible

gaunt ether
normal badger
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don't really buy it

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well I mean, obviously they want to push the product, but uh, having modding tools only makes it more attractive to most people lol

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having modding tools is not going to make less people buy it

gaunt ether
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Well ig I’m being ironic cause I did buy the pc version for these tools lol

normal badger
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📸

oblique dirge
normal badger
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nice

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glad you got your stuff working

oblique dirge
# normal badger nice

Yeah, I’m working on the interior then I’ll work where the enemies are going to go. The enemies get stuck in the Gore stuff.

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I hope the player doesn’t get stuck. That’s what I’m really focusing on right now.

normal badger
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or block the player from interacting with it, I imagine that stuff is meant to be background detail

oblique dirge
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Maybe I can do that yeah

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Yeah, I mainly gonna start making flat services for the enemies to go

normal badger
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I would make the gore non-solid then use brushes to make it more traversable

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if you want the player to be able to access it

oblique dirge
tight hinge
# oblique dirge

damn looking at this and the other world spear level makes my level look like crap in comparison

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good stuff

oblique dirge
oblique dirge
normal badger
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and you set points they can use to get up and down from areas

oblique dirge
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Can you link me to the Wookie part?

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I’m at school right now I can read it when I get home. I can do it.

normal badger
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yeah, its actually pretty easy

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does anyone know if I can just drag and drop sky boxes from other maps I don't want to make one 💀

oblique dirge
tight hinge
normal badger
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I know how to add a skybox but the options seem really basic

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I want to just toss in the one from Mars Core or something lmao

tight hinge
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well there should be a texture for it

oblique dirge
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Ye

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Drew the sketch down when I first started working on the map

normal badger
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you literally just drag and drop the skybox into the world

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I think my least favorite thing is the asset browser, its so hard to find what I want

oblique dirge
tight hinge
normal badger
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I don't know what I want till I find it lol

oblique dirge
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That what I do

normal badger
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the sky boxes aren't just a texture thoughhhhhh

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I don't even know if you can material remap it since its like, a mesh technically

tight hinge
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you can because I did it in mine

normal badger
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is there a tutorial?

tight hinge
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probably not lol

normal badger
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okay maybe I can figure it out when I open it up

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which sky box did you use as a base?

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or is it an entity?

tight hinge
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here is what I did, new model > search for skydome > scale it to your liking, then you material remap it

normal badger
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I'm downloading the hell on earth asset pack

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btw when you look for a material, are the sky ones just under "sky?"

tight hinge
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gsky if I'm not mistaken

normal badger
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thanks! I'll see if I can do it

empty bobcat
empty bobcat
normal badger
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oh, it looks like just adding doors is really simple lmao

oblique dirge
normal badger
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its like a few clicks haha

empty bobcat
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or door made from mover?

normal badger
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the door entity

empty bobcat
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hey - I thought about - we can share with small maps with some functions - would be cool to have special channel for this - map with tutorials.

normal badger
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also, I have made one with a mover

empty bobcat
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I put here yesterday Shooter function map tutorial.

normal badger
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but it seems pointless if you can just do a few clicks and have a functional door

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though, I wonder how you could trigger a door to close again and lock behind you

empty bobcat
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yes, yes if you learn it, but for now I have no idea how to do this 🥲

normal badger
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lock a door behind you?

empty bobcat
empty bobcat
normal badger
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what do you mean?

oblique dirge
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I can’t figure how to make objects anime with the move trigger

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The move triggers are complicated

empty bobcat
# normal badger what do you mean?

I'd like to have 2 main doors: player approaches - door opens and close. And the 2nd - player can open with interacting the door but would be cool clicking on door not with extended panel or switch.

normal badger
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Set to activate the door

empty bobcat
empty bobcat
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I have no idea was there rotation or not.

oblique dirge
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Hmm ok

oblique dirge
empty bobcat
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I haven't touched them yet. Probably complicated as other stuff 🥲

oblique dirge
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It’s very easy basically

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The only thing that you have a problem with teleporters

normal badger
tight hinge
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hmmm might be that some materials were used for half domes instead of full domes

normal badger
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that fixed it immediately lmao

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but the background is always grey?

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is there a way to change that?

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ah shit

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you can layer skydomes basically is what I'm understanding here

exotic badge
normal badger
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yeah idk why but I thought that's how it would look in game

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I was being dumb

exotic badge
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It's ok 🙂

normal badger
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layering skies and stuff you can make some awesome looking shit

exotic badge
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That's looking really good!

halcyon stratus
normal badger
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anyone know how I add a "sun"

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like just a general light for the whole map, like a sun essentially

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okay its under the environmental editor

prisma vector
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Something to do with environment something. According to ID

exotic badge
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And then open your env decl through Environment Editor

normal badger
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oh I see

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so I guess you just make envarea cover your whole map?

normal badger
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if you only want 1 that is

exotic badge
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Or part of the map

tight hinge
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env area and env override are only needed when you want to change between envs throughout the level

normal badger
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any way to make the sun actually cast light? it doesn't appear to be doing that here?

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ah okay

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its like, sun intensity, but I don't like how it colors the sky boxes, perhaps I can make those unaffected by it?

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found it

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its radiusatmosphererange

normal badger
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wonder what setting would make it so that shadows aren't pitch black

halcyon stratus
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Curious, anyone tried opening any of Doom 2016's asset files/paks?

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Or better yet, imported any of the assets into idStudio? I'm currently looking into it.

exotic badge
tight hinge
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My level also has some issues with shadows

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Dunno if I can fix it

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Is there a way to make the env setting be lit without a sun?