not sure what that means. But all 5 of them inherit from the OG caco so right now do the almost the exact same thing. You can easily change their projectile and its effects, damage, HP for each ... at least I think you can. I will be back at these later but right now i am trying to make the OG hell knight using parts of the gladiator skin(s).
#eternal-modding
1 messages Β· Page 9 of 1
I see id use a lot of additional lights in each area, open or close. I used additional light to light up dark shadowed places on my map. I don't know how probes, work but as manual says you use it after full bake.
But still don't understand what do they do. When I was deleteing probes on ref maps there was a slightly difference with lighting, but when I put a new probe light and delete it (without any bake) it didn't take any effect.
looks awesome
what are these stairs? I need some for my map, but I couldn find.
great thanks!
Oh, I see you did checkpoint? How did you make them? My don't want to work.
Cool
there's three things you need to make a checkpoint, a trigger, a player start and a layer change (whatever it's called)
yes, but it doesn't work for me, I had to screw something.
did you give it a checkpoint name?
no, I don't remember that
one sec I'll fire up idstudio...
ok
so, I did like in manual:
and it doesn't work
correct
should the trigger reffers somehow to the checkpoint name?
no need
so what for we had to name checkpoint layer?
just put inside of the targets the name of the layer_change
that is required if you load a level from a new game for example
to specify which checkpoint you want to load
ok, I'm bit confused π Let's check it
YEAH! WORKS!
so the different was only to name this checkpoint layer, and set the "first" player as initial!
the inital one isn't necessary per se but you should put it
Thank You guys! @tight hinge @exotic badge!
it's the checkpoint name that is needed
Ooh neat. I thought you wrote a custom ai from the grounds up and I was wondering how you did it
usually you use another demon as a base for custom AI
otherwise you would spend months making one π
this is checkpoint map, maybe it will help someone π
yeah always good to have community prefabs, they are very useful
I'm making tutorial maps for myself, cause probably I forgot how did I do that tomorrow π
awesome, I learnt two things today π
these can also be imported into other maps as a prefab btw
its awesome
oh no, that is beyond my skills, i can barely make custom AI function in GZDOOM and even then its janky
im just giong to be making many variants of hell knights, caco's and pinkies. The biggest project will be making the 2016 summoner. I might be able to inherit most of the archvile for it, but ... not sure. the AV and Summoner do have a lot in common on how it works at least
While I like the idea of elemental versions of demons, what difference would they have in gameplay?
well im working on that, but yes it will be more than visual differences. Giong to take some real skill to change some of their attributes. But Ice: immune to ice bomb, ice attacks slows player down for a few seconds (purple goo like), changes to the HUD display, maybe the ice bomb even heals the caco or enrages him. Fire: immune to flame blech, fire attacks make slayer vulernable (take extra damage for a short while), hud changes. Just some of my idea's
looks great. How do I access it???
Hmmmm that's a neat idea
You can find it in the mod browser
I can help you with these if you need
no I mean like inside the game
Its still downloading for me
looks like its a big map
I made the Cybercaco, shouldn't be too hard to implement those
yes you did! i looked at him in idstudio to learn how to implement a new monster thanks
About 1gb
hmm, ig my internet speed is slow
wait were you able to import the .pk5 there?
yah sorta
oh shit I thought you couldn't do it yet
you can't i had to download the nexus ZIP and import in idstudio.
oh that version is a bit outdated
yah, but its all i had to go bye
yah cant wait to inspect all the updated ones. I learn best with seeing how other do things
custom goreContainers were a mess
the studio needs to generate a binarygorecontainer file otherwise it doesn't work properly
what is the gorecontainer again? I made green bloodied hell knights and i can't remember
gorecontainer specifies all the gorewounds of a demon
like the chunks that fall off? or whats left over on the model?
I'm so happy to see new mods being uploaded on a daily basis.
gorewounds hide the mesh and then spawn destructibles
i have like 10 mods i need to finish, each one bigger than the last
destructibles are the chunks
idStudio will keep me busy till TDA
yeah seeing the community pop off is awesome, wish I could work faster on my level too
will take me months probably
wanted to build a full prequel level between 2016 and Eternal, maybe even a whole DLC
Good thingβs take time
yeah I know
we do need a DLC for the events between the games. I have always had hope 2016 would get a mini expansion with the final boss being the Blood Priest Nilox's guardian.
2016 assets in idstudio would def be welcome too - but probably a very TALL order
yeah I wanted to make a level explaining how he got out of hell and how he got the fortress of doom
Has anyone imported the models into editor? I did it but material is missing. Tutorial does not help
Did samuel hayden send him back to hell via portal at the end of 2016? I thought he was just locked up by the tethers that samuel hayden trapped him in.
I think he gets sent to hell
would be cool to see a continuation after that interaction regardless
makes sense, its a teleporation system he's on.
My idea was he is meant to go to hell and while he is in hell something unexpected happens, he gets teleported by an unknown entity (intern) back to earth except he fucks up and puts you into space
my guess sends him back to a sentinel world that has been absorbed by hell. From there he finds a star destroyer (or whatever they are called) and that becomes his new home/hub
then he hunts down the first blood priest guardian
In the base game he says it's an honor to finally meet you personally
So we don't know how he even knows him
Think it would be a neat idea
lol - my whole DOOM became blank black
I had callphone and when back and wake up screen I got this
in game is total black
i had that happen on retail, maybe a graphics card pooped out for a second.
yeah, probably - there in the corner is group of pixels that working π
ha checkpoints work π
@exotic badge your map is real solid and I mean gameplay, geo and how you manage with all functions! Best of all maps at now in handling all functions.
definitely the best so far yeah (though, maybe I have a soft spot for the E1M1 remake)
Would be sick if he made a full level from it honestly
I think the length is fine, not everything needs to be 30 minutes
or an hour
I think the only real feedback I have for it is the lighting, and the super linear layout, it'd be cool to have more open maps where you can get key cards and stuff π
Thanks you all guys, glad you like it β€οΈ
or at least layouts that loop in on themselves
E1M1 looks awesome.
but not every map needs to be that either lol
Yep, next time I'll try to do something with ambient light. Idt how to find it
yeah more non linear levels would be pretty good
I was going for 3 different directions you could take or something
I'm going for a nonlinear map for mine.
yeah I was looking for it and couldn't find it, I guess the only option is to do it more manually with point lights that have a low lighting level
I really like classic Doom's progression.
my original plan was to remake one of my doom maps, but honestly, I'm more interested in messing around with the possibilities now
OMG I didn't know you can kill Marauder with berserk! One hit!
yeah
that's what I ended up doing because I didn't feel like fighting two at a time
I didn't know too π
yeah, DOOM maps are cool, but in DE you can use new movents on total different style maps π
Grimy Waifu in DE when
do you mean doom or doom?
DOOM I/II π
that fight is brutal if you don't save the zerk
ending off with two marauders is mean haha
am I only one who hate Marauder's wolf? π
no
Yeeeahh!
Idk, It's fine for me. Just use this pattern: couple of shots, run, couple of shots, run...... π
I only have 100 hours in eternal, I'm not a difficulty guy lol
it is not nearly as hard as the world spear master level
I played it on nightmare and it was tough, but I'm not gid gud
the world spear masterlevel is messed up
especially the encounter with the spinning laser beam
it's really tough level..
I really need to look into model editing so I can make this happen.
that looks awesome
Fuck, there's so many things I want to do and I have very little an idea where to begin.
oh, is that deluxe version skin? That's fun cause I can't change to this skin in idstudio, but I got in vanila.
probably used some random material with grid
I don't think I can keep up with modding by the moment :/
Why
Hitting this moment of the year in whivh I don't have much spare time already. I think I will make a comeback in a couple of months
how do you adjust texture alignment?
Here
lmao this thing is unintuitive, the nudge doesn't seem to be doing anything
Yep, the first part of the panels in the Windows/Editor and the second part in the WorldEdit/Tools...
but its not letting me adjust it
Are you trying change it on the prefab or brush?
brush.
Hmm, it works for me
Hmm
I want to move the texture, I want to use the trim texture like a trim
Now I understend
I get it now
you can also use shift + arrows when face is selected
there is no snap to edge I guess? π¦
WOW, thanks man, I din't know about it
its really weird but I get it now
For selecting edges you can use Shift+Ctrl then click on the surface
yeah
there is no possible easy panning - like select and pan with mouse
doing it in the surface thingy is actually not too bad
I would like to see - snap to surface/stretch with surface π
oh by the way, how did you split something and keep both sides again?
nvm I remembered: shift-enter
can you copy and paste alignment properties?
Select surface(Ctrl+Shift+Click) then click(midlle mouse btn) on another surface
Don't forget holding Ctrl+Shift when you're doing the second step
gaaaah
the alignment keeps messing up and the texture just turns grey
that took way more effort than it was worth lmao
izzy demon when?
not to forget about the hordes of flesh fiends, balrogs and those maggot beasts.
oh and undead knights and wraith like ghosts
but please no gloams, fuck those things
Looks nice af
are those model kits from nekravol asset pack
I like the vibe.
mars core is my favorite level, I love the techbase stuff
Generally I like all maps, just some maps are a bit boring for me cause I saw them too much time π Like first part of exultia (I love it, but I saw it so many times). But hell part of exultia is one of my fav hell style.
hey guys is there any way to rotate your entire selection by an exact amount of degrees?
like I have a bunch of shit selected that I want to flip
I guess you can use these fields when rotation is activated
I use just "E" and shift when rotating objects, those all icons are so tiny I didn't even see that
sentinel kit has so many great models!
found the exact material that matches with this mesh and its so satisfying
looks great!
I'm setting stairs on the map π
It's me, I'm back. With another potentially obscure issue for me to eventually figure out myself a few days later π
what is it
These are the options for the Maintain AI Count inside the Encounter Manager.
Presumably, this should respawn the fodder endlessly until it's told to stop with the "Stop Maintain" command.
But if I replicate these settings, nothing spawns.
They only spawn if I have a Max_Spawn_Count value higher than 0, but then the respawns are limited to that number.
Discuss
hmmm
(This is from an Encounter Manager made by ID for the level)
Set max spawn count to -1 for unlimited respawns
https://wiki.eternalmods.com/books/5-level-modding/chapter/event-calls Here's the community modding wiki for encounter manager event calls
A description of various eventCalls that can be used when building a custom encounter.
I hear ya, but that hasn't worked π I'm reading through the docs and I can't seem to figure out why.
Helpful though, I had no idea this Wiki existed so thank you!
Hey @shadow venture, your bio said tagging is ay-okay! Any advice on this?
The modding discords would probably be the best place to go for encounter manager-related advice
Where can I find those? Could you DM me some invites if you're a part of them?
Messed around with the kits, specifically mars core for my theme. After blocking out a room/area and testing around until it feels good, I'll replaced the bsp brushes with actual kit models. Start of the level has you in a vent in which you drop down into this room.
Gecko is correct, -1 as the max_spawn_count will get you your desired result
I haven't checked too many encounters from the SP maps, but is maintain with a max of -1 how the zombie/imp chainsaw fodder is generally handled for larger encounters?
Yeah, pretty much every encounter that has fodder maintained until all the heavies die or some other condition is met will have that.
Hey! Thanks for getting back to me! Any idea why this wouldn't be working in the Id Studio Mod Tools? All of the Encounter Managers with this set up appear to have the Max set to 0, so perhaps this is a bug with our build?
That's odd- I am not entirely sure why they would be set to 0 but I have complete confidence the fact that if you want to do it yourself you are going to need to use -1.
Did you also copy over the spawn group that's defined in your screenshot?
Okie dokie, I'll try it again in the morning with fresh eyes but the -1 was working for me earlier is all!
I can always just set it to 999 if I can't get it to work the other way - that's not going to cause any performance issues I hope π
Inputting a large number shouldn't have any effect on performance. 999 isn't even that large in the grand scheme of things
If -1 doesn't work there is likely a problem elsewhere in the setup, or a problem with the build- hopefully not the latter
I have my own spawn group set. The maintain works with a number higher than 0, but doesn't with the -1 is all.
ahh, gotcha
Yeah idk, the fact that all the other encounter managers on Nekroval have 0 set as Max kinda makes me suspect it's a build thing but that's complete guesswork.
As for the numbers, I'm glad to hear that π
Quick follow up - Just checked Exultia and they actually have the -1 set up.
So it's possibly an issue exclusive to Nekroval PT1 somehow?
I know you're a designer and not an engineer, but maybe you've got something to make sense of that idk ππ»ββοΈ π
I'm doing the I'd tutorial simple box map. I built it using slow map. But the engine tab is missing. How do I get the engine tab back?
my doom eternal modding doesnt work :(
every I drag and drop the mods into the active mods folder they snamp back into installed mods when I click off
Original map or map remake?
Diablo 2 inspired map.
Oooh!
can you load multiple mods? ex: gameplay mod, map
What would name should this guy have?
Doing great!!
Is this a custom enemy?
Neat if so, we haven't seen custom enemies or weapons yet.
Cybones, cyberbones
boners
that was my first thought XD
Boned
can you confirm something for me, guys? Does idS and mod work only for deluxe version with both dlc, or it works with DOOM Eternal without addons too?
Ye you can
you got vanilla or deluxe?
How are people enjoying idStudio?
for old DOOM maniac is like constant Christmass π
I don't understand how to set up an encounter, and that pisses me off
I mean, yeah there is the documentation page, but it doesn't explain how to set up the encounter via script, it just throw me a bunch of commands which i don't know anything about
Otherwise, it's cool
Awesome, but still unfinished
It's a beta after all
yeah, that's fun - there are function and just use them π Gimme a sec and I'll make a simple tutorial map with encounter if you like.
That would be very nice, but do it only if you want to, i don't want to annoy you
ok, let's do it
Good but doesn't run well on my home PC. Well, runs smooth until I start editing geometry, or adding entities, then it stutters and eventually freezes
Works fine on my work PC though
Loving it. Documentation could be better, but I'm building a custom level and having a lot of fun figuring things out and getting it working
Terrible documentation but so much fun to play with and see how the game works
You should see QUAKE III official manual for radiant π (but it wasn't bad)
you need to build in build menu: and slowbuild ofc
in encounter manager you can see:
remember you can spawn only ai you got this in that queue!
you can't use command spawn ai marauder - cause he is not in queue - so he will not appears
you can experiement with commands - you can add time all kill count
in this tutorial I'm spawning 32 max possible ai at once - so your pc can stutter for a 1-2 second (but probably depends on RIG)
Wow, that was fast
Thanks a lot !
tested, working
Work for me too, but only on your map
I set up the encounter manager on my map, nothing happen
I probably have done something wrong when following the tutorial
I'll start again from 0
you can make it exactly like in idS documentation, and than just set as you like in encounter manager script
remember to make nav for ai
you can copy everything from my map to your map - but remember about nav
also check don't you have by accident switched off some of those
@solemn orbit well it is beta so it crash,freeze,errors etc. But It's OK so far.
Thank you all for your responses. My overlord will be pleased.
THERE IS UPDATE!
for DE and idS about 150 megs
prob bug fixes then, maybe next time
yeah π
i ave reported almost every crash. Most of the time it happens when editing TGA files and saving them while they are displayed on idstudio
@empty bobcat I played your Dead Simple map yesterday, I have a question if you don't mind. How did you trigger the walls to lower after the Mancubuses are all dead? Thank you
I'll show you....
the walls are a one mover:
in encounter manager I used that:
ah so when 8 enemies die the first trigger goes off?
yes, I forgot there is a counter too, yes
if count 8 - do - mover goes down
ok amazing, ill give it a try, thank you!
Yesterday we talked about checkpoints - and it worked - I even made tutorial map - today I can't force it to work on my new map. Maybe because that I copied it.
like auto-save point?
something must have not copied over...
tonights project is to finish the caco attacks and try to add elemental effects. I wonder where i can "hint, hue, add watermarks" to the slayer hud. Like being hit by a frost attack and have your screen turn icy for a few seconds.
i also need to slow the slayer down for that duration. Or make him vunerable, or jsut do about anything i feel like. Depending on the element
yeah...
ok, now working, but I still don't know what was wrong.
How to prevent AI climbing models like this?
should I set it as nav?
you can add a monster clip texture, it will let you walk there but not let monsters
monsters also wont jump long distances unless you place traversals (info on wiki) so you might not have to do anything to prevent it
yes, I know about clipping for monster (funny cause this model has clipping for monster) but I don't want build clip for each model on map.
Also I found after checkpoint respawn I can activate again trigger for encounter ;/ How to set trigger as ONCE only?
ok, found
the question is - if player dies - the encounter is still in game or it's over and I need to restart it from first script?
Im not positive but I think there's a way to create a prefab
ok, looks like checkpoint store only info about player, all killed demons I have to kill one more time
maybe it worked like that in DE, I don't remember π
A little tip: more than one Archvile on map is a carnage π
I can't beat my own map π
wait a second - archvile can spawn marauder?!!!!!!
how do you guys even figure out skydomes π
you can just use model (but I don't know how to set other texture on that) or copy from ref map
Guys, do you know how can I change skydome texture? Manual Material remap doesn't do anything.
looks like im going to have to learn blender ... anyone use that here?
donut build time
yah .. but im going to make these eventually ...
really going to use the basic hell knight base, but i still need to add shoulder and chest "armor" onto the model
not to mention new texturing, which will be another challenge i must learn
also want ot make the alpha 2016 imps, but im hoping thse will get released IF we get the 2016 asset pack
I liked this imp a lot!
there he is, yes!
That from the early e3 trailer?
i would HOPE its model exists somewhere. Be a shame to purge it like they did with the 2015 QC gameplay demo they showed behind close doors while i was taking a ~dump dealing with other things
Oh you know it's on a HDD somewhere haha
Guarantee the high poly's of older rage/doom3 or even early quake stuff would be backed up
a version exists on one of the MP maps!
specifically the one that has all the monsters inside the cryo tubes
DOOM 2016 alpha was superior alpha, it had all models showed in preview, they didn't use those models in mulitplayer test, but they were there
there was imp, caco and cyberdemon for sure
https://idstudio.idsoftware.com/release-notes Release notes for the build update today. This is the first hotfix for the DOOM Eternal Launcher and idStudio. This version fixes the login to BNET issue we noticed users were facing, and some QoL and other bug fixes and improvements to both the UI of the Launcher and idStudio.
Thank you!
Woo!
so where do i change or add a monsters projectile?
Is there a chance downloaded mods will be playable offline in the future? Sorry if I misunderstood something as I only did some reading so far, but it doesn't currently seem like the most robust strategy to maintain a library of mods and a modding community if it completely relies on the BNET login for years and decades to come (compare with e.g. Quake or HL2)
Edit: I guess the question is not relevant as there were some mods even before the idStudio release.
Anyway many thanks to everyone who made the release and documentation of these tools happen if you see this, and ofc everyone who made the base game!
it getting blooder here
guys, do you know how to change texture on sky, I even did, but the texture is weird stretch on sky dome.
so packaging my mod, i have to click every box or else it doesn't work. 2 gigs. it is what it is
what's the difference in building nav if we select or not select in wizzard "flight"?
That is simply not true.
I know what mod you're talking about. It's possible there are some unique files needed for green blood - but I refuse to believe it's 2 gigabytes worth
How exactly are you achieving the green blood effect?
yah ive had hate mail about it already
depends on what part, i replaced the hell knight wounds, stuff specific to the hellknight, ... BUT lots of FX had to be inherited and changed via color. Had to do the same for the gorekit and nuggets, then remap materials for that HK. honestly can't remmeber all the changes i made
So there are texture changes...alright that definitely will bump up the size for sure
But again, follow the packaging guide here https://wiki.eternalmods.com/books/0-idstudio/page/what-files-should-i-package-for-my-idstudio-mod - If you're just "clicking every box" and packaging your art folder, at a minimum you'll be doubling the size of packaged textures for no reason
When developing a mod, many files will be generated in your idStudio base folder.It is crucial that...
When it comes to packaging FX / gorekit stuff, there are definitely some unique files that need to be included beyond decls. I don't think those are documented yet in the packaging guide - possibly generated/cooked/ ? If you figure that out do let me know
However, for decls and textures, the packaging process is fully understood and documented on that wiki page I linked. For everything else - you'll have to do a process of elimination and search through the contents of the different folders in generated - try and figure out what files seem relevant, and which aren't
shirt
Why does this happen
YES! making this boi custom just trying to figure out everything lol!
question how close is this editor to idtech 4's editor?? could some tutorial from back then be helpful on this version??
Cheers! I can not express how awesome you guys are 
holy shit beating me to it
praying on your downfall
wednesday 
my dudes
it's wednesday of pink t-shirts at the office
brush building is the same (plus vertices bugs)
I figured this out, incase anybody else needs this at any point!
Maintain AI's appear to stop when the encounter manager reaches it's last command. Regardless of the fact that it doesn't have a "Stop Maintain AI" command in the chain. Useful to know for those who are building and testing an encounter wave by wave.
So exactly what changed about the Bnet login for the launcher? It still asks me to log in again every single time.
Awesome.
started messing around with the map editor π just trying to feel my way around it, takes a bit of getting used to
I see in maintainaicount in max_spawn_count you use 999, set it to -1 It will make the demons respawning infinitely, until you use the stopmaintainai eventcall
Hey! Yea that was my initial attempt to fix the fact that the Maintain AI wasn't working. The second screenshot is the current one, and is correctly functioning using -1
oh yeah I didn't see the pic in right
did you use group label because It will make your life easier you don't have to set the aitype in wait commands eventcalls
I haven't used those but I will give it a look, thank you!
Yo can I ask you guys some thing
not sure if you got this yet but here is how you can change it
pretty funny to watch lol
i tried that but it didnt change. but my monster is unique AI that inherited from the caco
i htink it is in AI compenent, but for some reason that isn't doing it too
the background music π
ahh i see, wouldnt know about it with changes to the mob itself, this is basically default only ig
young thug - with them 
I have but a humble request, does anyone know how to trigger a level exit? Is there like an entity volume that triggers exit on entry or something like that? Thank you
ok i found it, it is called a "Level Transition"
you can connect a switch to it
@empty bobcat i successfully managed to create an encounter π
I just have one question : how did you enable the dash, blood punch, equipment launcher, etc, in your map ?
I don't see any command for that
If anybody knows, you can tell me
That ez
for testing:
For ship, I believe it was covered by saleem up above. IIRC you can add equipment on level start via a logic designer script. Haven't sorted that out on my end yet though
Ty Iβm busy
Thanks a lot !
ugh still cant change the projectile, getting frusterated
change that to whatever you want
Have you verified your custom caco is the one that's spawning? it's not spawning the ai type your inheriting from, is it?
eg. custom caco spawning, not base caco
What is the name of the grapple hook asset/entity featured in TAG2?
(the thing you shoot the meathook at and go weeeeeee)
I'm trying to figure out how to change the state of two doors (front and back) of a room to 'locked' when a player crosses a volume and activate a encounter, and then changes the state of the doors to 'unlock' when all demons are killed/encounter completed. Does anyone have a good example/reference for that?
Yes! I do!
Okay so you want to look for the "Start Lockdown" command in the Encounter Manager. It will want a reference to the door you want locked
it's made from two things, one sec I'll recall it...
and
Sorry I'm really bad at remembering to actually reply to people so they get a notification.
So read above.
The lockdown node should do what you want. It works on the energy barriers, so I imagine it should work on the doors
but do you need to put those energy barriers by the hand, I guess?
nice, alrighty. I'll check it out.
I'd prefer to not have the demon barriers...if possible
You do, yes!
I'm pretty sure it works on any door-esque thing. If I recall, Nekravol only uses doors and not hell barriers, and they work the same way!
Wonderful! Thank you so much!
I'm trying to make this scenario: 1 encounter - encounter 1 ends - save checkpoint and start 2nd encounter, 2nd encounter ends - save checkpoint and start 3rd encounter
Need advice? I've literally just made that so I can help you out if you want!
oh, cool! I made something like that, but it do not working
if you can just copy encounters to new map and put it in here
with all linked entities
I can't finish my map because I want player can save his progress, but for now each time he back to start and first encounter
Show me what you have and I'll guide you in the right direction, I'm away from my PC atm making food so it will be a little while before I can make it for you
would i add a startlockdown node for each door? There's only 1 activation target. Sorry, I'm still trying to figure out encounter manager, scripting, etc....I'm more of a level artist trying to figure out this kind of stuff π
I think so - Unless there is a way to link all the door actors to one actor, and you send the Lockdown to the latter.
Also don't apologise, it's all good! It's what this community is here for!
thanks, ill test this out right now
ok, gimme a sec I only set entities on map
what is the difference between Ctrl+J and Ctrl+K?
I'll check in keys π
J links and K connects.
I couldn't tell you why those two things are different though
didn't seem to work, do I need to link the door to the encounter manager perhaps?
almost ready
I've ran upstairs to get some screenshots for you! Hopefully this helps.
- You need a User Flag Trigger (found in Encounter - Trigger). Edit the User Flag variable to whatever you want to call it.
Connect these to the two encounter managers.
- In your first encounter manager, create the node "Raise Event Flag on External Script".
The Encounter Script parameter needs a reference to your next Encounter Manager.
The Event Flag needs to be "User Event" and the Userflag needs to be whatever you called your flag.
Also (not pictured) add a "Disable Script Manager" at the end of the Encounter Manager, to make sure it doesn't trigger again when the player respawns.
- In the next Encounter Manager, add a "Wait for Event Flag", set this to "User Flag" and then select the flag you made earlier.
Also not pictured - Trigger all of your encounter managers at the start. When the Userflag gets activated, create the checkpoint at the beginning of that Encounter Manager.
Sorry that's longwinded, I hope that can help! I will be more available later if it doesn't
Are you sure you are using a door and not a model?
ok, studying
yes, these are doors added by new entity > interact > doors'
Show me the set up?
oh! I'll back in while - it's not easy to set it, but I'm on the way by your guide @cobalt cipher
Sorry, I was looking at some examples on the base maps. I saw some interesting stuff with target/relays and such so I'm going to try those out real quick.
I'm not sure if anyone remembers the digital foundry video from awhile back. But it's cool to see idstudio being showed here. Lots of cool stuff with toggeling geo decals and such. https://youtu.be/UsmqWSZpgJY?t=415
Doom 2016 saw a classic franchise and a legendary developer revitalised - but Doom Eternal ramps everything up to the next level. Join John Linneman for a deep dive into id Tech 7, a look at id's development environment - plus of course, all formats are tested.
Subscribe for more Digital Foundry: http://bit.ly/DFSubscribe
Join the DF Patreon, ...
Nice! Share with the group if you figure that out!
I guess, I did something wrong π
For some reason, I thought that was made with bezier patches π
Not sure if ID Studio has support for bezier patches tho
Table editor? But I didn't touch it
That would make it a lot easier for me to write a map converter tho
Okay, I figured out how to incorporate locked/unlock doors for a encounter. You will need a target/relay + target/interact_action for each action. In this case unlocking/locking
- Create a target/relay node
- Create a target/interact_action node
- Click on the target/relay node and under 'targets' add the target/interact_action node
- Click on target/interact_action node
- Under targets, add the doors that need to be locked/unlocked during the encounter
- Scroll down or search for 'Action', set this to locked
- In your encounter manager, add a trigger command > activate target, place this at the top of the encounter so the doors lock.
- In args > target, make sure this is set to the target relay for 'locked doors'
Repeat the above steps, but for 'unlocking' the door after the encounter is completed
Added steps for this in encounter manager:
- Add 'Wait AI remaining: 0' at the bottom of the encounter script in encounter manager
- For the Activate target for unlock doors, make sure it's at the bottom.
Never heard of that, but I've been thinking of writing a map converter from different Quake-based engines for Doom Eternal, so I need to investigate the file formats and everything
@cobalt cipher figured it out π
Brilliant! Nice work! I'm saving that now so I can refer back to it later!
Does anyone happen to know anything about the .map format? Is there any documentation about it?
Did my basic art pass and got he encounter setup for the ambush area. Glad I figured out how to lock the doors in this area. π
Looks great! Can't wait to play it!
thanks, lots of stuff planned but I think it should go quicker the more I learn idstudio lol
Oh yea likewise! I'm currently working on a Nekroval Pt1 Master Level and I think I'm finally at a point where I can get through it quicker now! I've literally only "finished" the first zone today
Can't wait to play that!
I'll let you know when I'm ready to playtest! I think I'm going to aim for the first tests to be once I've completed the Kalibas fight! Which I'm aiming to have done by next week!
Can't wait to see what you do for the Kalibas fight, for some reason I always get beat in that arena. Those pain elementals....
Oooooooh you're gonna hate this π
You gotta cheat it slightly, weaken all the turrets without destroying them so you can take them all out really quick and not get harrassed by the Pain Elementals - but that's the only advice I'm giving π
aww jeez
Has anyone noticed a way to set the move gizmo to use local rotation, not world rotation?
Trying to work out how some of the shipped geo was snapped together while using arbitrary rotations.
The ' key
ah ha, thank ya. I couldn't find it anywhere in any menu's
However, it's buggy. If you duplicate a rotated item, it's local rotation will become identical to the world rotation
Hrm, interesting. Will def keep an eye out for that
Yea it's frustrating! I don't know if it's a bug that can be fixed or only happens occasionally. I'm mostly doing gameplay design so I've not have to move stuff around too much
Gotcha. I just did some random test to duplicate some geo and it seemed to work fine. Guessing I'm doing it slightly differently, or it's not 100%. Guess I'll find out in time
Any idea how geo like this was placed accurately?
The meshes aren't snapped to the grid, however they are aligned relative to each other.
I could imagine building the section on grid, then rotating/positioning them as a group, but that's not at all ideal.
Taken from e1m4_boss
I know GZDoom Builder has variable grid rotations and such, allowing bridgeburner to commit all kinds of crimes, but I'm not familiar with anything similar in radiant... idStudio
oops, aged myself hah
Cacolantern WIP, will aslo add textures to all horns and teeth. Used something from the internet but im going ot change it to a etenral texture
looking at tiles right now, anyhone have suggesetions for somethjing molten in fire?
I'm not sure, but what does the "Align work plane to selection" option do?
Ignore the arrows - I took this image from the documentation
oh snap (pun not intended), aligning the work plane does the trick
Neat!
Aligned vs default
Alrighty, it all makes sense. The catwalk in question was built at a rounded angle (30 degrees). So presumably the workflow is to place your initial mesh/entity, rotate it as desired, then build from there based on it's rotation.
Makes sense! Glad it worked π
Yah, worth noting, the align work plane button will be greyed out if you have multiple entities selected. That's why I missed it originally I think
Does anyone know how to get music working in a custom map? (For some reason the main menu music just continues playing) thank you
You need to place a music entity and change the state in an encounter
I would generally recommend going into the entity properties on geo like this and turning the player and monster clip off on the entity, and then using brushes with the clipNoAreas or monsterClipNoAreas material to make a simpler, smoother shape resembling the geo (that would go in the nav group). Doing that is what helps prevent the player and AI alike from getting caught on geometry and giving the game that "Skate Park" feel without anything interrupting your flow in these situations.
thank you for the response, I will try this tomorrow as itβs late now, itβs one of the last things I need to add to my map
i found a texture i like but is there a way to extract it as it is in the preview?
Next stage of caco evolution. lots more to do
nice
Great thanks for advice! I thought about this, but it's lot of work now (I should do this on the start and just copy, now I got so many object to fix π₯² ). Hail to id!
thats sick
hi guys i notice that for some reason the usage of ram on the editor will jump almost to 80 thousand then it will crash is anyone else having this i have 128 gigs of ram and all i have done is a add a model of earth building and a floor and then boom ram shoots to 80 thousand
Wow that's a lot of ram. Not sure why but editor will crash,errors etc.
yea its super crazy
one thing i noticed that drops it back to more usable is if i move one of the windows in the editor
then goes for 65000 to 17000 but if i dont then it goes to 80000 then crashes
super strange
ohh and it repeats
so if i dont move a window in time i am screwed
Weird.maybe try a different layout.
will do i was using id default
ill test the others but def some mem leak of some sort
I like I'd standard. But the editoressed up on me again, where I can't use it right.
also is there anyway to open editor without opening doom eternal
I got most crashes when I got Preview window active
what do you mean? If you run only idS from steam you need to make a new mod project each time, so it's for now best idea run it from the launcher. Running idS doesn't mean you run DOOM - you run engine inside the idS.
where is the laucher part of the file
cause i been doing from steam then opens the editor then doom eternal starts playing as well i wasnt sure if this was normal i come from doom 3 editor days when we got into editor via console cmd
lol
ok i figured out what you were talking about thank you now to just gewt this dang mem leak solved
ok further testing id og was the reason of the leak not sure why but standard works like it should
you ofc opt in beta, right?
Any mention of mod support for PlayStation?
[...] IIRC you can add equipment on level start via a logic designer script. [...]
You should use Devmap Inv Loadout instead. Despite the name, it gets used whenever you load a map without an existing inventory, whether starting a new save slot or using themapcommand (which doesn't preserve your previous inventory).
Every vanilla devInvLoadout from E1M3 and onwards includes the "ability_dash" item. If you want the player to start with everything (and the Sentinel Hammer), simply make the map start with E5M3's devInvLoadout. You can also make or edit a devInvLoadout in the Decl Editor if there's no vanilla devInvLoadout with the exact weapons/upgrades that you want.
@agile lily ATM its steam/PC only.
Guys, I havenβt been getting much progress on my map to the school this weekend. I will show some progress.
looking awesome, let me know if you need help with stuff
Okay, so this Praetor Ward level looks decent, but gameplay wise it's really rough. Poor collision, no runes, way less crystals and suit abilities than you need to get by, enemies randomly dying from getting stuck on geo and ledges, overall awkward arena design, etc.
The description states it's the author's first effort at working something out with the editor, so I'm not too pressed about it. What bothers me is they expect proficiency from the player with close to no tools and force them to work around unreliable traversal. Kudos to them, but I'm skipping this one for now.
Currently reworking the intro part of my level, still needs some work but it's starting to get some shape
As someone that's currently making a UAC base level that looks super ugly. Do you mind if I ask where you're getting your assets? I've been pouring through the browser folder by folder. I found those consoles. But where did you find screens that display stuff? Or that teleporter thing? And lastly, how did you make that door frame have a green light? Mine doesn't light at all and I just realized that it should lol
I'm not sure if my asset browser skills suck, but I find it takes longer looking for models than it does doing anything else
Are you going into the Mars Core level to grab stuff or just the asset browser folders?
I'll post screenshots when I get home. I'm currently at work. I basically just have 2 rooms made out of brushes with some consoles and office chairs to the sides. So visually it's not great.
Most of my time thus far has been on the first encounter. I have the doors lock, music state change, portal animation with sound effect, baron charges through and some other AI spawn. After the encounter, doors unlock and checkpoint triggers. So I got the gameplay for the first room done, but now I need to make it look good. Then I'll continue to expand the level.
Going to Mars Core level directly. Also you are right it does look a bit bad rn. Might have to change more
Wait, I said my level looks bad. Not yours. Yours is looking great.
Oh lmao I misinterpreted
Yeah no, I'm jealous of how good yours looks compared to mine lol
Btw to answer your questions, for the teleporter I used a bunch of models, don't remember the exact ones tho. For the green light you get one light model and you change the emissive color and emissive scale
I'll try going into the Mars Core level directly when I get home to find some stuff.
Okay that makes sense. I will play around with the lights when I get home.
Thanks for the help! I really appreciate it. And again, your level is looking great! I look forward to seeing what you do next.
I'm actually still debating whether I should making the lighting red or not, but I'll have to test it once I get home
My lighting plan is to do some rooms white and some red. I'll probably do some blinking red too. (you can create a logic info entity and set up light fading through nodes in the logic inspector) My first encounter room is white and when the encounter starts the encounter manager turns the white lights off and turns red lights on. When the encounter ends the encounter manager turns the red lights off and the white lights back on. I think that's a pretty cool effect
Neat. Was def going off the name and assumed that for ship there was something separate. That's much more straight forward though. Cheers!
tracing the gm construct map with brushes for navmesh π·
Still need to do some roofs and underground bits
The definition of pain in one image
It's been hours
brush gaming
tonights goal is to package like a genius and not like a idiot. If only I kept track of every decl i altered
Wouldn't modified ones be saved to your mod dir?
not sure if it creates a copy if you edit a base game decl or not though
are you creating new ones or replacing?
mostly replacing or iheriting from the OG
i had to edit the base ones for the green blooded hellkngihts, since some demons shared the HK's explosive effects such as the whiplash blowing up into green mist
so i gave the whiplash the gargoye FBG(or whatever) thing ... lol
well if you are creating new cacos there's no need to replace stuff
yah nothing has been replaced or edited in caco's, its all inherited from the monster.
Yes, but it does say inherited from the cacodemon/whater/decl. That shouldnt be a issue right?
I havn't figured out projectiles yet, it will not let me attach it to the actual caco i need it too. I looked deeply into your cyber caco and you must of did something i can't see
Think not, that's how you are supposed to do it actually
To change projectile you need to go to the aiComponent_Cacodemon or something
yah it gives me all the basic properties without having to put them in manuelly
Yes i changed it ot the imp fireball for all three "attacks" or whatever. Still pulls the cacoball out
ill mess around it more when i get home, there must be someting im not doing correctly. I have a few theories thanks
you can always send me your decltree and I'll look at it
if only i could open up idstudio at work! this work laptop can barely run doom 2016
You got me curious. So I gotchu.
Don't edit the aicomponent for the caco, that'll apply to all variants of it. You want to edit the ai behaviors to override the default attack projectiles.
- Check AI Component which defines 3 attack projectiles (pictured)
2a. Create an inherited entityDef for each caco variant
2b. Create an inherited behavior decl for the caco variant - Remap the projectiles in the behavior decls
tbf - dunno what the levels of caco bile does or how they're triggered. But I got a caco variant firing rockets without overriding the vanilla version
thanks for the research, ill look more into when i get off work. Maybe ill just leave early so i can do more modding
I understand the urge to leave early to do some modding. I just keep re-reading the documentation during downtime at work lol
i have the bank coming in for a "inspection", have to wait for that at least. But I do certainly have a sniffle ... i need rest
pro tip, change the file output format to .mp4 in OBS, so it embeds in discord*
Out of curiosity, would making a status face mod be possible? I'd love to see modern Doomguy doing the eyebrow raise and everything else

If it's only brush data, it should not be hard to convert the original map to id Studio's map format
if you can get the map file open in TB or Quark there is a path to idStudio through converting to a doom3 .map
@tight hinge This is my shame lol. Goal for the weekend is to work on the visuals for this room so that it's not just a box brush and a couple things here and there
not a bad start, one tip tho, use a scale_guy model so that you have a point of reference
room might be a little too large right now
Yeah the ceiling definitely has to come down. I'm spawning a baron in the room. So I need some space for him, but it's definitely too much right now
Alternatively, add some verticality, use the space provided by that high ceiling
if it makes you feel better this is how I started lmao
AI Behavior -> DECL. That is what i was missing thanks. i really need better glasses
That helps lol. Btw sorry to ask again, but do you mind screenshotting how you got your door frame light? I have looked everywhere and I don't see it
Can guys recommend any good tutorials or are you guys just brutue forcing it ?
Back when I started, I too, started with a box
There is no shame in your first box
in more ways than 1 right Kroniid
im starting with making new demons, its all i want to know at the moment. ive had my fill in map design for classic doom. I hope to finish my only megawad this year, its been 10 years in the making
Box map, followed quickly by a recreation of your childhood home, then ???, then profit
By the way if you run into any more problems like this you can use the cvar encounterScript_debug 1 to view any running encounter scripts to see what step they are on and get debug information on them. If multiple encounters are running at the same time you can use Page up and Page down to swap between them. If your encounter ended early as it did here you simply won't see an encounter.
able to change projectiles that exist. Creating a new one still escaping me.
yes got it, it was under entity def, i missed that
now to give it elemental effects, hmm, not sure how crazy i can go
There is no possible to unlock whole refmap at once in editor, right?
That's super useful to know, thank you!
I was up late last night turning my big ugly box into a pretty hallway. The pretty part is still underway, but it's getting there. This weekend I'm going to work on the next room which will be a big arena. Would it make sense to have the arena on a refmap? I want to keep the arena stuff separate from everything else to make it easier
I'd recommend having different parts of the level on different refmaps
Also inside of those refmaps I separate geo, navmesh, decals, particles, etc...
Okay thanks I'll go forward with the refmaps then. I've been using groups for the various things in my hallway so that I can easily ghost and hide things I'm not currently working on.
Does anyone know how to play spawning FX (visuals and sounds) when spawning in monster AI? thank you
Where are the health properties of the demons ?
I can't find them, not in entitydef, not in damage, not in aicomponent, ...
Well, i thought it was this, but the editor tell me that this property is "read only"
So, either i have to look somehere else, either i have to change some editors parameters
hmm, all AI seem to have value of 100, so it must be 100% of a number defined elsewhere
not sure if adjust values here in behaviors/ai_name/default helps?
in the idTarget_Spawn entities there is a parameter that you need to update to AIOVERRIDE_TELEPORT or something like that
either there or on the spawn settings in the idAI2
I will try this now, thank you
Yeah, but does it have an health property ?
in the ai entitydef there is a health component
Yeah, but when i try to modify it, it tells me that the property is "read only"
What is idAI2 ?
under class it says idAI2, I'm not sure how to edit it yet, I'm gonna make a coffee then take another look
Actually nevermind, the health property is editable, don't know why i cannot modify it earlier, but now i can
I'm so sick for 2 days that I couldn't even make simplest encounter today morning π¦ I just can't focus π @cobalt cipher sent me how to make checkpoints between encounters, but I can't force to work this. I hope I'll be better at weekend to back to this.
I was looking at horde encounter, but there is even combined logic (real complex built). I need some simplier to play with to learn. Would be cool if we could unlock whole map, cause searching in ref map for specific part of map is a bit hard specially if it unlock only part of gameplay. If someone has box map with simple horde encounter I'd be grateful.
I just want to make 2-3 waves and saves between those waves. So simple example would be fine.
BTW. how do you guys bake master/horde map? I mean what kind of bake do you use after you make some changes on ref maps.
Is there no way to trigger a checkpoint in encounter manager?
you can use activate target on a change_layer
that's what I did, I put in encounter manager Activate target (I'm not at home now), I don't remember. I did like this MAP07 - when I have Activate target and the walls go down. But with checkpoint it doesn't work.
You could bind a commit trigger to a mover that is triggered by an encounter manager (its probably not a clean way to do it but it might work)
yes exactly this - I just "show him" activate this, but looks like it doesn't work.
Nekroval activates checkpoints in the encounter manager, I recommend downloading and looking at that if you want to see how it's done
I remember you said you work with nekrovol. I thought about check this too.
As for building changes to a base map, you will need to do a full light bake build (I can't remember exactly what it's called right now). They take a very long time and eat a lot of resources so I would recommend only doing so when you're sure you've got everything in place
I got all assets downloaded.
btw. did you make for this encounter some logics? I mean logic functions.
Otherwise you can preview your map changes using the slowmap command
I'm not sure I understand, sorry! Could you explain further?
Sorry, my brain doesn't work great now π I mean Logic Functions - did you use any of this combined with encounter did you show me last time?
I looked into horde map and in Logic Editor there were encounters scripts, but I didn't understand anything from that.
Oh I see! No I haven't, I'll look at doing it later if I have time to! Or at the very least making a flow chart so you can see the logic laid out easier
I was real angry for myself today morning, cause I wanted make quick simple encounter + this what you showed me (I tried that 3 times already), but even simple encounter from manual didn't work for me.
π
Progress takes time! It's all good!
So have you managed to get any sort of encounter working?
I got only my basic encounter in my new hell map - it works like this: wave 1 - spawn weak 32 enemies, wait untitl count 32 (after this I put trigger layer, but doesn't work) after this go to 2nd script - spawn heavier 32 ai, wait for count 32 (checkpoint), and 3rd spawn badass ai and the same.
Everything works except checkpoints and music (I put there set music on start). Also I found when I spawn 32 ai at once I got stutter for 1-2 seconds.
I had stutters in my MAP07 in first iteration, but later I rebuilt encounter and this stutter vanish - so 12 arachnotrons spawn super smooth without any stutter.
But I don't know what was the cause of stutter in old version of my MAP07.
Does the weapons have a anim rate scale, like the enemies ?
It's because i want to change the fire rate of the shotgun, but idk how to do that, i didn't find any anim speed related property for the weapons
Anybody ?
in the weapons decl there should be something related to delay after fire
That, right :
yeah that
I haven't messed around much with weapon decls but you can definetly change fire rate
The encounters don't save part way so if you want to save a checkpoint you would need to let the encounter end, save, and then immediately start another encounter. Also you can avoid the stutter you got by using a Staggered Spawn Command
Does anyone know a way to tell a sound effect to only trigger on first activation? thank you
I also cannot get music working
Great thanks for response!
So, I made my encounter series like this:
1st encounter:
I used Activate Target trying activate next Encounter
the 2nd is almost the same:
and 3rd is the same as 2nd
It's from wednesday, I didn't implement in this version Kroniid sugestion yet.
does the music trigger in your map at all? I tried something similar looking to this and it was either main menu music or silence
no, it silence
damn
accidentaly I had menu music in my entryway
but I realized day after published, cause mostly I do not use music in games
hmmm, I have tried lots of ways to get this working today, but nothing is working yet
I will take a look at your entryway level, I'm curious now and I love that level
I just put music entity choosed a music. I need to check what music it should be there...
This:
you see - there should be rip and tear music
Yeah this is similar to what I did, set the initial state, then told it to active in an encounter
and in editor when playing - I got no music, any, even from menu
oh wait! Maybe there should be sound volume?! I used sound volume for my new hell map and on entire volume I got nice hell ambient. Maybe it works similar?
Look:
and it plays this sound
oh so maybe it has to be attached to a volume of some kind
yeah, maybe, I'll try
I like your entryway map, it's interesting to see the original maps made in much more advanced engine,
im gonna see if I can get the music working as well now
You know that I almost delete it π I thought it looks bad cause wasn't 100% accurate as original. I started to build first map E1M1, but I was struggling with basics cause last time I used radiant was before 2010. So I switched to idea - build map with models. I thought it will be easy, but it still wasn't such easy as I thought. Also I had no template for scale and size for this map, and I was building it just watching DOOM II in a little window. When I almost finish it, I started to make MAP07, cause I didn't like this entryway. And than E1M1 came out on mod site and it was built same way I was building my entryway, so I decided to finish it.
Such entity doesn't work either:
Is it possible to change the challenges for mastering weapon mods? Like, lets say I want to change the 'destroy 25 arachnotron turrets challenge' to '25 mancubus cannons' instead?
In this case, for sticky bombs
should be a property you can change in the upgrade decl
cool ill check it out
either that or a perk
I liked it, seeing the modern ceiling lights and caver like interior was cool
hmmm
I'm taking a break for a bit, been messing around with sound FX and Music all day haha
I put music to volume but it didn't work
yeah, me too
Anyone happen to know the models for the sarcophagus box and lid? I can only find textures for them...
I tried 'find entities' when I right click, but it doesn't look like material is tied to anything :/
isnt the sarcophagus made out of brushes
which level is this model?
I thought it is at the end of dlc
It is....I checked DLC folder too since there were some assets.
Only other models I can find are the doom hunter ones.
we have no assets for dlc (except those horde maps), so maybe we can't find it
man, painting is so fun. I was realy happy when they added this to the snap map
omg I've just discovered Paint editor! What happens if we paint some asset? Is it replacing the original one?
Does anyone know how to put grapple points for the meathook into a map? I found the model, but no entity ? Thank you
I know... one sec
the model:
entity:
oooooh ok, thank you, couldn't find the entity
I was trying to figure that out too. Thanks marine
alright for projectiles, where can one make them heat seeking? is there a way to adjust how heat seeking it can be like in classic?
and is there not a way to test sounds? i know we can't add or edit sounds at the moment
just tried this out, placed the purple entity inside the model, it works perfectly which is great cause I love these things
Guys i need help
Is this normal that the demons are like theses?
well to be precise, like theses
no π
Anyone knows how to fix that?
that is very odd, does it look normal in the editor window?
you can right click sound FX and click preview, but i dont think it plays the whole thing if it's too long
Hey guys, I was wondering how to make a wave system with enemies I know I asked this multiple times but does anybody know?
Do you know how to create an encounter with spawning enemies?
ok 1 sec
ty haha, yes take a look at that first
then you can add a trigger to the encounter manager a bit like this, tell it to wait until you have killed however many enemies, then add more commands to spawn more enemies, and so on
so the second section there, instead of "active target" you want to have more spawn commands, and so on
Does anyone know why my monsters have no particle/sound FX when spawning, struggling to fix it
thanks
as someone who completely doesnt understand modding
wouldnt it be cool if someone made american flag gun skins??
i wanna complete my american set!!!
the 4th july set?
that would be a fun touch
or the eagle
rocket launch fires eagles
On the target spawn entity you use to spawn these, there is a property that is called "AI State Override" if I am remembering it off the top of my head correctly that has a dropdown connected. If you select Teleport in this dropdown they will use the teleport spawn effect as they spawn in
thank you sooo sooo much
well as much as i try to package my green blooded hellknights. I think it is just that big. It will not work if i dont put in certian parts of it. im willing to accept a badly builty mod, but i will not remake it at this time. perhaps someone can look at it. also Packaging is much harder than modding for me
i did lots of trial and error, several hours in.
i have custom cacodemons and hellknights to make. They are going to rock!
what do you mean by packaging ?
packaging for uploading into the offcial mod browser
oh, this is something i havent done yet
yah its tricky. You have a 2gb limit so anything bigger will be rejected.
i think if you package and go to upload, look at the bottom it should show you how big it is
yep, we still live in 2014
you can probably upload it to external sites tbf, like moddb/nexus
lol just kidding
but yah every time you touch decls and stuff, it may or may not generate it under your mod. So you need to comb through and remove those from packaging, or delete them from your mod folder. That is part of the problem and many not be intended
but unedited assets from the game shouldn't take up file space?
It would be nice if packaging had a better way to only use changed and new decl's and stuff. Maybe it does that ... maybe it is user error because i am very NEW to this
Update on my box. It's looking better. The only brush visible is the floor. I also got the scale under control, scale_guy ftw
All I have left to do is music, if anyone knows a way to implement music in a simple manner it would be greatly appreciated, somebody told me it's done using the encounter manager, but I couldn't get it working. Thank you
Ty
ye looks better
I also updated mine a bit, changed wall and floor texture and made better stairs
Can't wait to see all the maps/mods people come up with
My first map is gonna be something similar to that room. Not the same, but generally like the Slayer's mancave
As a bit hub-world enthusiast, I love the whole ship/mancave
Looks great! How are you doing collision on the stairs? Collision brush?
Just made basic full clip brushes
This is good practice, Doomguy isn't great at going up regular stairs
Joe Biden staircase
Wanted to ask about the argent music mod replacement, will that be getting added to the games official mod browser sometime? Currently whenever I try using it through mod injector I says it has the wrong MD5 hash, but Iβm not sure if they updated the mod injector or if theyβre moving it to the official mod browser now
The mod author is in this discord it seems. @lusty pelican
idStudio cannot package the mus.pck file, which contains all the mixing data. So I cannot add it to the Mod Portal yet.
whats the purpose of these cover small boxes? I see them a lot by spawns.
I think this is a place where AI can take cover
I see, thanks for letting me know
Is this a problem for all music based mods in eternal now? Or just PCKs?
Just the ones that use PCKs
Would you be able to dm me if that ever gets fixed later down the road in the portal?
If I remember, then sure.
Thanks!
snow looks all fucked up in the DLC< is that a mod doing that? strange
Don't know but doom marine is making a wave system in his map too, so i'm sure he can help ya out.
do you mean wave of enemies or water?
Iβm just trying to spawn in some enemies, but itβs not working
Iβll probably figure it out tomorrow. Iβm trying to release a demo for my map.
dont ya have to use encounter manager?
Thatβs what the wiki told me
This is kind of a lot. I donβt really use triggers. Iβm new to them.
thasts ok im a noob to editors too. i need to actually finish a map for once.
like i said ping doom marine and im sure he will help ya out.
I'm not sure what I'm missing. But I'm trying to spawn the player with only their fists ready. However, when I start the game, the player has the invisible gun holding pose.
wait, i think its because I don't have equip checked...
yep...it was because I didn't have equip checked lol
Joe Biden, wake up
Is there a reason when i spawn an enemy from encounter manager, theres no particle effects or anything they just pop in right away
Is there possible to listen sounds in editor?
maybe or make a simple box map and play sounds in that.
yeah, I can hear this in game, but it's not great to play each time to hear that sound I like is good
in manual there is play button, but there is not this in editor
preview doesn't work either
hmm no idea
maybe extract the sounds or change to a different sound file to hear them idk.
can you help noob out?
im not able to add levelinfo addon into my ashes 2063 game
ive put the levelinfo.pk3 into the bat file but it doesnt show up in the game
ah, you are talking about gzDOOM?
yes
#classic-doom-maps-mods would be the way to go mate
thx
I'm trying to force ai to rush player when they are few left on the map but zombies (except soldier hell) just standing and waiting when I approach them quite close. I tried to use command, but looks like it not helping.
Force all ai to charge player
btw. how you doint end map teleport animation: teleporter appears, player enters, end of map
I know how to make trigger + end, but not realy how to make portal shows up
Imps and soldiers are very agressive and attack player from far distance, but zombies not realy π
is the steam deck (and/or Linux as a whole) ever gonna get support for the mod portal? as of now it cannot download mods. I'm trying to download a 385.97kb mod and it just gets stuck at 0%.
no info about this yet
You need a nav mesh, there is a guide for this
https://idstudio.idsoftware.com/gameplay/ai/navigation-mesh
Right click --> preview.
Edit: Nvm just seen that this didn't work for you... strange
How to hide trigger volume and use it when we triggered it?
I want trigger volume hidden, and when triggered player can walk this volume and trigger other functions.
I bind a lot of stuff to movers, you can do this with almost anything that isn't a static brush
yes, that was my final idea, just bind all this and jsut call mover at the end of map. Generally - I just want portal showed up at the end of map, player enters, end of map.
I bound this way final switch in map07
old cool trick from DOOM 3 π
I have just tiny mover cubes under my map pulling all the strings haha
haha π good!
yeah, it will be the easiest way, I'll do that the same π
lol - "you got stuff 666"
Well guys, Iβm gonna try to make a wave system day too
how you do thart
that
Good luck!
So I tried it and it still doesnβt work they shouldnβt make it easier way to swarm these enemies because the Wookie is not really giving a good example of what you should do
My keyboard, I messed up my bad
But it shouldnβt be this hard to make a wave of enemies. Itβs kind of stupid.
I donβt mean to bother you, but is there easier way to make waves of enemies?
Did you build a nav mesh?
I did yeah, and they just wonβt spawn in
can i see a screenshot of what you have built?
My game crashed this stupid software. Let me just build it again.
this is what im useing
Let me set it up again, the slow ass process
@clever prairie Haven't tried my steam deck.but on my Linux Mint steam compatibility change to GE proton 9-11. Mod portal works and ID studio. But ID studio doesn't work right. I have to try get them on the same directory.
@oblique dirge
slowbuild it, build navigation, volumes, triggers form Build menu
this encounter spawns 32 ai at once, it's limit
Thank you, but do you know where the Gore objects are? I canβt find them I usually can.
what kind of gore?
Gore nest?
@empty bobcat did you figure out how to get music working yet?
I find by default there is no music, but if I put music in with an encounter it plays the menu music, so there is something happening, just not what I want.
What category is it in models or
no π I tried what I can, but it doesn't work
damn, I even tried setting a box sound entity to music, and I just got nothing
me too π
Doom Marine have some sad news iβm remaking the map I was originally making. I ran into some issues so I will make this one since Iβve learned a lot of things and I will make it the best it can be.
ok, that's look like interesting task π I can get waste an hour for this π Let's try make some music π
nothing go waste cause you always learn something
very true
Hi! I found out about IdStudio not so long ago. And so I want to make a remake of my map from DOOM2 for Doom Eternal. Can anyone suggest good guides to start?
https://idstudio.idsoftware.com/tutorials/build-a-simple-box-map
I would start here with their box map guide, if there is anything you are struggling to find in there I would CTRL+F in this chatroom or ask in this chatroom
good luck!!!
Thx! It's just that it's always hard to start a new editor from scratch. It would be trivial to get used to where and which buttons are located
Thank u mate!
It's quite overwhelming, but people here, both other modders and developers, have been very helpful, as the tutorials only tell you so much
@obtuse arch if you are in editor and fire up from engine window any campaign map - do you have music? I don't.
I will take a look in 1 second, just testing something real quick
I'm on urdak now, there is no music.
how are you opening maps in the editor, because when I did it before I was unable to see triggers etc. ?
Now I got music! I did like this: exit to main menu:
wait for menu theme start to play, devmap again urdak - and the music starts to play
so maybe the entity music works, but there is some bug to prevent to listen it
btw. where to find DOOM Eternal music?
you open the map like this and then enter the command line from your first screenshot?
no I don't open the map - I just run from console
yeah i cant find the actual Doom Eternal music from the levels, just music from the hub
this wont work for me, maybe because it's on a different drive on my pc... let me test
from the engine windows in the console I just devmap original map from Eternal
and I have any music, after trick with back to main menu and start the map again I get music
but on my map I got like "last music played"
ah i got it, i did a typo
hmmm, hence it playing the urdak music now
My in engine music is super loud
I wonder how the HUB handles music, as in the hub you can select and play music, which is not dynamic music that changes during combat
yeah, I thought about hub too
I'll try that later. thanks!
in the sameples section, this appears to be a list of the eternal music, but it is all under a section called Play_music_menu,
Maybe when the menu music is playing for me it is because i havent properly set the state, which is one of these here?
I will test
hmmm
Okay small problem, i figured out how to solve this before, BUT i seemed to forgot how i did it. When i do the chainsaw, it reverts to the OG model.
Some music entity on urdak:
is it connected to an encounter?
seeing how they set the states is really useful, cause this is probably what we are setting to the wrong values
I couldn't find. Is there posibility to unlock everything at once on refmap?
I copied it to my map, but now each time I got urdak music and I don't know it's bug or it works.
I'm restarting ids
I have no idea, I can't get the in game maps to show me any triggers
I wonder if inital switch state maykr_music selects this pool of music?
ok, after trick with main menu, I got urdak music in my map, let's try it to something else
James set your entity music like mine and test it
omg and it works?
Yeah, just booted my level and it stats with urdak music, before it was main menu music
Specifically this give it the music from the very beginning of the urdak level
this screenshot was the missing piece to the puzzle, ty so much haha
So this list of music:
https://idstudio.idsoftware.com/audio/events/audio/sound-events/music_ghost.wwu#play_music_menu
Is the Doom Eternal music
let's try than change it π cause even if I switched off - I still got music
You gotta Set Music State with Encounter Manager as well
https://cdn.discordapp.com/attachments/1271883689722118255/1279510556721545276/image.png?ex=66d4b490&is=66d36310&hm=f333712882d8c279b889fe29334298727e8e4e5d137b1ec52b36a320756d6658& This took more than a small effort. Still need to account for wall texture offets....then need to figure out how to grapple with texture pegging
awesome!
for me it's like this:
click the drop down arrow
oh i see the issue, i had this the other day
try placing the music entity, then save and reboot idstudio, the drop down arrow should appear
sometimes it doesnt recognise new entities in encounter manager
is the underscore in front of sound_musicentity_1 a typo?
no, it's name of original entity music copied from urdak
ok, save and reboot and i think it the drop box should appear then
question now is how to select a specific track haha
perhaps these files hold the key to what the tracks are called in editor? idk
maybe try placing a new musicentity and changing the parameters
yeah! good idea
I only changed the four options above, then set music state
and trigger for encounter
if you paste
music_ghost_states/additional_levelstart
that should do it
I hope it works now haha
hard to say, my encounter commit trigger is at the start of the map, let me check
ah, ok
of course music doesn't work, but maybe I need to make trick with back to main menu
did you build your map? i built volumes/triggers
yes
then im not sure why it isnt working....
encounter works but music not, I'll try trick with back to main menu
I gotta go now, but I will show exactly how I did this later when im back with screen record
and now I got music on map start
you did it?
ok, thanks for help π
but it's the same as before I put it into the encounter
ok i will screen record later and upload it