#eternal-modding

1 messages Β· Page 11 of 1

wanton flint
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It worked! everything is appearing!

prisma vector
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Great news.

wanton flint
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Wait now I have all my weapons from my old save on a new file?

wanton flint
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No matter what I just have everything unlocked when I start a new file???

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nvm figured it out sorry

oblique dirge
empty bobcat
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Is there possible to make brush nonsolid?

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I set noclip for brush, but it is still solid.

maiden ingot
tight hinge
polar nexus
empty bobcat
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Great! I'll check when back home! Thanks @tight hinge @maiden ingot

maiden ingot
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Toyota is right

south wasp
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Chunky! Digging this vibe. Lighting sets the mod well too, with those lil red highlights

hasty oyster
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baron variants here i go. Need to remove the claws, is that in FX? At work right now so im just thinking... I also want to add the gladiator hair like texture to the legs. Giong to use the 2016 nexus mod to get the texture

tight hinge
hasty oyster
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Yah i see the tga file ... it animates too

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the nexus mod made my poopymaster removed them but i didn't investigate how that worked yet

tight hinge
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hopefully that's something you can material remap

hasty oyster
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i did STEAL the skins though. Legs, torso, head and arms

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i tried to remap with a empty skin, it still showed the claws

tight hinge
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damn then you might need to modify the mesh

hasty oyster
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ill need to learn how to do that eventually anyways, BUT the base model in the editor does show the baron without the claws, which makes me think its a FX thing that attaches to something else

cobalt cipher
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Hey! How do I get the Archville to behave properly? I created a template for it and set it in the encounter manager.

However it's only spawning the top two units of the template list, and then it starts spawning in it's default list

empty bobcat
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yeah, my map is reborning πŸ™‚

tight hinge
empty bobcat
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I called it Cyberdemon's House, cause it was big that could contain Cyberdemon πŸ˜„

tight hinge
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interesting

brave wadi
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Doing research on upgrading my PC for idStudio and looked at the known issues: "AMD - idStudio force-closes after full build local bake of release map." Does this mean people with an AMD CPU will experience a crash after baking, but the baking will still succeed and everything will be fine outside of having to re-launch idStudio?

night onyx
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i've been having this glitch where damaged enemies have a pink error texture instead of the proper one

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there doesn't seem to be any documentation whatsoever

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thought this was a decent place to ask if anyone knew anything about it

empty bobcat
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But id uses amd.

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We saw this on QUAKECON on halfp1nt's pc.

cobalt basalt
empty bobcat
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I mean you got pro or not pro cpu.

cobalt basalt
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ryzen 7 5800x

empty bobcat
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x not x3d?

cobalt basalt
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yes

empty bobcat
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still great cpu

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my current is almost ancient πŸ˜„

cobalt basalt
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if you are running the modtools that cpu is still kicking

empty bobcat
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9600k can handle most things (yet)

fluid hatch
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I got a amd cpu n gpu too. Love it works great on linux mint.I would'
nt worry about that issue calvin cause your gonna freeze and crash anyway.So go team red imo.

hasty oyster
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anyone know where one can find the 2016 textures? Mainly ones for the demon skins? I want to try something

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i know somoene ripped all of that stuff out at some point

empty bobcat
brave wadi
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Thanks guys! Good to know the full bake still succeeds. I'm definitely considering joining team red

prisma vector
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would anyone know how to turn the heavy cannon into a burst weapon instead of a full auto?

bright bane
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Hmm, interesting question, curious to know the answer too

wanton flint
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Anybody know any good mods to streamline the campaign? I wanted to try the streamlined campaign mod but it doesn't work for me

tender tendon
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Imagine making a Halo game using the DOOM Eternal modding method and DOOM Eternal's engine.

ripe night
tender tendon
ripe night
wind veldt
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hii sorry if this is the wrong chat but
how would a gal get it's non-modded saves to be in the modded launcher?

prisma vector
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Can you try to copy/move your saves to the mod launcher?

hasty oyster
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trying ot attach gladiator like fur to the legs of the baron. Not going so well, suggestions?

fickle glade
wind veldt
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so I’ve had a random thought and I’m sure it’s not a unique one, but

would it be theoretically possible to make a port of 2016 to Eternal’s engine using the new tools provided to us?
and if not a port, how faithful of a recreation would be possible?

cyan niche
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Hello, I know I am new to this server, but I need help, I am trying to replace a skin of the slayer with another mesh that I made, and i don't know how to do it using the Id tech, could someone guide me?

midnight hedge
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@cyan niche from my understanding you can export the md6 file of the slayer or import custom one from a 3d modeler, both methods will create an fbx model file. If you are editing an existing fbx or creating a new one from blender you need to disable leaf bones and use fbx unit scale for export, these options will appear in the export tab after hitting (export fbx). Name the fbx file if it is a wholesale new mesh as the same as the md6 file you are wanting to replace and click import fbx as animated model and skeleton in idstudio.

midnight hedge
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@cyan niche keep in mind this is for the main model only. If you want to have it destructive you would need to edit the wound submeshes in the md6 file as well as the separate static meshes. All regardless are imported and exported as fbx files

cyan niche
midnight hedge
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@cyan niche for the slayer I belive in addition to the 3rd person model the hands in first person are a separate model so those 2 are what you are gonna be going for.

cyan niche
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what I am doing wrong? because I selected the arms and I click export to FBX as a aminated model, mesh and bones?

karmic musk
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It's all under Microsoft's Game Content Usage Rules

midnight hedge
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@cyan niche where are you exporting it?

cyan niche
midnight hedge
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Hmm. My setup that works is that I put it in my mod folder not the actual idstudio in doom eternal file path with steam.

empty bobcat
sour copper
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i dunno if this counts but im working on organizing the music files for the game right now, would anyone mind helping out when i have some trouble identifying the song?

silent ledge
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Has anyone tried importing their own decals yet?

halcyon stratus
halcyon stratus
whole cedar
wind veldt
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I'm no expert with Eternal's insides but knowing how games tend to work, I'd assume it's just an animation and it updates where the Tyrant's "position" is either the whole way through or just when it ends

plush thicket
whole cedar
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the model on the right is where i want the tyrant to end up right?

plush thicket
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YEP

whole cedar
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i finally got it to work, tysm!

prisma vector
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@sour copper I will try.

empty bobcat
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"Can you make this fence like for yourself?"
"Sure, I'm best builder on the world, you can trust me"

heavy torrent
empty bobcat
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this shape is not complex, but I don't remeber texturing and how to take texture from id studio and use it in blender?

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probably in the future I'll replace all complex brushes with models

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hmm, ok, I need to rethink it, maybe I should make it now... Thanks Mike J πŸ™‚

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Ok, the question is how to get textures from assets to use them in idS? Cause we can't texture models in idS, right?

muted bobcat
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No, my understanding of this game is pretty much limited to gameplay

muted bobcat
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you can load any checkpoint you want with
find checkpoints (pulls up a list of checkpoint names)
trigger "checkpoint name" (triggers the checkpoint, and after you press "reload checkpoint" you'll get sent there)

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you can get max ammo with "give ammo", max health with "give health" and max armor with "give armor"

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i dont know any way of unlocking things with console commands

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i have no idea how to get abilities

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huh, that has always worked for me

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... yeah, you have to be in the level for it to work

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You have to wait 10 seconds to load a checkpoint after you just loaded one

empty bobcat
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how to texturing imported model?

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or how to import model with texture?

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and how make model with DOOM Eternal texture, can we extract textures or something?

south wasp
bright bane
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Where is the fire mode parameter on weapons ?
Is there even one ?

empty bobcat
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I don't remember did I ask or not. How to properly change sky texture?

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If I only change remap the sky is stretched in U shape.

plush thicket
empty bobcat
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Just some materials are visible on dome, some not.

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Light is still not finish version, I'm still not satisfied it with it.

cyan niche
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how can i fix this bug? I am trying to get a slayer model, but everytime I try to get it, it pops up this error

full jacinth
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Does anyone know where the hammer gets/uses its damage decl from in the file system? When trying to follow in the engine I am getting led to a file which uses completely different damage values.

obtuse arch
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DoomWiki.org

Doomworld’s 10 Sectors competition was held in 2000 and is widely regarded as one of the most successful editing competitions in the history of Doom. It was inspired by a similar competition in the Unreal community called the 5 cubes competition.

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Just found out about this and thought it was really interesting, as well as Quake's 100 brushes event. Something like this for Eternal could be really interesting

prisma vector
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Yes it would.

empty bobcat
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HELP! Somehow I ghosted like selected area and I have no idea how to undo this - it acts like refmap but it is not in any refmap.

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I used ctr+shift+G by accident

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ctrl+alt+G = unlocking it!

wind veldt
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sorry if this is the wrong chat but I'm a smidge confused
is there any reason we can't login to our bethesda.net accounts in-game while mods are active?

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is it just to remove the ability to get achivements & play online? because if that's the case surely there's a simpler way of doing it

obtuse arch
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But, I'm not certain tbh

wind veldt
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I mean that makes sense
just weird way to implement it instead of having a bit of code that’s like
β€œwas it launched modded? if yes, disable achievements and access to battlemode”

hasty oyster
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is there there a way to change a global spawn setting for a certain demon. target IDSpawn (from a list) or something?

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entitydef/target/spawn

empty bobcat
slender iron
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How do i make it so there are actual flames/particles around enemies when they spawn?

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Cuz atm they just immediately pop in with no particles

tight hinge
slender iron
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Mann tysm 😭

empty bobcat
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Do you know maybe is there drum with cables in DOOM eternal kits? Something like this but with rope/cable.

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like this:

fickle glade
empty bobcat
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I can import fbx but I can't import with texture.

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not great, not terrible

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until I learn how to import models with textures there will be brush props

prisma vector
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Not bad IMO.

hasty oyster
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my mods are big because i can't package worth a shit. tough!!

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where do i edit what spawns? in other words, i wnat to randomize all the BM skins for mancubi, archvile, ect. Guess what, most of the gore destruction works on these. Would be coold to have a mod that utilizes all these

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I do know i have to create a new AI for the skins, which isn't a problem

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idtarget spawn, i need more direction

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or o i need to open every map and change every thing in there?

empty bobcat
empty bobcat
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It's done!

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model built in blender πŸ™‚

polar nexus
brave wadi
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Okay here's a dumb question. Sometimes when you place a model the manipulator is nowhere near where the model is. How do I reset the manipulator to be at the model's location? The documentation makes it sound like Space + Shift does this, but that's not it.

empty bobcat
empty bobcat
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@plush thicket do you know how to import model but I want to use more than one texture on it?

plush thicket
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sorry, these stuff have zero experenice with it

empty bobcat
empty bobcat
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after whole day of tests:

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on left brush, on rigth model

empty bobcat
empty bobcat
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I'm slowly replacing some complex brushes with simple models

empty bobcat
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I got such problem on start:
If I click yes/yes to all - editor delete all my custom models, if I click no/no to all - they work normally, if I click skip - they work normally. When I open map again I got exactly the same warning if I click no/skip.

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Models work properly in editor and game.

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Why editor says failed to load when they work normally?

empty bobcat
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new rails vs old brush rails

halcyon stratus
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Hellfire Cavern was great. Just... possessed marauders.

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Not that they're any hard, their AI just breaks. I'd rather have 2-3 normal marauders thrown at me than one buffed/possessed one faking out every green light attack and noclipping through the fucking geometry at his leisure.

halcyon stratus
empty bobcat
halcyon stratus
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Oh, gotcha.

empty bobcat
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But I realy like this brush version, but it's not real accurate rail πŸ™‚

halcyon stratus
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Yeah was gonna say, both look fine to me. I'm just stoked about custom models being a thing now.

empty bobcat
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I used that as reference:

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Copying on map brush version after selection few metters takes even 12 seconds. Model version is copying immediately.

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so they look cool too in game and are faster to use

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I also replaced trapezoid steel sheet

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now I need tons of foliage in this place πŸ˜„

fluid hatch
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Looking good i still think ya should model a train n passanger casrs. go through them fighting demons.

halcyon stratus
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Holy shit, an actual train level in Eternal would be fucking kino.

fluid hatch
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Any other fix for the new mod bug.every time ya start id studio it makes a new mod everytime. i tried that launch option but still makes a new mod. lately ive been getting cant find map or invalid path etc. i can open my map by finding it though.

empty bobcat
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if you start from Steam - you will get new mod each time, you need to start it via DOOM Eternal launcher.

fluid hatch
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i tried both and still same thing.

empty bobcat
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ah 😦

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I got problems with models, and now editor became slow πŸ˜„ when I put so many grass on it XD

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but in engine works super smooth

fluid hatch
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oh bummer maybe cut them down.

empty bobcat
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I'll see, maybe πŸ™‚

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I got about 10% map ready

fluid hatch
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more than me.

empty bobcat
fluid hatch
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is it just me or that last picture u have a lot of lights above your train tracks. looks great.

empty bobcat
slender iron
empty bobcat
slender iron
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I ripped them from gm_construct from gmod

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I imported them like pretty much any other custom static object

empty bobcat
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did you put texture to the same place as fbx?

noble coral
empty bobcat
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or import texture and remap model?

slender iron
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I took all the materials from blender, imported all the image textures into id (these mats only have colors, no normal maps or anything which made it easier)

Then when they were all in id i had to rename the materials in blender to their relative path in idstudio (right clicking the decl and selecting copy relative path)

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That way when you export the fbx and bring it into id it displays all the correct materials. If that makes any sense

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Image textures have to be .tga ofc, most image editors can export straight to that

prisma vector
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Thanks for info.

slender iron
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I might record a quick video about it cuz it confused the shit out of me

prisma vector
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Have closed captions please. I'm hard of hearing. And go slow and easy to follow.

slender iron
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Ill do my best

tropic oasis
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Been playing around with bounce pads, teleporters and monkey bars most recently, fun stuff. Gonna try and complete creating a simple arena soon, I've just been getting stuck obsessively analysing the campaign maps and how stuff are made πŸ˜…

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For others who might be looking for this info at some point (as I couldn't find it in the docs), monkey bars are also referred to as gorilla bars or vaults, and here's how to add one:
right click > new entity > interact > vault > pipe

oblique dirge
empty bobcat
whole cedar
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where is this particle effect referenced? im trying to create a custom cacodemon ai with a custom blood splatter color, but i can only modify the vanilla one

slender iron
halcyon stratus
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Why didn't they release the custom map that was showcased at QC?

prisma vector
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My guess was to show us ID studio. For all we know they could a deleted it afterwards.

empty bobcat
slender iron
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Another thing, the material tab has this drop down menu showing every material in your project, so you can make sure there aren't any you forgot to rename, So you don't have to keep re-exporting a model because of missing textures

slender iron
empty bobcat
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@slender iron GLORIOUS! I'm not at home now, but great thanks to you! I can't wait to check it!

slender iron
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Have fun brotha doomguy_grin

atomic gale
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My game just crashes at startup, any help?

fluid hatch
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Did it crash before the pc mod preview?

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The usual update your drivers, verify steam files.

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If on windows thats probaly your problem there. but on LINUX STEAM compatability GE proton 11.

empty bobcat
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Y forward Z up

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I only hope game read all textures not only diffuse πŸ˜„ testing!

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YEAH! Works perfectly!

slender iron
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Fuuck yes

empty bobcat
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even model with more then one texture on it

slender iron
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They should make that more clear in the docs ngl

empty bobcat
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now I can rebuild it (again XD)

slender iron
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Theres like a blink and youll miss it info point that mentions it

empty bobcat
atomic gale
fluid hatch
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Try uninstall the mods and see if regular game start with no crash.

halcyon stratus
fluid hatch
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@atomic gale also your only using the pc mod preview only and do not have the mod injector installed.

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@empty bobcat so are you gonna be our blender ho? LOL

empty bobcat
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I need to relearn everything πŸ˜„

fluid hatch
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still better than me.

empty bobcat
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I've just quick watched Impeshia tutorial to remind some basic, cause I forgot almost everything in blender.

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it's not like bikecycle riding ;D

fluid hatch
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theres so many youtube videos for blender. there alot of id studio i dont know either, looking at campaign maps helps a little.

empty bobcat
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Yesterday I back to prodeus and I forgot some basic shortcuts πŸ˜„ After 4 weeks pause.

fluid hatch
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perhaps youll relearn again.

empty bobcat
fluid hatch
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there is always trial and error.

empty bobcat
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yes, like last weekend - it was one time of testing play with models. So many time wasted.

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If I know what I want to build, and know how to build it takes me 2 weeks with tests for medium map. In prodeus. But if I don't know what I want to build - projects are in progress for 2+ years πŸ˜„

fluid hatch
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ha art takes time.

empty bobcat
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I want holodeck like in Star Trek: "Computer, make for me a game with DOOM monsters" πŸ˜„

fluid hatch
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lol if only that easy.. is there a way to use AI?

empty bobcat
fluid hatch
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anyway keep working on your map. youll finish it before ya die.

empty bobcat
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I wouldn't bet it πŸ˜„

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@slender iron ah, I got a problem πŸ™‚ I still have this warning:

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even for new models. Maybe I'm doing something wrong when importing in Static Model Editor

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I just open my model and generate delcs via Generate decls and that's all, right?

fluid hatch
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@atomic gale have you tried playing game with no mods active?

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@empty bobcat dont know havnt got that far yet

slender iron
slender iron
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Honestly ive just clicked no to all everytime and its still worked totally fine

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I do wanna find out why that happens tho

empty bobcat
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good, now I have a peace of mind and get back to make the map πŸ™‚

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thanks, for answer!

polar nexus
empty bobcat
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I'm struggling in blender how in one model use 2 materials XD

polar nexus
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cool

empty bobcat
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haha πŸ˜„ working

empty bobcat
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how to make collisions for models? Everything in here is checked on, but it's totaly noclip like.

fluid hatch
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their aint no collision parameter?

slender iron
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Is weird tho, models i imported had collision by default

fluid hatch
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is weird

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so that the only model that dont have collision?

fluid hatch
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@slender iron I got a tree from the internet. it has a .fbx .mtl .obj and a uv m2 bmp file. how do i import into my map?

slender iron
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Make sure to read it carefully because they word things kinda weirdly. I've had to reread some of it a bunch of times to understand it properly

slender iron
fluid hatch
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yeah i saw that but ill try using blender. is there any add ons we can use with id studio?

slender iron
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Nah it should work out of the box

fluid hatch
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ok just wondering. ty though.

slender iron
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πŸ‘

prisma vector
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@slender iron I'm at bed hooked up for the night.anyway I couldn't find my tree model in static editor. Maybe my folders/path are messed up?

slender iron
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Yea have a look at your folders

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In your mod directory, base/art/models/(whatever folder here) works

slender iron
empty bobcat
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I left him alone for 2 seconds πŸ˜„

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and he brought his friends to the party

fast plaza
# empty bobcat

you'll need to export collision with the asset before porting it into idstudio

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I know MODO did this, idk about blender. There's no shame in manually clipping stuff with brushes, though.

empty bobcat
atomic gale
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i have used nexus mod, it works fine

fluid hatch
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@atomic gale if your using the pc mod preview. i would uninstall the mod injector.

atomic gale
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i have reinstalled my game but it still

empty bobcat
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you could reinstaled it, but there could be still some files they are not deleted when uninstalling the game, cause they belongs to mod files

atomic gale
empty bobcat
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I mean uninstal game, and than check the folder where the game was installed

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maybe the mods file are still in there

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or if you know which files are from mods, delete them instead unnistinaling the game

atomic gale
empty bobcat
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I hope too πŸ™‚

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I felt the game wasn't smooth as always, and I thought maybe game remembered fps limit from other pc, I checked vide setting and found this: LOL

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there is even more if I'd like πŸ˜„

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no πŸ˜„

atomic gale
prisma vector
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@atomic gale that's a bumper. Have you tried a support ticket? It is beta so its not 100% bug free. Freeze crash, folder path shenanigans etc.

empty bobcat
empty bobcat
slender iron
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You could probably clear the clip model name in that clip model info section if you havent already

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But i mean the actual asset file you'll find in the render model info, if you open that in the decl editor you should find a bit that lets you disable the collision

empty bobcat
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in declEditor it looks properly

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(this 10 seconds penalty is realy annyoing)

empty bobcat
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@slender iron can you show how your model looks in Static Model Editor? Or how you import it and declare?

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my looks like this:

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myabe you got additional surface for collision?

slender iron
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goddamn i've got so many lmfao

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If you can't figure anything else out you could just use a cylinder primative for proper collision for it

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I've got some of these meathook points but the model doesn't show up when packaging and testing. I can still meathook onto it even tho its invisible and it still makes a sound effect but no model. It does show up when testing it in engine in idstudio

empty bobcat
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but custom models have no collisions for me ;/

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when you want to put new model on map you got your model doubled like this?

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I can build models with collision surface in blender but if your works properly there must be something wrong by my side

slender iron
empty bobcat
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wait, something is wrong with this hook, I'll show you something

empty bobcat
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BTW. this hook works in game:

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and inside there is a function:

slender iron
empty bobcat
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so for example: step 1:

slender iron
empty bobcat
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with texture

slender iron
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Oh sick

empty bobcat
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so than I just clikc:

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that's nice this model has no texture ;/ Probably I messed something in blender

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it's two clicks job - open and generate

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I didn't do anything else, right?

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I FOUND THE SOLUTION!

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one of them is modelAsset, and the other one is model - asset has collision, the model not

slender iron
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Ahhhh nice

empty bobcat
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but why I got both and you only one? Don't know

slender iron
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Yea thats kinda odd

empty bobcat
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it's like walking in heavy mist sometimes (maybe even mostly :D)

slender iron
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But I was putting models in my map by just dragging the modelassets straight into the world camera, so thats why i probably never had an issue

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Oh yea theres still so much of this program we gotta figure out

empty bobcat
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in assets browser I have both version too.

slender iron
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Oh asset browser i got both

empty bobcat
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ok, what are your filters?

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maybe there is a problem πŸ™‚

slender iron
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Yea thats it i didnt have modelasset selected lmao

empty bobcat
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aaaahh, I need AGAIN fix my fence ;/

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at last they are in a good position πŸ˜„

hasty oyster
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make this someone!

prisma vector
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Looks cool but thought you was making new demon designs.

pearl junco
# slender iron Nah i don't get a modelasset for some reason

Model Assets are not models themselves. They are decls that specify a model file, along with other properties like custom collision models, etc. The information from a modelAsset decl is used to set the properties of the idStaticModel entity when it's placed into the world. Versus if you just drag and drop the raw model file, it will create an idStaticModel entity with all default settings besides the renderModel/clipModel

(Disclaimer: This is just how I generally think/assume these work...I can't say I've looked too much into it and I could be wrong on how exactly modelAsset decls function)

empty bobcat
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I imported few new models, somehow they are only models and not assets, so I can't force them to get collision. Maybe they must be set on map as models, saved and restart?
btw:

empty bobcat
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left model, right asset

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correction: you don't need to set them on map, just restart editor and they show in browser as assets

pearl junco
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I didn't know that modelAssets could be automatically generated like that

empty bobcat
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I built set for my fence. And when restart editor they appeared as modelAssets in browsers

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finaly I got them work properly (besides I used wrong scale in blender and needed to scale to .1 πŸ˜„ )

#

looks like metrics in DOOM eternal are like half in real world, at least they feel like that. I know pov cause everything feels different scale. I found double everything works fine like: 50 cm = 100 cm. So if I want to build wall 40 cm thick I use 80 cm, etc.

#

Also I use monsters as references cause they are most important - imp and revenant are total different height.

#

now I need to learn animated models to make in blender and import. I had full animated grass and trees in gzDOOM in old times

slender iron
empty bobcat
slender iron
#

man a mod that turns every demon into flat sprites like classic doom would be so trippy

wide latch
fluid hatch
#

it should be on the pc mod preview

slender iron
#

Yea Its up

#

Hope you enjoy doomguy_grin

atomic citrus
#

Does anyone know if it's possible to play as a demon using console commands?

#

There is the "become demon" command listed but it requires a Decl name for the demons and idk how it works honestly

forest rune
#

I wonder how possible custom weapons are?

polar nexus
empty bobcat
#

found my old donut XD

#

but for now I built only fancy fences for DE

obtuse arch
empty bobcat
#

let's play πŸ™‚

#

nice massacre πŸ˜„

slender iron
#

hell yea dude

#

i do like that the massive flat ground lets you bunch everyone up and demolish them all

#

thanks for checkin it out btw!

slender iron
#

Yea sure

#

Like nexus mods or somethn?

slender iron
#

okay nevermind what the fuck

#

I've emailed support about it

#

Yea 7z and zip are the main ones it accepts

#

Nah i saw it doesn't allow password protected files

#

Looks like i just gotta wait for them to get around to it, if they will

fickle glade
#

@slender iron What was the process of getting Construct into DE? I ask because I wanna port 2Fort over

slender iron
# fickle glade <@268526502734200843> What was the process of getting Construct into DE? I ask b...

First I found a the map online in a .dae format which can import into blender.

Then it was a process of separating all the buildings, rooms, etc , then exporting to fbx and importing them into idstudio along with the materials

The idstudio documentation walks you through importing static models, but it doesn't go much into detail with making it import with materials, so i've made a few posts in this channel detailing that

#

I also imported reworked models of the map to only include the ground planes only so they can be used for navmeshes

#

Also with 2fort, there are addons for blender that let you import source engine .vmf files directly if you can't find it in any other standard 3d format

oblique dirge
valid yacht
#

Everyone in here fucking rocks!
Just wanted to let you guys know that.

slender iron
#

Seconded, this community is awesome

brave wadi
#

Agreed. It's nice to have a community that is helping each other out with their mods. Very wholesome

plush thicket
#

doomguy_grin yep

oblique dirge
#

Old my bad

polar nexus
polar nexus
#

hopefully, more players will arrive since mod support has dropped last month

slender iron
oblique dirge
oblique dirge
empty bobcat
#

look what I got πŸ˜„

pearl junco
#

what am I looking at

#

ah, it's Rage. They released a development kit for that, right?

prisma vector
#

they did years ago but its still avaible

knotty parrot
#

Never attempted messing with models and making mods but I wanna try something small, literally just putting the classic 1993 doomguy helmet on the doom 2 marine model. What would the process for that look like?

prisma vector
#

@knotty parrot you can try Slade 3 . its a doom editor.

#

the classic doom channel would know more than me.

ripe night
fickle glade
hard tapir
#

doom and doom 2 have the same doomguy/marine textures

knotty parrot
hard tapir
#

i didnt realize which channel this was lol

knotty parrot
#

Nah you're goood! Sorry for the confusion lol. I'm in the idstudio looking at the models but not sure how I'm able to take elements of one and put it on another if that makes sense. Is that where blender comes into play?

#

Never fiddled with this kind of stuff before so I figured this would be a good introduction. Just taking the classic helmet, and putting ontop that model

prisma vector
#

yes either make the helmet in blender or maybe try to find a model of it online.

maiden mica
empty bobcat
prisma vector
#

Did timmy fall down the well, Lassie?

empty bobcat
#

I finished one of the street (there will be decals on the end on it)

#

I built corners and slopes cause brush ones are not great

#

brush vs model:

brazen jacinth
#

I've been trying for a couple days to get the textures from the classic games into idstudio as materials for the environment, but haven't had any luck at all. I've followed just about every tutorial the idstudio site has, and even copied Justin Marshall's video as accurately as possible and I'm still stumped. It says it can't load the image, so how do I fix this and get my textures in?

prisma vector
#

@brazen jacinth well I haven't tried this yet but I think the textures have to be converted into a format that I'd studio can read.

brazen jacinth
#

They are. as far as I know, .tga is the correct file type

prisma vector
#

Well make sure your folders and files are in the right spot. Also I'd studio beta, so expect problems sometimes.

brazen jacinth
#

Yeah, true

prisma vector
#

I'm still hooked up but I'll try it myself later. See what happens.

empty bobcat
prisma vector
#

Why not?

empty bobcat
#

I used one of Eternal TGA and it works

#

it says format: BC1 (4bpp, compressed R5G6B5)

prisma vector
#

OK

#

@brazen jacinth do what he did and it should work.

empty bobcat
#

ok I got it

atomic bay
# empty bobcat if you just convert texture to any TGA it will not work

if you just convert texture to any TGA it will not work
idStudio demands the standard Truevision TGA/TARGA image format, actually. (The exception being when it uses the standard Portable Network Graphics PNG format instead; usually only relevant for GUI textures.)

it says format: BC1 (4bpp, compressed R5G6B5)
This is what the TGA will be converted to when you package the mod, not what the TGA already is.

empty bobcat
#

it must 24 bits per pixel

#

if you save TGA you have 3 options 16/24/32 bits

#

24 bits works

prisma vector
#

Thanks guys for info.

empty bobcat
#

but it's not rendering in game for me XD

#

I see it in editor, but not in a game

#

in render mode works too

#

also when I drag brush, texture is not tiling

oblique dirge
#

yo @plush thicket can you help me plz

plush thicket
#

what do you need ??

oblique dirge
#

How do you select the tentacles that can move?

oblique dirge
plush thicket
#

way to what ??

oblique dirge
plush thicket
#

oh sorry I didn't see the full message

oblique dirge
plush thicket
#

Is that an alembic ??

oblique dirge
plush thicket
#

yeah Geomcache atm the moment you can select them in world camera, but you can select them by using the entity hierarchy if you know what the name of this entity

#

the next time when you add geomcache, rename the entity so you can remember it name to select them from entity hierarchy

oblique dirge
plush thicket
#

this the only way you can select alembics(geomcache) you must delete them one by one

oblique dirge
#

-__-

plush thicket
#

can you try select one of geomcache click right click, and click select similar

oblique dirge
noble coral
prisma vector
#

maybe idk i dont use it. just the pc mod preview and id studio.

oblique dirge
plush thicket
empty bobcat
#

I'll port it later to DE

polar nexus
oblique dirge
empty bobcat
#

in game

brazen jacinth
# empty bobcat 24 bits works

Been busy but thanks for this. I've just gotta mess around with the textures themselves so they fit better, but it's working now which is goodcoolcaco

empty bobcat
#

I'm not sure what is the cause, but I didn't make any additional tests.

forest rune
#

Is it possible to stitch multiple levels together and form a custom campaign?

#

It should be unless there's a size limit

brazen jacinth
polar nexus
#

twins of pfp

#

lol

halcyon stratus
#

Looks great.

empty bobcat
#

so I want replace with real models all brushes I built on my current map

oblique dirge
oblique dirge
oblique dirge
#

@plush thicket

#

Can you help me with the travel for some odd reason amps only jumped down, but not the other enemies

empty bobcat
#

"Hey, what day is it today?"
"Let me check idStudio"

#

"It's wednesday" πŸ™‚

oblique dirge
empty bobcat
#

I have no idea for real

prisma vector
#

Usually updating to new drivers works most of the time.

#

I say try both and use the 1 that works.

oblique dirge
oblique dirge
empty bobcat
#

nah I haven't made it yet

oblique dirge
#

its not on the wiki

empty bobcat
# oblique dirge damπŸ˜”

I have some hint I saved when I saw here, but never used, check it out: right click > new entity > interact > vault > pipe

empty bobcat
#

NICE!

prisma vector
#

I got this model from internet. has a .fbx file, blend file and textures folder. I tried .fbx where textures should be embed. anyway it shows up fine in blender but in id studio its showing pink missing materials.

empty bobcat
prisma vector
#

i'll keep playing around, maybe ill find a answer.

oblique dirge
#

@plush thicket can you tell how to work this a lil bit

plush thicket
#

maybe later

oblique dirge
empty bobcat
#

it's a veeeeeeeeery long to finish the map. I'm building a tiny part of map. I switched to blender cause it much easier with models than with brushes.

#

I hope DE handle this map πŸ˜„ cause non other engine couldnt

prisma vector
#

DE should be able to. you could test it piece by piece.

empty bobcat
prisma vector
#

πŸ‘

empty bobcat
#

rip and tear until the map be done

prisma vector
#

Haha yeah

oak geyser
oblique dirge
oblique dirge
oblique dirge
#

can someone help me plz

oblique dirge
valid yacht
#

If so, please let me know when its ready. I wanna hurt my 4090.

oblique dirge
#

This map is more for high in PCs if you’re tryingThe have graphics wise, but if you don’t have a very computer, you’ll just have fun with the encounters

oblique dirge
opal valley
polar nexus
oblique dirge
oblique dirge
#

Yeah, the map was originally gonna get release yesterday, but it didn’t look finish so I decided to push it back

polar nexus
oblique dirge
polar nexus
#

i think that's a good title and it suits the level

oblique dirge
#

I’m probably gonna be known for making custom arenas

#

Making a level is just too much for me to think about

polar nexus
paper tusk
#

YES! SOMEOME LIKES MY IDEA!

prisma vector
#

probaly already taken name but why not Meat Grinder?

eager ginkgo
#

because your mom already had that title

gloomy oriole
#

Dang

oblique dirge
#

Hey, I was wondering every time I select a movable object like a tentacle or something that can move. I have to move it from a far away. It’s weird. How do I fix that?

plush thicket
timid river
#

you played on an older iteration of the game? could you specify which version?

#

the latest iteration of this mod I was able to find was on the modding discord and I think it was for 6.2, but considering mostly what 6.3 did was fix loot drop collision, and 6.4 was just cosmetic, I don’t think you should consider yourself SOL yet

#

Yeah they’re files directly on that server, just go to #eternal-mods and search β€œfrom: proteh” it shouldn’t be too far down

#

I have not, I have been on windows 11 for a while now, nor did I use the save manager

oblique dirge
halcyon stratus
tropic hull
#

I need to know does doom eternal on steam have the work shop?

prisma vector
#

no just the pc mod preview and nexus mods

oblique dirge
oak geyser
#

In upgrade/upgrade/runes/glory_kill_speed, increase the individual Scale values of the Animation Scale modifier in the Modifiers GK list.

empty bobcat
#

There was a mini update? I saw 1.7MB.

prisma vector
#

must of been something small

olive abyss
#

So I understand that using idStudio you can modify existing levels and replace them, but is it possible to create all-new levels and campaigns without replacing existing ones? Also, is it possible to modify menus and add new game-modes and settings and change the appearance of the UI beyond text color? And can you add multiplayer content using idStudio?

#

Basically, can you fully overhaul/change Doom Eternal or is idStudio exclusively for making/replacing levels

prisma vector
#

well atm no multiplayer that im aware of. ui beyond color could be possible but not inside id studio i think. im new to id studio and blender. you should be able to make your own levels/campaign etc. just depends on your skillset.

fickle glade
obtuse arch
#

Regarding UI; I have absolutely no idea how to add UI elements, but I thought of a couple of ways to display a wave counter for wave based custom maps, this could be done either with movers or similar to what is seen already in horde mode (but currently only goes up to 3 or something like that)

#

If anyone has other ideas please let me know!

native cape
#

how in the world do I mod eternal

native cape
#

Thank you

oblique dirge
oak geyser
# obtuse arch

That horde timer is not a UI/HUD element, it's animated geometry (alembic) plus particle effects. The alembic files can be found as art\kit\alembic\horde\wave_*_start. I haven't yet tried to work with alembic, I know Blender can export to it, so maybe it's super easy, maybe it's not, no idea.

Anyhow, these specific animations are triggered via logic (for example logicEntity/maps/game/horde/e6m1_cult_horde/e6m1_cult_horde_game_ai/ai_info_logic_arena1waves), using a predefined node specific to horde mode, namely logicClass/gameplay/horde_arena_round_waves.

Not sure how good of an idea it would be to try utilizing the same technique for what you're trying to achieve. It might be easier to create a basic animated model and activate/remove it via triggers/relays when necessary.

obtuse arch
oak geyser
# obtuse arch Yeah, I think this might be way over my head. The only issue I’m still faced wi...

I would guess that depending on where/when exactly you want to show that information, that maybe this might be a job for logic, or layers, or encounter managers. My first instinct would be to check if maybe logic has access to the currently activated checkpoint, and then based on that show info accordingly. Using layers might be more applicable, I'm not sure, I haven't looked into stuff like that much yet, but I know that change layer entities associated with checkpoints (target/change_layer) have the ability to define what layers to activate/remove. Similarly depending on how your map works, delegating it to encounter managers might be a better idea, which in turn would probably be associated with a checkpoint/layer accordingly.

obtuse arch
sturdy thorn
#

whenever i boot up eternal with mods from the official launcher none of my progress transfers over. Is that supposed to happen?

prisma vector
#

Do you mean like your campaign game?

hard tapir
#

your savegames would get super screwed up if you tried to open them with mods

prisma vector
#

i havent tried that yet. i just start a new game with mods.

sturdy thorn
#

so starting from level 1 is also normal?

prisma vector
#

starting a new save file, you should be ok. try 1 mod at a time.

sturdy thorn
#

aight, thanks

pearl junco
# obtuse arch hmmm, this is something I will have to look into

Eternal's UI is implemented using a variation of SWF files. There's very little that's exposed to us modders that's understandable. There's been success with very limited modifications like changing the font of certain UI elements, but that's about the extent of it. Unfortunately, I think integrating completely custom SWFs is out of the question unless massive developments get made on the reverse engineering front. But I'm not the person to ask about that

atomic bay
#

People say that idStudio comes with standard SWFs that can be edited with standard SWF-editing/-decompiling tools (although different files are different SWF versions/formats, so not all SWFs can be edited with all tools). I've seen someone make a HUD element rotate continuously by editing a SWF.

That said, we definitely don't have as much of a "workflow" for it as id Software does, don't know exactly what variables/parameters the game sends to which SWFs and such, and probably don't know how to do exactly what @ James is looking to do. 🀷

prisma vector
#

ID wiki is basic. I tried to import a animated model in ID studio and said error no pose. Anybody get animated models to work?

obtuse arch
empty bobcat
tight hinge
empty bobcat
#

in prodeus I used just screen messages like - left to kill x enemies.

oak geyser
# pearl junco Eternal's UI is implemented using a variation of SWF files. There's very little ...

I'm still working on it. It turned out that it's actually not very complicated if you're familiar with Flash, it's just super tedious as the functionality is very limited, communication with the UI seems to be one-way only (it looks like limited, custom communication is possible via logic nodes, but I haven't tried it yet), and it feels like almost every misstep will result in a crash. https://www.youtube.com/watch?v=DX3WxuX_tFk

obtuse arch
obtuse arch
tight hinge
#

atleast with movers yeah

#

if you import models for it

obtuse arch
#

I will see about making the movers today and I can post the file here if people would like to use them as a base/reference to save them time

tight hinge
#

what you would probably do is use a mover that every time you trigger it would rotate 36 degrees, so after each wave/round you would trigger it via activateTarget

#

and after the 10th time it would trigger the other one, and so on

#

I can help you with it if you need, already made some neat things with movers in my level

fervent rapids
obtuse arch
plush thicket
#

100% handcrafted

prisma vector
#

It reminds me of that one mario kart track that's like lava and shiz but in hell, it's fire

maiden mica
obtuse arch
#

Yeah... that Doom 3 hell was really great

plush thicket
pearl junco
oak geyser
prisma vector
#

why does the common material no draw_water always draw water when i use it?

obtuse arch
#

is there a way to make the back of gui text invisible?

tight hinge
#

chessboard 3????

#

please please

obtuse arch
#

Yeah I'm working on it as we speak haha,
It will be called something like "Endless Chessboard".

I plan to add an extreme amount of waves which will become harder as it goes, with some fun/gimmic encounters thrown in there

pearl junco
#

Make the chessboard a chess cube

#

call it "4D Chess"

oblique dirge
gloomy oriole
slim scaffold
#

eeeeeeh, I have an idea on how those swfs work

#

but I haven't spend too much time on it

polar nexus
#

one question, do u think more players will arrive when the full release comes out? feels like it's been pretty dead

tight hinge
#

the studio released only 2 months ago, that's nothing

oak geyser
placid lintel
#

4d chess is fire frfr

polar nexus
empty bobcat
polar nexus
#

rn there are approximately 800 players playing doom eternal worldwide

empty bobcat
#

as DOOM 3 radiant veteran it's like my last bonus from id software πŸ™‚

atomic bay
# polar nexus rn there are approximately 800 players playing doom eternal worldwide

That only accounts for (online) Steam players. There are also Microsoft Store, Epic Games, PlayStation 4/5, Xbox One/Series X|S, and Nintendo Switch players as well. Edit: And offline Steam players too.
With Doom Eternal not having received new (official) content lately, I think that 800+ current players is still pretty good, though. (But only a small fraction of those players will actually delve into mod-making, of course.)

oblique dirge
#

I figure out how to make a cut seen I will make a video on how you can do it seen

oak geyser
oak geyser
#

πŸ₯Ή

oblique dirge
#

Was I will help you guys on it

#

I went to a lot of suffering, but I figured out it in the end

oblique dirge
# oak geyser πŸ₯Ή

Have to learn a little bit more things and then I will make a video. I don’t wanna tell you all false information.

oak geyser
#

Sure thing, take your time. I'm just happy someone got there πŸ™‚

oblique dirge
polar nexus
oblique dirge
#

That’s completely up to if I’m not tired

gloomy oriole
prisma vector
#

I never used it but thanks to mod injector, we got this beta. I could be wrong but I don't think we would of got otherwise. And Robert Duffy.Thank Odin they didn't go snap map 2.0 route bs.Also you know they are thousands of games on steam.new games all the time.IMO depends on what ya feel like playing.

tight hinge
#

most likely not as much as classic doom obviously, but I do think it might have potential

obtuse arch
tight hinge
#

I think the marketing was terrible for it

obtuse arch
#

I mean, asking people to go back to a game they have likely moved on from 4 years ago is a tall ask

#

some of those people may not have the game anymore if they arent on pc

tight hinge
#

but yeah being only PC also doesn't help

obtuse arch
#

Oh, mods aren't on console yet?

tight hinge
#

not yet as far as I know

obtuse arch
#

ah, that's a shame

oblique dirge
#

@empty bobcat

#

can you help me plz

obtuse arch
#

resting beside his shotguns

oblique dirge
fickle glade
#

I'm just really grateful we even HAVE these tools at all. Sure, it's a bit jank at times but I am not one to look a gift horse in the mouth.

midnight canopy
#

ain't no way bro

#

why does he look like skinny nicocado avocado 😭

obtuse arch
#

two steps ahead

polar nexus
shrewd wasp
#

is exuden broken?

#

after beating the room with the giant pinky and the tyrant+maykr drone spam the gate isn't opening

plush thicket
swift lintel
#

@pearl junco hi Gecko

muted bobcat
empty bobcat
oblique dirge
oblique dirge
#

yo @plush thicket

paper roost
#

hey guy can anyone please give me directions on how to get the first version of doom eternal on steam

lucid hare
paper roost
rocky coral
#

Yo guys, my pc mod preview launcher wont launch :(, I already uninstalled the game and re-installed it and it wont launch, can someone help?

prisma vector
#

Thats not right. did you verify steam files?

paper roost
#

I have an Idea guys Caco melon!

#

I don't know how to mod so I thought I would post it here if any of yall are looking for a project idea

#

credits go to my friend Mr steve (mr_steve64)

prisma vector
#

In blender probaly can change skin/model to a melon then export back into id studio. i need more practice in blender otherwise i would make it.

fickle glade
#

Does anybody know how to change bounce pad particle colors?

#

Also when I click save sometimes the little asterisk that says something is unsaved doesn't go away, and I don't know what I;m doing wrong

rocky coral
prisma vector
#

oh thats great news. damn windows

rocky coral
prisma vector
#

Linux Mint ftw but unfortunely have to use windows for id studio

#

but have fun modding/ playing mods etc

rocky coral
rocky coral
prisma vector
#

well i had to get another ssd and put windows 10 on it, so i can use id studio. in other words i dual boot now. 1 for Linux and 1 for windows. you could do that.

prisma vector
#

ok

obtuse arch
#

Ok so, I worked out how to display this counter in the top right, does anyone know a way I can make the encounter manager add "+1" to this whenever I would like (for use as a wave counter)? thank you

prisma vector
#

im not sure encounter manager spawn command sync maintaing ai counts would help or not.

obtuse arch
#

Hmmm, I will see if I can make more headway later...

prisma vector
#

i dont know if logic designer can count dead demons

obtuse arch
#

I just want it to tick up once after "AI Remaining: 0" is triggered in encounter manager.
I'm sure there is a way to do this, I will take another look another day

lavish apex
#

if i remember right isnt there a way to have the encounter manager call a logic script?

obtuse arch
#

Yeah I believe so, but this is something I need to look into

prisma vector
#

I got 2 maps seperated and use teleporter to go back and forth. anyway 1st map nav works but 2nd map no demons. I added group to nav, i made a second nav2 group. so far either no demons except for my 1st map. build wizard ground and rebuild collision + nav. still no demons on second map idk why?

obtuse arch
prisma vector
#

Yeah I added it to. nav. Still 0 demon for 2nd map.

oak geyser
# obtuse arch Ok so, I worked out how to display this counter in the top right, does anyone kn...

You could for example use raiseFlagForLogicDesigner, listen for the event in the logic accordingly, increment a variable, and update the HUD with it - the latter being the "hardest" part.

To me it looks like that generally in order to affect the HUD, you'd use the HUD logic nodes - naturally. I'm pretty sure that HUD/Set Text is meant to allow changing textfield contents, but so far I haven't been able to get any of the HUD logic nodes working, which I am suspecting is because I'm not using the correct Instance Name value. Unfortunately none of the existing logic decls are using any HUD logic nodes other than the pre-defined Horde Blitz/Coin ones, where there is no instance name to be specified, meaning that the HUD communication is hardcoded there, so I have no idea what the instance name format has to look like.

For the Horde score element, in the SWF, the ActionScript path to the textfield would be score.amount.txtVal. Now it seems that all textfields are named txtVal, so maybe one isn't meant to target the textfield instance, but the parent, ie score.amount, however neither works. I thought that maybe there needs to be a an additional prefix so as to target a specific HUD element, however so far nothing I've tried worked, horde/hud_horde_score, horde.hud_horde_score, hud_horde_score, hud_horde_score_fla (SWF code namespace), etc. Also I'm not even sure that the ActionScript dot notation is meant to be used here in the first place.

No documentation kinda sucks 😒

obtuse arch
oak geyser
obtuse arch
oak geyser
tight hinge
obtuse arch
twin root
#

when doom eternal total conversion mod

prisma vector
#

@twin root Total conversion to what? something you already played? anyway if somebody makes 1 probaly gonna be some time til its done.

prisma vector
#

raytracing is overrated imo. and i havent played ultrakill yet.

twin root
#

Highly reccomend it if you want something way faster and creative gameplay than doom eternal

prisma vector
#

maybe stalker 2 is coming up in november.

fickle glade
oak geyser
#

Anybody knows why the Debug/Log logic node wouldn't work, as in no message is being written to the console, all the while other debug nodes like Debug/Execute Console Command do work?

median walrus
#

Hiya, so im SUPER new to using idStudio, literally just booted it up today

#

and was wandering why all my textures are showing up white or black

#

when I set them that is, if they are already on the model they render fine

lilac zodiac
#

So when are we getting naked doom slayer mod

wicked dragon
pulsar lodge
#

You are both oddballs

stiff plaza
#

An actually good mod would be a DOOM Marine skin

pulsar lodge
stiff plaza
#

DOOM 3

pulsar lodge
stiff plaza
#

Weird disappearance especially since it's in QC

pearl junco
# median walrus

Most likely the texture images are missing because you haven't downloaded an asset pack containing the image file

median walrus
#

It's the one from idStudios tutorial on texturing a surface

#

Still getting used to the engine and what it can do so I was following them

pearl junco
#

open the material2 decl to see if the texture images can be found

noble coral
prisma vector
#

Encounter manager. I got spawn group zone 1 and another zone 2. Zone 1 works. I add a different demon for zone 2. But that 1 doesn't work,since the setting for which zone says the last zone picked.the program did crash on me twice.so it messed it up somehow or I'm doing something wrong.

prisma vector
#

ok my fault i had to make more than 1 encounter manager. easy fix.

prisma vector
#

now im trying to get music/custom music to play. i got music enity speaker. i picked jukebox doom 3 theme for intial state. i rebuild sound volume and says error that it failed. just plays menu music atm.

prisma vector
#

thanks to doom marine and james chat from way earlier i got music playing. would like a different tune and better yet custom music.

prisma vector
#

ok using settings james had for exultia i like it using that for now.

obtuse arch
#

scroll down on this page and you can see a whole list of the settings you will need

prisma vector
#

yes i saw that. im good at the moment. i asked doom guy but i need to know about build and packaging. i package and test but it was messed up.

obtuse arch
# prisma vector yes i saw that. im good at the moment. i asked doom guy but i need to know about...

For building and packaging:
-I did a full bake build

-Then go to package

-Here you have to select anything you made edits to and saved, for example Env, Particles, Loadout, etc.

-Also select you map(s) and there should also be files called something like "yourmapname.entities"

-After this you should get the option to test popup inside idstudio.

-Then if that's all good you can go to the Doom Eternal Launcher where your mod should be under Creations / Drafts.

-"Download" your mod, here you can give it one last test

-If it is all working you should then be able to go back to the Drafts in your Launcher and select "Publish", it will then give you some options for graphics, title, etc

-I left the files it auto-selects for uploading as they were for this part also.

(I might have missed some steps, it's been a few weeks, but I hope this was helpful)

prisma vector
#

thanks man ill try tommorow. its way late i better hook up for the night. sounds right to me.

empty bobcat
#

at last I got our last chat about this πŸ˜„

obtuse arch
empty bobcat
plush thicket
#

WIP arena

prisma vector
lament horizon
#

hey, i'm trying to get into doom eternal modding, do you have any tips?

empty bobcat
lament horizon
#

Ok

prisma vector
#

Finally published my first map ever in the history of the universe lol.Be honest im not a snowflake. just doing this for fun.

plush thicket
#

OH wanna play it

prisma vector
#

its short icy_hot

dark pendant
#

Do checkpoints not work inside the editor? I have the layer state changes setup and everything like the official levels, but loading a checkpoint after dying takes me back to the title screen

prisma vector
#

If you wanna trigger anything when you load a checkpoint bind the thing you wanna trigger only to player/start entity not the change layer entity. That's what Saleem said. I haven't used checkpoints yet.

plush thicket
dark pendant
prisma vector
#

I'm not actually sure. Its better to ask saleem or doom marine. I'm sure somebody knows.

dark pendant
#

It's weird because it worked when there was only one checkpoint but having more started this problem

prisma vector
#

Hmm weird all right. Can you just copy the first checkpoint and try that?

dark pendant
#

Yeah they're all done identically which is weird, maybe I could make the encounter exit trigger start the checkpoint

prisma vector
#

Maybe I don't know

plush thicket
#

what up with the checkpoints ??

prisma vector
#

He having trouble with more than 1

#

Can you tell us how to set them up

plush thicket
#

You must know too, if you wanna trigger a specific checkpoint you must trigger the change_layer entity

#

every checkpoint you add it have two entities, player_start entity, change_layer entity. for setup you need to go to the change_layer/playerspawnspot and add the player start entity name, after that in change_layer you must give a checkpoint name to work

dark pendant
plush thicket
#

Could be

#

that a setup for a checkpoint

#

any question about levels,I like to help

prisma vector
#

How do you end a level. I tried that level transition but it didn't work for me. Also to get ai not stuck on geo/trees.

polar nexus
plush thicket
prisma vector
#

OK thanks

plush thicket
#

about level transition how do you want it to work, like go into portal and end level??

prisma vector
#

That would be fine.

plush thicket
#

There a prefab you find in prefabs/gameplay called map_exit_teleport

prisma vector
#

OK I'll try that ty

plush thicket
#

just drag the map_exit_teleport prefab from the assets browser, to world camera

prisma vector
#

Yep

plush thicket
prisma vector
#

Are you using game assets or modeling in blender?

plush thicket
#

the game assets

prisma vector
#

OK ofc

dark pendant
# plush thicket that a setup for a checkpoint

Got it, the checkpoint names were the problem, I have several checkpoints and three of them had duplicate names, so it fixed the issue. Thanks! Do you also know how to work with cinematics? Trying to do things like have an intro cutscene where you portal in like on UAC Atlantica, and also I need one for later where you drop into a large hole, I need it to work like the Doom Hunter Boss fight when you drop down into the ruins to fight two of them. Not necessary but would add a lot

prisma vector
#

He has cinematic in his mod Leviathon

dark pendant
#

Yeah I played it, looks really nice!

plush thicket
#

About the doom hunter base ruin arena, id software used to hide the arena with visibility layers, then use teleport_fade for the transition, then they show arena. I am not in my pc atm when I get to my pc Will provide with steps how you could do that

empty bobcat
prisma vector
#

Really like the second picture

tight hinge
#

wasn't entirely sure if this small section with the gore would fit, but I kinda like it

prisma vector
dark pendant
#

The most time consuming part of Eternal Mapping is making your levels look pretty for slaughtering. However, I love designing them.

#

A few snipets of the level I've been chiseling away, first and last pic are major arena encounters, second is a far away look at the first arena from on top of a tower, and the third is the choicely named "Room of Agony"

dark pendant
dark pendant
halcyon stratus
#

Really need to get a move on with my map. I don't see any exploration-based maps as of yet and I wanna change that.

#

So far every map has focused on the arena combat almost exclusively which is cool, but I would like to see something else.

tight hinge
#

and I'll probably add more

halcyon stratus
#

I know these things take time which is why I haven't gone back quite yet. I've other things, namely an annoying art block, that I need to sort out first. Unfortunately money is what makes this world go round.

prisma vector
#

@halcyon stratus I hear ya i love exploring myself. wait that didnt sound right. I try but the first map are 2 simple maps and honestly not much to explore but ya still can. I like making maps that are different from what other people are making.

halcyon stratus
#

Same.

plush thicket
neon mango
brazen jacinth
prisma vector
#

@neon mango Also you can use Blender to make models and geometry.

#

Also the wiki will help a little bit to get ya started but IMO better help is on this discord.

#

Its fun but time consuming.

heady trellis
#

I did what the video told me to do but the mods dont work. can someone plz tell me whats wrong?

atomic bay
#

Does your Windows username contain any non-A-Z characters (such as Π», or accented letters like Γ– or Γ‘)? If so, at the top-left of Doom Eternal's launcher, click "Settings" > "Mods", and change the mods save path to something like "C:\DoomEternalMods".

heady trellis
#

cuz there is some non english alphabet in my save path in the settings

atomic bay
#

If it's a valid Windows folder path that only contains ASCII characters, it works. If it contains any non-ASCII characters that are part of Windows-1252, it may or may not work, but I'd suggest just sticking to ASCII characters anyway as that's known to work. If it contains any non-Windows-1252 characters, it probably won't work.

oak geyser
#

Anyone else here who would love to have a filter option in the asset browser to only show modified/new files that exist on disk? Bookmarks are nice, but they're not per-project, and they will still have all the noise of all the untouched files. Being able to see just what's in the project so to speak, would IMHO be really nice. Somehow I very often find myself switching to Windows Explorer to go into in the decltree folder to figure where my content is and what I've changed 🀷

prisma vector
#

would be nice plus alot of other stuff too. but dont think we gonna get it. there only 1 person working on pc mod beta full time and 2-3 helping out during the week. dark ages is their main concern.

oak geyser
#

I wouldn't be that pessimistic yet. Maybe I'll change my mind after the next idStudio update, which, looking at the SteamDB changes, might come relatively soon, we'll see. One person with some assistance surely isn't a lot, but I'd argue that "our" modding idStudio is basically 99% done, and it primarily needs bug fixes, so one person working on it fulltime could achieve a lot - relatively speaking of course, and assuming they're able to work on it for a while. I haven't seen many feature proposals so far, but the ones I did see, were mostly small QOL improvements that should be relatively easy to implement, so I'll just hope for the best πŸ™‚

neon mango
neon mango
#

Sorry for the late responses too.

radiant hearth
#

Completley new to modding, so to my luddite eyes, idtech 7 looks really cool. Currently am banging my head against the wall over an FBX import error lmao.

pearl junco
oak geyser
radiant hearth
oak geyser
#

Also if you're using Blender, I'd strongly recommend version 4.1. From my experience so far it works best for animation export. < 4.1 some animations sometimes do not export/import correctly, and 4.2 is a total mess, I couldn't get any animations to export/import properly for whatever reason.

fickle glade
prisma vector
#

@neon mango well you could still do that. I don't see why not.

neon mango
prisma vector
#

If I can make a map granted its simple but so can you. Don't feel overwhelmed.

prisma vector
#

Think I'd studio is more like 100 but then assets take space. Don't you people have 2tb ssd? You don't need all your steam games installed.

neon mango
#

Fair enough, I could probably remove some of the games I have.

#

I just need a flat plane with each kind of enemy.

prisma vector
#

You use steam you can install them when you feel like playing them

#

Yes you can make that easy.

neon mango
#

We're making some training maps, thanks for the advice. πŸ‘

prisma vector
#

Yw

radiant hearth
oak geyser
#

Ah well, no idea about 2.8 😬 But you can have as many Blender versions installed/running in parallel as you like, so... πŸ™‚

prisma vector
#

That guide I used still got error when I tried animated model. I'm using 4.1

#

I got a lot of messing around to do with blender. For animated models and materials.

radiant hearth
prisma vector
#

Hmm not sure ATM. Mine was No pose.

radiant hearth
#

Ah, yeah ,we had different errors then

prisma vector
#

We will get it. Gotta keep trying this and that.

radiant hearth
#

Indeed. What're you up to by the way? I'm trying ot replace Doomguy's head with Hatsune Miku's. Just imagine a eternally happy pastel face barrellign down at you. Terrifying

prisma vector
#

LoL. Oh I want to use blender to make my new map. First buildings.

distant sage
#

stupid question but any way to transfer over settings and saves to the mod preview or no?

prisma vector
#

I could be wrong but probably not.

distant sage
#

Well, it's an excuse to beat the game on UV I suppose, with the added mods of course

prisma vector
#

There ya go

heady trellis
radiant hearth
empty bobcat
#

and how did you import it as animation?

radiant hearth
empty bobcat
#

so it sounds exactly as nonanimated model

#

did you use your own texture too?

radiant hearth
#

Seems the process is very similar, just need to make sure the root folder for the rigging is named "origin" lmao

#

Textures came with the model I'm using, it's Hatsune Miku

empty bobcat
#

Good to know - I want animated foliage at start.

oblique dirge
#

Does anybody know how to make something rotate?
Like a move trigger, but instead of moving it, it just rotates it

empty bobcat
#

somehow idS starts to see some models like this:

#

When in blender and other soft looks normal like this:

oblique dirge
#

It is actually really easy

oak geyser
oblique dirge
#

Does anybody know how to make a teleporter when it cools down the teleporter disappears like with an animation?

oak geyser
empty bobcat
#

it's total mess now, I need to rethink whole this project.

oak geyser
oak geyser
#

e2m2_base

crimson void
#

for some reason I can't view the Gladiator's and Dark Lord's models

#

their folders don't have anything aside from the model files too

prisma vector
#

Some models and stuff they didn't include for some reason.your gonna have blank here and there.

heavy torrent
# empty bobcat

btw for detail like this you want to use a texture rather than a model

empty bobcat
#

So I thought - why not making it as model instead texture. Also even with such model - DE drag some vertices without any reason:

#

and I don't know why - sometimes something works, sometimes not - like the same net model here works but has dragged vertices:

#

and it looks awesome (instead texture stretched)

#

importing whole building took me 1 minute, and I wanted to build it with full interrior, so no way I could do this. I could split models, but still - I don't know which models will work in DE, which not. So all work was waste of time.