#🔧︱dev-tools
1 messages · Page 1 of 1 (latest)
hi
how do I launch the editor?
omg follow the steps in link mate

I'm being thrown into the game
helloo

I will restart steam...
is it possible to run dev tools without a copy of dl2? 
no

no
its like csgo's sdk, youll need a copy of the game to have a license for devtools
luckily - no
Who will make elyseum first
That s so cool
Devtools isn't gonna come to console right?
in 2023 it will
It will in 2023
Ooh
well the community will make this game even better ❤️
not devtools - maps created in devtools
Oh ok
all the maps created on PC will be eventually playable on consoles, but the tools - thats very unlikely
Uncy do you realize every competitor in the contest will be elyseum?
Yea I thought about all that, thanks
After you've done that, launch the game and tick the box next to "Launch Developer Tools"
yooooo im in
That looks too advanced
Damn that looks crazy, if only I had a pc
looks like a steep learning curve for those new to the tools, but might just be worth your while
I give up already
really nice this thing they added, i ll definitely give it a try. good job techland we love u guys
HE will make ELYSEIUM 💪
@dusk dagger got 🎁 Present!
e3 selyeum
maybe someone will recreate Harran?
Elizium
Eezum
Bro for real
elycum
That's would be cool
just suggesting
with this tool everything is possible xD
Bro within 3-6 weeks people will already be making all kinds of wild shit
That’s not who I wanted to tag tf
Maybe not everything but most things yea
can't wait for actual non OP guns with animations to be in the game, and bringing back all the cut content.
like the scorpion which is still advertised on the steam page 🥁
I will wait for that xD
Yea lol
Afaik there is no item creation just yet
Only maps, missions and dialogues
Still not bad at all for a beta release
Tutorial: https://youtu.be/IgPfNpyjHWI
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Chapters:
00:00 - 1:55 mod.io
1:55 - 3:50 Example project
3:50 - 4:55 Submit the project
4:55 - 7:03 Scene hierarchy
7:03 - 9:00 Transformations
9:00 - ...
So... is it possible to edit the base game map?
remake the hospital level from the demo the museum-esque level showing off all the infected
that would be cool
Looks good, just wishing I had a pc to try it myself
im moderating the maps i swear if i see more than 3 maps named elyseium im banning you all


whos gonna speedrun it
elyseium but techland approved
elyseium circa dl1 time period
elyseium but volatiles only
what is elyseium?


Well, there goes my idea
how do i delete shit
Little bit of insight into dev tools performance.
I'm currently getting around 60+ FPS in the test map provided in the viewport, i'd imagine that it can become quite straining on your system as you add more and more to your levels.
For reference my specs are
Ryzen 5 5600x
RTX 3070
32GB of ram
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Chapters:
00:00 - 1:55 mod.io
1:55 - 3:50 Example project
3:50 - 4:55 Submit the project
4:55 - 7:03 Scene hierarchy
7:03 - 9:00 Transformations
9:00 - ...
anyone else doesn't have an option to launch the tools on steam?
are you sure youve downloaded them?
yeah
restarted your steam?
i will now
make sure its in this list too
yeah did that
so I restarted steam and it started downloading them but it started at 70 percent 💀
idk what happened there
based
How do I change the skills the player has
im trying to get the dev tool, but Epic games is saying its unavailable.
best ending
Oh...i see its on steam
i dont understand, i place stuff but when i play the stuff i placed is not there
Hi! Probably you are placing prefabs on Sandbox. Go to Scene window, open Level in hierarchy and using Move To from context menu move that prefab to Level.
Sandbox is "editor only" place for prototyping. Final results should be in Level.
hi, how do i change the quest name? i changed it but when playing its still find the wallet
How can I access the script files for the player movement and skills?
In Objectives Editor
Fetch default_player_setup.scr from main games data0.pak and copy it in your projects data folder. Then modify Chapter_0 preset and add stuffs you need
Just downloaded the tools so dont know if theres smarter way to do it
same for you Cock but use player_variables
Also developer menu would be great to have. Its real pain to debug bigger map without one 
thank you both!
wait what... the techland button disappeared. is there another way to get to the story editor?
there should be a bit left of the bar on the right, click on it
its not there
can you take a screenshot of the full editor?
wait, I'm also dumb, it's on the left not right 
Press at the left bottom corner:
It works anywhere on that bar
there is a lock icon to hide bookmarks on the left
it doesn't do anything
nah... it looks nice
try this
yes that worked. thank you!
sorry for all my dumb questions but what does needs build mean?
You changed map, and you should build for example heightmaps. navmesh, terrain to look good in game.
a small question guys
on EGS version I cant tell whether its installing or not
Its been 10 minutes like this
does anyone know how to add objects?
Windows -> Prefabs
How do you change global axis to local axis for assets
thanks again. im starting to get the hang of it!
I think I am not able to install dev tools on my side with EGS
i verified files and checked again, completely broken on my side 😶
hi, its still not changing in game.
Show me the screenshot. Are you playing game in English?
Show me also Objectives Editor
How do I make my map actually apear in thje game? I run build from this menu and then Play, but map is still only grey sqyare
Hi Probably you are placing prefabs on
hi again, I edited this building like in the video but in game it appears like this. some prefabs are also not appearing in game
Hello, I have some questions concerning this tool. Is it more like a level/quest content creator or can I expect more versatility in what it can do? I read in the FAQ that there isn't support for importing custom meshes, but can I modify what's already there? For specifics, can I:
- edit values like attack/movement speed, jump height, etc
- edit/create skill trees for the player character to use
- create new enemy types, weapons, consumabled, etc
- disable/modify systems like weapon durability or survivor sense
- modify the UI in any way?
Is there/will there be scripting of any sort to allow modders to, for example, create new effects for weapons or new movement skills, editing object property values at runtime, etc?
So only maps or actual modding?
for some reason it uploaded my map multiple times
hey so i just woke up from a nap, saw the post and i was wondering...just how much of a game changer could these tools be?
How did you do that?? Pressing multiple times some button?
It's some far away buiding that dissapears?
how to edit player's inventory ? like the stuff you spawn with in the map
It's more like level/story content creator, but we are planning some updates.
By placing items on map or giving items via Story using this node:
Is it just me or does terrain related stuff crash stuff every time
no, its the one that's shown being edited in the video
Any documentation for these tools?
it just happened
How can I edit player? So when you press play you have max level or items in inventory
You need to add those item for Aiden via Story Editor and items on map - like in real story 🙂
Thanks!
There will be more tutorials with updates in the future.
How big is your terrain? Show me the screenshot
And how can I add NPCs onto the map? Also through story editor or do I need to add one in map editor first
OK good to know! I am super curious about everything the tools can do tbh
Hey what’s going on?
I just added like 2 chunks for example, press build. Then it crashes. Tried to unlock and delete a chunk in the example map to mess around with it, and that crashed also
Oh yep, I added 6 chunks, pressed RMB and then "Lock" and it crashed
Use HumanAI.prefab from Browser - you can look at Carl as a example on town.map.
Well it's not here
I really hope we can import custom assets in the future 😭 I read the FAQ already but I'm just dreaming of real VA to go along with the dialogue and maybe even custom soundtracks too lol
In map Editor - look at Carl on our example map.
Show me screenshot of your terrain
Expand Atlas and select All also in this section
What is your resolution?
That's the terrain, I made a new one with 9 chunks and just tried to lock it. It crashed
My monitor is 3840 x 2160 but it's being displayed at around 1280 x 720
It looks like this
Please report this to support channel
Maybe you should add devtools-bug-report forum?
@little willow ??
So they are easier to find and upvote
Feedback also includes support so its easier to browse, but i deffo should edit the name
but in all honesty
all bug reports should go straight to our support team
so we can react asap
Are you using Scale build in Windows?
I will create a forum post here for now, and send it as a ticket later 👍
Ah there is a 6 hour cooldown on the forum
@umbral folio got 🎁 Present!
got it!
I guess you are a part of devtools team right?
I'm a producer of DevTools 😛
How do I actually open dev tools on steam? It just launches normal game for me (https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/)
Is it possible to generate natural topography with height variation in an easy way? For like non-paved ground, forest areas etc. Haven't checked yet just asking
okay, I was trying to open this through the steam page, not through library. Works from library
:O
So no need to report it through the website anymore?
This issue with terrain - no, other please do
Alright no problem
Is there currently a way to do custom interiors? Something similar to the hammer editor for example
What do you mean? Changing texture on walls?
Im sitting here trying to figure out how to place basic items and delete them 
I guess, putting down floors, walls and roofs with custom textures, im having a hard time figuring out where to find the right stuff for that
Open WIndows -> Prefabs and put them from Browser
And to delete items - you need to Open prefab - look at the tutorial: https://youtu.be/IgPfNpyjHWI?t=393
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Steam:
https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/
Epic Games:
https://store.epicgames.com/en-US/p/dying-light-2-stay-hum...
Thank you @versed dust btw for helping and answering so many questions. We appreciate it
Is it intended that I can't open the airdrop model? I want to remove the parachute from it
@umbral folio Yes, these prefabs are locked, because they are from main game, but you can use option "Save as and replace" as your own prefab. We'll provide "Flatten" option to take out everything from inside prefab to hierarchy up in patch.
is there some form of legend for quick keybinds (ctrl+z) for undo for example that I can have as reference? or is that just a figure it out sorta deal.
No problem, and I will try to help as much as possible 😉
You are looking for Shortcuts?? Go to Options -> Shortcuts
Meh, I cannot paste images. Rafał was faster. 
ah very useful thanks

where is that, i cant find it
i have two questions cause im a noob.
-
how do you lower the camera sensitivity. i cant find it anywhere and it moves too fast for my comfort
-
how do you edit an asset like the dummy box to be flatter/longer/thinner thicker etc? I can only seem to rotate it and make it larger or smaller in scale.
- Go to View -> Controls:
By placing items on map or giving items
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Steam:
https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/
Epic Games:
https://store.epicgames.com/en-US/p/dying-light-2-stay-hum...
Can we import custom assets or just limited to the ones provided? nvm just read the faq
so can we get skills and stamina, health upgrades or not?
yeah id also like to know, is it possible to give aiden all of the parkour/combat skills to use in the map?
i tried these, but they dont work for me atleast
Currently not
but its almost impossible to make a playable map with that little stamina and without skills
yeah makes the maps basically just visual and thats it. cause aiden is in intro state where he cant even run normally
all he can do is climb and jump. and jog slowly
Yes we know that and we have a plan for that 😉
how to change the snap to grid?
Is it possible to generate natural topography with height variation in an easy way? For like non-paved ground, forest areas etc. Haven't checked yet just asking
@daring rapids got 🎁 Present!
really limits what I was planning to do, so is it advised to not actually design parkour stuff atm? since we cant get the skills to do it. like if i designed an area for wallrunning its not actually usable. so should I just make a map for the looks atm is what I mean.
or will an update come out soon adding that stuff before the competition ends and all that?
updates will coming 😉

solo
Show me your maps
Same request! 😄
okay bet
I wonder if we will ever get an update to the devotions where we can make custom animations and such
I really hope ya can
how do you spawn npcs like zombies
Will there be a workshop section in steam to access these custom maps that the community uploads? Or how will the process of browsing/installing custom maps work?
the maps will be in mod.io
is that ran through the dev tools available on steam?
thanks
I need help. I opened the rock pack but I cant individually move the rocks without it selecting the whole box around it?
I'm planning to recreate Elyseum using the tools. Someone will probably beat me to it, but it'll be fun to learn
I'm not sure where to ask this, but does anyone know why the modular wall pieces arent lining up? theres always a gap between them when Im using the world grid
I've already made a plan by going through the E3 2018 trailer and mapping where each shot should be over the in-game map we kinda got
I kinda got around it by manually changing the P values by small increments
you can just place prefabs, and you cant edit the base game map
no matter what I set it to theres always a gap
Wow, never knew the base game map was on the table
also whos idea was making the arrow keys the default for getting around? its so awful...
Probably try veeeerrryyy small numbers
for the grid size or grid steps?
There's a special place in hell for them >:|
lmao
No clue, I'm just messing around atm
what, i mean that u cant use the base game map, u said "mapping where each shot should be over the in-game map " but u have to do it just with prefabs
how do you create a simple landmass in a blank map project?
I'm talking a texture I took a screenshot of in-game
Lemme share: (taking longer than I thought)
phew, I fixed that!
feels so much nicer
yeah idk why the arrows were the deault in the first place, lol
yeah yikes
do you have any idea whats up with this gap between modular tiles? its rather annoying
Okay, can't share my plan sheet thing but trust me it's a mess
does anyone know what the grid size even does?
Anyone have any clue how I can change an Objects Prefab Parent?
Making progress with Elyseum. Almost done with the first building
Anyone know how to make terrain from a blank map?
i will literally pay someone to teach me how to use this lol
Techland actually did a small tutorial on their channel
To stop the objects from snapping, there's a + like icon in the top right corner of where you see the scene, click it and snapping will stop
If you have experience with Unity or Unreal, the different shortcuts for Move, Rotate and Scale still work (W, R, E respectively)
As for terrain manipulation, I am as stumped as you buddy
how do i separate something from a prefab?
Right click and click on Open Parent
that option is greyed out
hmm, I'm just trying to take a car from the prefab with a bunch of them.
Actually I think the video covers that
yeah i looked for it but couldn't find it
The video?
yeah
It's on the Dying Light YouTube channel
Can't post the link or I'll be seen as a hijacked account
That's where I went
Oh, it appears to be unlisted
1 sec
Okay, if you go on TechlandGG, the announcement for the Dev Tools will be under Goodies
Scroll down and it's the second link
i went there earlier must of missed it
Yeah, it's near the bottom
lol
I'm doing what's shown but its still not working for the prefabs, it worked on another thing though.
Well, we'll figure it out eventually
I think I figured it out, there's a tool that lets you copy any entity from something and you can move that copy so I'm just using that, thanks for the help.
No problem. Also, thank you for your help because you may have just helped me too lol
lol, the tool is right next to the orbit tool.
😐
anyone figure out how to scale by extents yet?
You cannot scale by extents **prefabs **itself in one axis (i know it was in DT1) it must be a mesh or logic prefab (areas and such). Also you need to have set "Local" axis mode. I believe you can change axis with " ` " (above tab) or by adding to toolbar Grid.
ah bet gracias
We are using mod.io to support sharing mods between multiple platforms including consoles in the future.
Open this prefab or if you cannot open it means is blocked and from DL2, and you need Save As and Replace this prefab with other name (use context menu in Scene window)
Please attach screenshoot
Damn what
Because for developing content in DevTools there are by default more important shortcuts to use in area of WSAD. You can change defaults shortcuts in Options -> Shortcuts
Maps, Story, Dialogs
Nope, currently not
Please show me those gaps
Anyone know how we can edit terrain? I've got the window open in the test map but not sure if I'm looking in the right place?
Windows -> Terrain
Save As and Replace taht prefabs - it's probably prefab from base game and those can't be edited
Switch to Local coordinates - mentioned in tutorial: https://youtu.be/IgPfNpyjHWI?t=509
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Steam:
https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/
Epic Games:
https://store.epicgames.com/en-US/p/dying-light-2-stay-hum...
AFAIK is related to your multiple submits, and some of them are empty projects. Same with the last one. Try to submit again.
Windows Terrain
OK, Idk why it's empty...
Me too, so please try to submit this again and we will see.
👍
@normal lintel got 🎁 Present!
Ohhh hell nah I still can't edit the soundtrack
thx for the response tho lad
why cant i download from EGS?
I have a question - you are not submitting projects to mod.io or something is broken, and nobody is telling us that? 😄
cant start developer tool , clicking on it nothing happens
for some reason cant choose developer tool when starting the game, steam is buggin
When pressing PLAY on Steam? No popup to choose Lauch Developer Tools?
there is a pop up, I click on dev tool but its still highlighted on the game
I keep spamming on dev tool until my steam just freezes lol
And no window is appearing with project etc?
Idk how to explain it, there are 2 options the game and the dev tool. i see them both and when I click on dev tool the white circle wont turn blue. only the game can be picked
Do you have that window?
I cannot send images
I'm also not quite available at the moment but when I get the chance I will
yes but it looks a bit different for me but yeah same
but I cant pick dev tool only the game but the 2 options are there
feels like steam problem not sure
Silly qustion - did you install DevTools? Go to DLCs and check there.
can I send a screenshot
bruh, yeah I did its there but i cant pick it XD
Sorry I misread your message
Try to Uninstall DLC and Install again
this is what it shows on the epic games store
Go in your library
Manage add-ons
From there install it
If it does not work even after that then you are in the same boat as me. Currently it's bugged for me and some others.
so any good custom maps yet?

darn
making a map isnt easy, so lets wait LOL
yeah fair enough
im having the same issue with the gaps with modular tiles (and using the grouped stuff) so is it ok if i show you mine?
Please show me!!! 😄
i cant send it here, is there anyway other way i could show u it?
same even steam bugged
there was a problem with steam I managed somehow to solve it, I chose dev tool to be launched when ever I start the game cuz i could not start the tool for some reason
I have a problem, when i start Dev tools it will crash after 5-7 seconds
how i can fix it?
When it's crashing? When opening DevTools and on screen with Projects, or when opening projects?
when i opening project
Why is it when I test my map using the Play option, do none of my buildings appear? They appear in the editor and I can move them around perfectly fine
yep same
Manage add ons?
If you mean explore add ons then yeah its broken
There should be a manage add-ons there after your Dev tools are in library
Looking for a Ping?
Detected Ghostping of @hoary topaz by @foggy lily
Is it possible to change an object's material, or am I stuck with the current textures?
You need to go to the Scene tab. Automatically everything you place is put in "Sandbox" you need to move it to "Level"
Cheers
Make sure to right click "Level" and press "Open and set as target" so it will always go to "Level" instead of "Sandbox"
Ah, I was wondering what that meant
I cant figure out how to change time of day. Whenever I change it, it doesnt stay the same when I start the game, also how to modify terrain textures and shape
I think you need to go to the Environment tab, set weather and time of day to whatever, Save your map, then play
Yeah, I do that but it doesnt change it when I try to play, after building + saving
I also tried doing it through the "Level" attributes tab with the Weather option, but that doesnt seem to be it either
@slow harness For now you have to use Story to change it. Are you working on existing example Town map or new map?
new map, where can I find the terrain brush btw?
Thank you ❤️ Cant believe I didnt realize I could scroll down on the terrain tab lmao
np
MAP WHERE
Please give us skills and stamina, it would be so fun to make parkour maps but we cant
Right now with Story System you can setup SetPlayerPreset node with Difficulty_9 so you'll start map with defined stats for a player from end game.
When I try the map editor it just takes me to the game instead
anyone figure out how to spawn a weapon to be picked up yet?
also for some reason with zombies, only zombie_male_01 seems to function properly as Zombies, all the rest stand around in place like humans
If you search weapons under the prefab browser I got one to work that was one of the "op_weapon_randomizer" idk how to specify stats though
use a spawner
weird, cause I usually thought the op tag stood for like the spear and throwabels
trying it now
I havent figured out AI spawning, all I know is that you need a nav mesh at least
yeah, spawner is under prefabs i believe, you use HumanAI in the search and then under meshes you can select skin for zombies and other npcs
op_weapon is for opportunity weapon (i assume)
so spear, bottle and brick
@dusk dagger got 🎁 Present!
just all the other zombie meshes dont work except for zombie_male_01
yeah so op_weapon randomiser you can actually pick up and use, theres a regular pipe variant, I just dont know how to switch it for something else
mesh weapons are usless tho
attributes
I think there is one weapon under op that wasnt an oppurtinity weapon then, it was just a table leg or something though, so thats odd
yeah i found a pipe one
@dusk dagger got 🎁 Present!
I tried looking under attributes for any mesh option but didnt see one unfor
table leg is an opportunity weapon
in E3 atleast
ah I see
theres the prefabs that have all the weapons in a row, but they dont seem to be interactable
does anyone know of a spline tool for roads
Ive just been placing roads by hand pretty much, I have to get creative alot though to do it that way
yeah, those i guess is to test meshes rather then actual functionality
If you set player difficulty to spawn with better skills and gear, it gives you a weapon I think. I believe theres also a give item command to spawn with a weapon, all under the stories section
@manic mulch got 🎁 Present!
And if i launch the C engine from the folder, the game launches instead
Maybe reinstall it?
hello, i dont use discord often so im not too familiar with it so i apologize if this has been discussed already, but is there a way to paint foliage and change landscape materials? I know dying light 2 is more urban, but the dev tools for the first game had these options if i remember correctly so i figured this one would too. Also, is there a general guide for the new dev tools? For some reason it doesnt seem as user friendly as the previous one.
Spawning Weapons
Add on the map ItemSpawner.prefab, then Select ID in Attributes of item you want to have it.
**To spawn AIs: **
- Put** AI_Spawner_Number.prefab** on level, scale it. Area needs navmesh.
- Select m_Preset, m_NumOfAIsToSpawn amout of AIs, choose "Generate" instead of "Legacy" in Spawn points source.
With this Spawner AI will be spawned within this area. Please Re-Size it to be a wider (not higher)
@gusty siren We have currently this: https://www.youtube.com/watch?v=IgPfNpyjHWI&t=509s most basic one. Terrain can be modified, but you cannot apply new materials.
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Steam:
https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/
Epic Games:
https://store.epicgames.com/en-US/p/dying-light-2-stay-hum...
@gusty siren #🔧︱dev-tools message
Okay yah, i figured out the terrain already just was curious about foliage and materials lol. I personally enjoy creating nice landscapes but its all good. either way thank you!
Most foliage you'll find in prefab browser meshes by typing "Nat" from "Nature". There's skins in Attribute to choose.
If you want to check NavMesh, you can find it here by "load" if you want AIs like I said before and for rebuild it's 2 ways: Build map and select navmesh or use "Build & save" in NavMesh Window.
Hi
I have a question
Because I installed this dlc developer tools and when I click it, I turn on Dl 2 and there is nothing there about this mode. Does anyone know how to fire it?
when you push start, you will get a pop-up saying
start Dl2
open developer tools
you click open developer tools and push ok
So are the gray items missing textures/materials? I have roads and grass meshes that are just gray?
unfortunately I don't have anything like that
The game starts right away and nothing shows up.
are you sure its installed?
are you on steam or epic?
Yes. I click download and something started to download so I think that's it
Steam
In Attributes you'll find Mesh Skin.
hey @deep bronze do the other zombie skins work right now? for some reason zombie_male_01 seems to be the only one that works
And when I click download again, it still turns on dl2
check under manage DLC if you have it enabled and installed.
What are you using @torpid kraken Spawner Number or HumanAI with preset?
Ok wait
Preset?
yes, zombie man 1 seems to be only preset that works for zombies
all the other types just stand around like npcs
Zombie man is a kinda special NPC
lol i feel that
my temporary solution to this was, the toolbar at the top has a small triangle looking icon next to a globe icon and if you hover over it, it says to snap selected entities to grid. if you select the meshes you want to line up, then click that you'll be able to line them up as long as grid snapping is on
Please use presets like: "Biter", "Volatile", "Viral"... those presets contains pool of models.
I have
hmm. you can try to do a simple verify. maybe the download didnt work proper, can also try restarting steam.
@torpid kraken If you copy HumanAI will have the same model in editor, but in the game should have different.
Okay ^^
thanks
gotcha thank you man! I didnt even see the biter presets my first time around, thanks again!
I spent like 2 hours today making 1/2 streets with buildings and learning some stuff here and there 💀
I've been looking bu t for some reason i dont see mesh skin option under the attributes window.. hm
Give me an example of mesh you're checking
It seems fairly possible to create a small town / city with these tools. Indoor spaces are a little annoying to work with though
ce_crossroad_4_90_2_180_2_a.prefab is one of them
You cannot change skins for a prefab. Look for ce_crossroad_4_90_2_180_2_a.msh
Some skins are not applying because they not exist (just #fyi if something woudn't change)
OHHH okay, i didnt realize, but am happy to know there are singular meshes. thank you!
oh it's working now
Thanks! ^^

no idea how i missed that tab. litterally hovered over them to try and find a tab for singular meshes and somehow didnt see it.. smh
Stupid question: but does anyone know the ID for straight double traffic roads. Been spending far too long looking
@hoary topaz These? Look for "overpass" ce_road_overpass_4_8_4_str_a_30_a.msh
Eh, in the same vain but ones that match with the sidewalk
I'm not the best at explaining, sorry for that lol
Look for "Road_Profile" meshes, for example road_profile_4_8_4_a.msh (if its grey, just change mesh skin)
Hey so i'm still confused tho because most of the roads are grey with no option to change the skin? under the mesh tab
Could you give me an example which one?
okay , i see now. if you scroll down more theres a mesh tab for these meshes.. sorry to be a pain, but thank you for your dedication to helping!
Noooooooo worries. If you stuck, just ask. I'll try to answer in my free time.
Thats super appreciated! thank you!
the devtools are crashing when i try to build the map
it crashed when i had terrain, i removed the terrain and now it works
Weird, I had that yesterday, and it stopped happening today. Just assumed it got fixed but I guess its something else maybe?
You could try to see if it crashes when you lock the terrain or not first, before building the map maybe
So the paraglider animation is kinda buggy
Yeah, noticed that too. Probably because it's playing directly from the Engine? Also, nice build
Ooh, nice. Found the Harran Bus in the Dev Tools!
what bus
anyone know what the parkour obstacles are called in prefabs?
The bus model from Dying Light 1
it's under veh_bus_c
In case you were interested
ohh nice
There's actually quite a few DL1 assets here
The classic airdrop crates
Those crates from the Bozak Horde where some have bombs in
Are any DL1 buildings there too?
There's the Antenna, those climbable cables too
Ooh, there's also a chair
Plus some train carts
the grappling hook is freaking out too, the rope when thrown glitches around slightly
yes
anyone know how to make areas darker? I've tried messing with volumes and dim volumes but i cant seem to make interiors specifically, darker
ok i think i figured it out.. dim volume, change intensity to lower value
Has anyone tried copying the normal game map to the dev tools to modify?
need some help. i cant open my engine editor,when i open the project , it will turn to the game
Is there really only going to be 4 different tree prefabs...? Kind of makes doing out-doors levels almost pointless lol
Eh its only ver 1.0, I personally would like to see a feature where you could import sections of the main map into it
how has your experience been so far? I can't seem to ever get anything snapped into place on the grid, its always offset by a small amount.
how do I change objects and prefab lods
same try to go to properties and select dev tool when launching the game
anyone working on a map and needs a help to build it, im down
and where I can get some new assets to import
you cant, the dev tool now only lets you use avaible assets
Got all excited loaded the dev tools up
Found that the night time setting was far to bright still
wanted to make something horror centric and thats near impossible with the outdoor light being as bright as it is.
And always having a moon in the skybox
know issue - we are trying to solve this.
envprobe.prefab and then
blocked 😛
Search in Meshes
Small "How to improve Aiden":
Same here 
@gleaming berry #🔧︱dev-tools message Check what conversation between ShockedHearths & Shi no uta.
Ty, its work after i restart pc.
Can i cap fps in dev tool? Can't find in option. Or i need use nvidia settings?
idk @versed dust
Is there anyway to increase the render distance in the editor?
@slow harness Disable this.
If its still not enough, you cannot increase distance for now.
Thx
Sorry if this has been asked before but how does one paint meshes onto the terrain. I can't find the option for the life of me
grass for example
i remember being able to do it in DL1 dev tools
Dissolve probably will not work in game - we are preparing fix for that
Can you use a paint tool for things like grass? Instead of manually adding it?
no cap in DevTools
Oh wow thx i didn't see them when I looked there before. Cheers!
Has this feature been removed? Does anybody know anything about it? Don't want to nag on about it, my apologies but it's a feature that I think is quite important to have
Wonder if we are finally gonna get elyseum a fan made map
someone could technically get creative enough to use existing assets to do something like that, if you can add in custom assets, it would make that alot easier though
anyone have an issue where md_street_15x08.prefab looks like this?
https://i.imgur.com/FRkQQu4.png
which part looks wrong?
Hello, do you have any idea when we can increase the distance? Or it is not planned for the moment
Have a great day 🙂
i'm experiencing a crash when i try to do quick build. My pc shouldn't be a problem, RTX 3070, 32GB DDR4 ETC
any ideas what i should do?
its not the same prefab then
im literally selecting it

Will custom texture import become possible with dev tools by January 20th?
I have a large set of custom textures ready which would improve the quality of my map a lot, but I can't really use them without linking to a mod on another site
Do you have terrain on your level?
i do
@manic mulch got 🎁 Present!
probably because of this - we are trying to fix this issue
Do you have any idea what could cause prefabs to load differently?
oh ok. Do you think the issue will be fixed before the competition is over?
for example this is what md_street_15x08.prefab should look like
https://steamuserimages-a.akamaihd.net/ugc/1996814544461308936/71192F03FAB66A4C9EF6B95D09E5471207562C87/
this is how it loads up for me
change the spawn point? 
must be, probably next week we will release update
good to know, thanks very much! 🙂
reason is " not so stable, little bit too complex" so could have chance to be available when it's not so?
:| Understandable
drawing squares to make a map is complex
I mean I think thats how it worked
you can also create chemical areas , areas with old villedor buildings , areas with modern buildings and grass/forest
could make the spawn point work anyone 
Hi! someone can help me how to make a ground like this?
ohh i can't send a screen
The ground on the prologue
Forest and stuff
let me see
There is somekind of terrain editor?
To make mountains
ohh
i found it
sorry
I find too, but its not showed when im playtest it
Make sure to lock the terrain
WORKAROUND IF YOU HAVE ONLY DEFAULT TEXTURE IN TERRAIN BRUSHES ON NEW MAP.
-- REMEMBER TO HAVE BACKUP OF YOUR PROJECT OR AT LEAST PREFABS! --
- Close the Editor.
- Go to SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data\Maps\YOUR_MAP_NAME
- Open YourMapName_t2mat.scr with Notepad++ so you can edit and save it.
- Remove everything from inside and paste this: https://drive.google.com/file/d/10E3_GyX9SPCKaqVL4Hs8mdxYkjXM-GBD/view?usp=sharing
- Launch editor and check it now.
**HUNGRY FOR FOLIAGE ON PAINTED TEXTURE? HERE'S THE WAY. **
-- REMEBER TO HAVE BACKUP OF YOUR PROJECT OR AT LEAST PREFABS! --
- Close the Editor.
- Go to SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\YOUR_PROJECT\source\data\Maps\YOUR_MAP_NAME
- Open YourMapName_foliage.scr with Notepad++ so you can edit and save it.
- Remove everything from inside and paste this: https://drive.google.com/file/d/1JGUxf31VlBOy7Myr0JxwdPP4cNZpnBqx/view?usp=sharing
- Launch editor and check it now. Painted terrain should have foliage.
Do you want add Tiny Objects/Foliage on roof or anywhere? Use tiny_object_helper.prefab area is editable with Universal Shape.
These are my own workarounds. Just #Fyi
Its work 💪
First click Manage DLC
yeah it said taht it is instaled
when i lunch " editor_devtools_x64_rwdi", from folder and right click on my project it lunch the game instead of the tool
Hmm, that never happens for me
Okay
Have you gone into steam, clicked play on DL2?
Don't do it from the folder
Must be from Steam like Nocture said.
It's Nocture, not Nocturne smh, can't believe it
The AUDACITY!
Way too much LoL. Sorry 😄 Fixd!
ahh yeah , thx !
is it possible to modifi the mooving key ? to navigate like in unreal or maya ?
someone should make a vid showing all the dev tools assets because im on console and cant check
id love to see all the items
There's some items from DL1 as well, including the Bus and Coach meshes, the classic Airdrop box and the Antenna
Eh, no Arch nor the buildings, however many assets from the Base Game are taken directly from the original E3 build such as a small water fountain (the one the survivors are stood next to in the trailer)
i feel that techland will eventually add the arch
I have a feeling too
because i feel the buildings can be custom made
or techland will just add a ton of elyseum prefabs
There's no DLC stuff aside from stuff you can bring to the base game
I've been building Elyseum for about 2 days. Using one of the frames from the trailer as a reference
If you love cosmetics, then yeah sure
yh i only use e3 outfit
Lemme see if I can
so nahh
that e3 water dispenser is all around old villedor
i see it everywhere
@hoary topaz got 🎁 Present!
Yeah, I've literally keyed through the trailer frame by frame
Marking the location of each shot
fucking amazing
Seems like Techland reeeeaaallly liked the area around the water tower
cant blame them
Hello
😄
in the wharf water tower i think when you give to survivors it has a cheap water sign
idk if its on the dev tools
but i feel you could find a use for it
cant get over how cool this pic is even though its barely finished
And thing is I've had to get used to this tool reeeeaaalll quick. I bet there are like 30 people working on their own Elyseum as we speak
i know its gonna be so good
i hope console suport is early 2023
because im already so hyped
The sooner my Masterpiece can be released to the masses THE BETTER!
it already has me hyped for what is to come
You probably know this already @hoary topaz but in prefab browser you can find watertower_area_atlas.prefab contains some of WT, im sure it will give you better level proportions.
@hoary topaz got 🎁 Present!
they need to add the e3 arch
Yeah, that should help
As you could see in the last photo it was just a shell lol
its in the files of the game they just need to add it to the dev tools
i knew it
Question: Is there a mesh that I can put the walkway texture on that doesn't have those annoying borders?
Im suprised already how much you guys achieve when it was only recently released, lol.
😳 backboardfilms just posted a new dl2 vid
fr its astounding
Honestly, I've just been messing around with stuff
send me dm with picture which mesh you want or without
i'll check it later cus need to go
Are we getting more e3 assets eventually? I want someone to recreate Elyseum and the e3 2019 mission
Am... am I invisible?
😂
Hey Techland, wassup my homies. Uh do you so happen to have an uncropped map of Elysium, like what's in the game but uncropped?
💸 Got your name on it Techland 💰
did you think is there many people who participate ?
Pls add changeable fov 🙏🙏🙏
custom maps omg im excited to play this game again after so many months
cant wait till someone makes the entire gta 1-5 maps combined and left for dead maps so many ideas
god cant wait well have no choice
I would love to see dayz map
does anyone know how to texture terrain?
there is a section, and you need to import textures i think
so there no textures i can allready use or i have import them my self
i haven't find any texture in the editor so i thinks you need to import one
that werid as 1st tool for dying light 1 had few textures u could use without importing but maybe they will update the tools with paint texture tool
for me there are textures
how u find it can u show me please
How to setup a parkour challenge using prp_parkour_challenge_post_trigger.prefab?
Use challenge_parkour.prefab and set that as the trigger player interacts with
Could you expand more on how to do that? I'm not sure how to start
Then place challenge_points around map and set them to parkour_challenge prefs m_checkpoints
If you open this in notepad you can see the logic behind it
You need
- Trigger to start he challenge
- Main logic
challenge_parkour.prefab - Startpoint
challenge_point.prefab(player will teleport here) - Checkpoints
challenge_point.prefab
Player will teleport back to main prefab when challenge is finished
In challenge_parkour.prefab you need to put m_ConfigPreset. It determines time, reward and other quite important things
you can find some from challengespatchpcreview.def and/or write your own config using those as an example
Or thats the theory, I havent tried it in custom maps lmaoo
Thanks!! 🙂
Np
Im surprised no one uploaded a level yet. But i guess there's alot to unpack and learn
Im not good at level design, but I've been trying to get a tiny island town for parkour challenges done
I don't quite get how to do it, I'll wait for Aciek to make a more indepth tutorial that can be used by everyone here
@elder ravine
there
thank
yo Crex, do you know how to setup a parkour challenge?
I'm building my map currently, anything else will happen after like making quests etc
anyone know how to set m_Entity for lockpick blueprint
Just noticed theres challenge examples with all logic stuff you need. Spawn one of those and modify it as you like, e.g. challenge_parkour_template_easy1
So, how do I stop buildings from fading out when I go a certain distance from them?
you can disable the LOD, but it impacts performance a lot
Hmm, any alternatives that don't tank performance?
my iq 900 workaround
fog 
This small area with not much detail took me so long 💀
I have 0 experience doing something like this though
still proud of it, ill probably just try something more do-able though
elyseum vibes
I wish. If I worked like 10 hours on it. I could probably make something in similar size to the example map, probably not quite the same level of quality though lol
@hoary topaz is making an elyseum map and im helping him and we’re gonna try and make it as detailed and as much like elyseum as possible
Nice, good luck with it. Do you think the assets available are enough for that project?
not sure, techland needs to add the arch and a few other assets to work with
because there is unfortunately not an arch
Looking for a Ping?
Detected Ghostping of @deep bronze by @hidden cedar
Nope but I'll improvise.
Could use bridge asset as arch, idk its exact name. Scaling the meshes should help with all that too I guess
i feel that techland will add it
Mayhaps
Next update hopefully
I think it's something to do with the settings
oh
I think ive heard in this chat that the LOD is either the weird fizzle out thing, or just always visible which tanks performance. I'm probably wrong
@hoary topaz got 🎁 Present!
As Bub said, Fog. Lottsa fog!
all maps are silent hill 
My God! That's an AMAZING IDEA
fog is good, but only if its optional
fr
No no, getting off track, gotta finish Elyseum first
Imagine if you could import custom assets. I'd import gm_bigcity and make it parkour friendly lmfao
that would be really good, especially with the nightrunner tools
post apocalyptic gmbigcity
someone needs to try and make a i am legend inspired map
You could technically recreate it with the DL2 style buildings, but it would be hard to recreate the building sizes I think
Question: can you build maps within the main game world space or copy the basegame world space?
i think you cab
If Elyseum is anything to go by, it'd be hell
I thought I heard someone say you cant but I have no clue
ive seen it on a picture and it looks like modified main map
ill find it and show u
look
its like the main map but better
@hoary topaz
looks really good
I feel...
wait where is that from?
...inspired...
yes but they look just as detailed as old villedor
ik, you can make a good looking scene like that for a photo with some work. But since I cant see anything in the background I feel like its original fully
true
plus I cant think of the location in game that looks like that
it is
its fully made
look at the building on the left
ive explored all of old villedor and never seen that building with a sign outside
still really impressive though
Yeah, its pretty good even for that small space
some people need to work at techland
hire whoever made these 😂
they give me the same vibe that 2021 dying light footage has
Those hanging decorations + the extra grass are what sells it
yeah
they look fucking sick though
especially the water sign
i kinda prefer all the vines on almost everything
They probably didnt spam it like that for performance reasons i'd guess
why, does it really destroy performance?
most likely, if they doubled the amount. I could be wrong, no idea how expensive they are
mhm
Are you able to make objects snap together like roads and walls
NPCs, where can I find them?
I have a couple questions about the actual makeup of the map space:
- do we get control over the size of the map? If so, how do we view and modify that?
- is there a build height limit? If so, is it hard (can’t build further), soft (player can’t go there or things won’t render/animate), or something else? And if so, can (and how) we view and modify it?
- what is the best way to go about navigating the map in the builder? I experimented a bit and movement is extremely clunky and laborious
- is there a way for us to create custom “sub maps” like how we saw in dying light (forget if 2 had it) where crane would enter a building and suddenly be in a local instance of an area? If so, how?
-is there a way to get a sort of layered map view where you could toggle between multiple layers of terrain/buildings if there were, say, multiple whole levels to the map? Again, if so, how?
-is there anywhere we can find a complete guide to what all the individual entries in the prefab library are? I can’t figure out what a lot of them are with the hyper-abbreviated names they have
Oh, and about the map contest, is the expectation for just a map, or do devs want us to try and flesh out further details like where things spawn, quests, and other things? Trying to figure out where I want to channel my focus. Also not sure how possible it would be to try and form a team together, as my idea is really ambitious
Looking for a Ping?
Detected Ghostping of @floral ivy by @plucky wraith
Anyone knows how I can scale objects directionally instead of that triangle which fully scales it from all sides
Military interruption in school trip
If it's possible to scale objects directionally it would be helpful
That would save me time on making floors
Hi all a small question: what’s the tiny_object_helper and how to use it?
Normally I see them covering dirt piles and small stuff. But I don’t understand what they do. Also normally one object has a bunch of helper prefabs at the same location in different angles, do we need a lot of them for one object to work? What happens if we don't have any, or just one of them there?
aw, somehow I cannot post picture, but there're many examples in the Town example map, coming with the editor
And a second question: I have found the DL1 editor youtube tutorials and they are pretty handy, how much of those knowledge can be transferred to DL2 editor? It seems the quest scripting part is revamped into visual nodes.
Afaik tiny object helpers randomly place foliage, stones etc. to tinyobjhelpers area.
Helpers are not always necessary, you can build map only by using meshes. I wouldnt worry about them too much at this point
Yes theres lots of legacy from first Devtools, imo those tutorials are still valid, even though many things have changed
- You can add terrain and adjust its size. In terrain window you see max area limits
- I wouldnt push it too far and theres no any reason to. Theres probably some limit
- I personally use scroll wheel 90% of time. You can also use arrow keys or press G to open game like view and move around with wasd
- Yes you can create either localportals or mapportals. Local portals teleport you to other area (without loading screen) in same level. Mapportal teles you to completely new map (with loading screen)
- No. Theres only that one guide Techland has made
You cant scale prefabs to only one direction. Its possible with meshes
Change coordmode to Local to scale mesh directionally
Anyone know how to add npc's?
when I interact with the button, nothing happens 
You missing challenge config. I DM and send some files ok
sure
Anyone know how I could make one of my buildings render shadows? Right now it just renders the window's shadows
Will there be any tutorial for these dev tools? I'm completely new to this stuff and i don't know what i'm doing but i want to make maps for this game very much.
At this point i have few questions for you guys. How can i add mountains and background terrain? How can i set spawn point and delete or make the gray floor invisible? How can i change textures of stuff?
Learn how to build, create, and edit custom maps for Dying Light 2 Stay Human in the Developer Tools!
Take part in the Shape Your City contest now: https://techlandgg.com/goodies/shapeyourcity
Steam:
https://store.steampowered.com/app/2217480/Dying_Light_2__Developer_Tools/
Epic Games:
https://store.epicgames.com/en-US/p/dying-light-2-stay-hum...
It sucks tho
Yeah, i watched it but it literally doesn't tell anything XD
I dont think you can add mountains. But you can add a ground with the terrain window, spawn point should already be there you just have to move it, and you can just delete the baseplate (you need to open Level for that), lastly you can change some meshes' textures in the attributes window
Okay thanks bro
how to enable and uses dynamic lights?
also any way to fix interior lighting of my map
some items have sun shading visible in dark interiors
@plucky nexus Please use envprobes (logic) or Room_Box/Room_Logic to generate lights in interiors, also you put mesh of light. All lights are available here (Besides envprobe).
I know you got your answer on different channel. 🙂 Just to avoid duplicate.
Thanks again, Aciek
Is it possible to set a player's starting outfit using the Dev Tools?
So I have some ideas for a potential large scale, really ambitious mod project, but I’m not sure how well it would work with the dev tools current capabilities (particularly in terms of handling lots of vertical scale, among other things). Would it be okay if I shared the idea here and got some feedback? It might actually be better if I make a thread out of it, as there’s quite a bit of detail involved. I’ll also be sharing the story I want the map to have, with spoilers hiding major plot elements of course
Thanks! I will also watch those DL1 tutorials then 😄
Thanks for the answer! I was about to ask what does Room_Logic/Box do lol! So they are for lighting, that makes sense! 👍
something I found useful yesterday was that you could change the WASD to camera movement like Unreal/Unity, and give the move, scale, rotate functions to 1,2,3,4 in the Shortcut menu. Feel much better!
I just can say additional trick how to turn on foliage in tiny objects areas or on terrain. #🔧︱dev-tools message
Any reason I don't see props ingame?
I tried both "save" and "save and build" with "quick play" and "play"
(playing on example project worked)
@cobalt thicket
oh okay, thx so much :D
Hello,
I have a questions regarding Shape Your City contest. In contest rules you says content entry is a map, but what is your definition for this? What are the limitation of the map, like it size or number of assets on map? You are asking players to design only visual part like placing objects from available ingame asset lists and creating only environment storytelling or you want them also to create scripts and logic for map related story/quests. Im asking because rules actually says nothing about map itself, there is no clear definition of it.
I believe it's up to you how complex you want the submission map to be. My interpretation is that it can be purely aesthetic (maybe with pre-set parkour assets), or it can have quest logic with dialogs. This document mentions some aspect of that but I think overall they are flexible with the map submission as long as it's impressive in certain aspects.
(cannot post link at my level 😦 but you can check the Terms and conditions available link under Step 3: Submit on the contest webpage) Check Contest Description and Specifications section here
Thanks! that's a helpful tip 😄
Is there anyway to show sample zombie visual to indicate the location of ai_spawner_number? Right now in the editor it's just a reddish volume and hard to find when just looking at the game scene.
It'd be nice if we have a way to show some zombie symbols in the volume, like the crowd spawner in DL1 editor, so it's easier to find them.
Something I just figured out - How to use scale by extents:
You have to go into the default scale mode (R by default), and press ` (Toggle axis mode). Now you can either drag one of the arrow gizmos to scale it by certain axis, or you can press Q to enter scale by extent mode and click on a face (eg. a face of a volume) to scale it by dragging. This does NOT work for everything, but it should work with most volumes which have simple geometry boundaries (faces).
It’s gonna be a case by case test to see a thing can be scaled by extents. Like Spawn Volume works, but PlayerFallAmortizer Volume doesn’t, which is kind of weird since they are both simple geometry volumes 
Thanks @deep bronze this is super helpful! ❤️
Someone just asked about Primitives, but message was deleted. STILL!
thanks a lot, was me haha, also is it possible to copy a prefab to modify it like deleting some assets to get for example a proper version without props like just a bbuilding without all the little props around or to get this result i need to create the prefab by myself with the existing assets ?
Yes, some Locked prefabs can be "Save as and replace", so you can edit content. Here's an example.
oh nice thank you very much, perfect now i'm good ^^
anyone knows what's the prefix or keyword for cellar door (pull up from ground to open) and underground interior environment (like sever, or those underground labs in DL2)?
Haha! Checkmate Techland! Just found THE PERFECT mesh to create Triumphal Arch!
(one in background's a placeholder)
all the stuff that are used on the arch are still in the game
checkmate I am the arch 
bonus pic (rat missile)
Bub, sometimes I wish I was you
sometimes i dream about cheese
lol what's that rat missile, that needs to be a weapon hahaha
or tie the missile on the rat so it has the homing function 😂
I've got a question Google and other chats have not been able to answer, figure someone poking around in code might be able to answer. Anyone know how much health a volatile has on nightmare mode?
Will devtools come to console or is it just mods?
Just maps
@ruby quartz got 🎁 Present!
So you'll be only to play the maps, and not use the devtools? Better than nothing tho, I'll still enjoy it
Especially with mods
Yeah I'd love the opportunity to play mods on console, DL1 had some great mods and maps, but only in steam workshop I think
Anyone knows what's the difference between Play and Quick Play in editor?
Hi Aciek, my ai_spawner_number Attribute window - General section looks different from yours. It seems that in your Attribute window, you have m_preset field in both General section and Presets section, but I only have it in Presets section, not in General section. Is there any settings I need to turn on?
I wonder if that's a new feature that's not yet in the current editor version?
Nah, these settings you showed me from picture on the right were from ai_spawn_point, it doesnt matter honestly where they are if they are on general or under preset. Use filter to find 'em
Need help, can i see grid ? there is option to snap obj intro obj ?
Hello. Yesterday you helped alot with adding dynamic lights but how do I do the other thing where I can adjust a room to make it dark
I'm not sure where to access envprobes
its a prefab
How do I configure this prefab
attributes?
what about the prefab without "generic"
Oh this seems to be doing smthn
How do i make it so that in dark interiors the trash items on the ground dont glow
something bloom
and sometimes when i move it to the decorated wooden wall it looks like sun shadows are working on it
the what?
anyways some other objects are also lighting up
room box logic seems to be doing the same thing
@unique vine
@plucky nexus Just put envprobe.prefab, scale up to your interior (extents) and use "validate and build" "generate envprobes" and choose if you want to generate all or just selected.
Hi guys. Can someone tell me how to lunch dev tool instead of game from epic games? I saw that you can switch it on steam but what about epic games?
Check DM.
hi, can i use many terrains? mean parallels layers for caves and etc.. and how make holes 
you a real one man, thanks
Noppers. Use Remove Verticles from Brushes. When you paint terrain with it you'll see red things, these will be removed after you Lock block. I just had crash on it, so be aware and create a bakcup of a project.
Anyway after launching map again, everything its working for me.
How to add light bulbs or street lamps that turn on during a certain time of day and cast light?
@broken meteor got 🎁 Present!

Hello, I've been trying to figure out how to create a quest without much success. Currently trying to replicate the wallet quest, but I can't figure out how to do the conversation node dialog. I have a humanai and quest_object in the map.
heyo\
I also created a new story and dialog. I've added the story to the map but I only have a start and end node for it at the moment.
thank you
Yep, trying to do everything from the start
Ooh okay I hadn't double clicked on the quest node yet
Is this where I assign the quest giver and start dialog?
Yes.
Ohh yeah there's a lot of stuff here! okay i'll look into this a little bit thank you!
oh sorry, i thight it un selected it
i started a new pro and nothing was still there
crashed again, i will put in a ticket thanks tho for ur help
Im looking for a tall grass mesh but i cant find it, can someone help me with it?
i saw some grass2048 msh and stuff like this but they are invisible
The tall grass that appears at the prologue section
On the bridge
or overpass
i can't send a screen so its hard to tell what im looking for
Look for Meshes and type "Nat" in Prefab Browser. If any of these are gray, change it's Mesh Skin in Attributes.
Send me a picture on DM.
okay
do you know how to make this smaller
@dusk dagger Scale it down or #🔧︱dev-tools message look for another meshes.
Thanks for the keyword! Do you happen to know what's the prefix or keyword for cellar door (pull up from ground to open in DL2) and underground interior environment (like sever, or those underground facility interior in DL2)?
Tried “Cellar” and “Door” with no luck. And I tried “Int” for interior but they all seems normal house interior, not sewer or underground facility (like the one you need to connect a 30m electrical wire to power elevator for a lady)
how do you turn off dissolve in game because you can do it in the editor but it doesn't do the same when I'm playing my map
Most walls are the same, it just matter of the Mesh Skin. Check walls on Example town or as example: bld_ce_a_wall_str_mid_1x1h_a_em.msh
Also you can type "atlas" in prefab browser and there's wall_decorations or something like that where everything is listed.
There's also atlases with the electrical substation, water towers, trafo station. You'll find it eventually.
Currently you cannot AFAIK. You can change LOD Distances in Attributes for each mesh (or prefab), but it's kinda kinky way.
Thanks @deep bronze I’ll do some digging following the lead! Appreciate the help!
could we expect some more tutorials for world building/fx/lighting/landscape etc as the 15 min video was kinda vague
this editor is so painful
