#🔧︱dev-tools
1 messages · Page 4 of 1
No, but there's few issues with building terrain and editing prefabs at once and with generating terrain right now.
Look for official patches for fixes.
Just edit small parts for now.
so the asset browser acting weird was not a coincidence lol
how would you "not" edit prefab and terrain at once? Does "lock" turn off terrain editing or is there something else required to turn it off?
It appears locking provokes crashes.
I am repeating the steps to provoke crashes, perhaps this can be helpful as a bug report
yeah i ran into the same issue w/ terrain
I narrowed it down to 2 crashes:
First I applied aciek's advice with pasting the files to get the materials to show. The materials and foliage shows correctly in editor.
- When locking a block (whether is was manually painted or not) it crashes right away.
- When attempting to build it crashes at 12%.
I think this is caused by something with the materials.
Is the paste files you provided identical to the town example map?
No, better one.
This is without modified material files.
I found one more crash: When creating a new map (same project), then creating a block, unlocking, then locking, crashes
I am slightly confused with 2 things on how the editor works:
-
If I want to get some assets from the asset browsers, like specific wall pieces, the only way I could find some was to place an atlas piece with a large building, then take pieces from that. Is that supposed to be like this? Because the asset would not show up in the normal browser.
-
I am trying to extract a one-sided double door from the one way doors atlas, however it is all locked, and I see no way to open the prefab to drag it out.
- Use asset browsers mesh tab. Theres building pieces you need
- Same
If you see cool mesh in atlas you can just copy its name and spawn one from mesh tab
-
Thanks for the advice. It appears the first icon ("prefabs") is not all assets, only prefabs, while "meshes" is the conventional list of meshes as from other engines?
-
There is a slight issue, the double doors one way I am looking for is a prefab, and it won't show up in the prefabs. Its name is "industrial_door_bolt_double_a" inside the "doors_atlas_one_way_Doors".
I assume the purpose of an atlas is to copy the prefab from it so I would not have to recreate the door setup manually.
Yeah why not. I think them more as cheat sheet/inspiration.
Imo its way easier to spawn things directly from asset browser
Prefab is like collection of meshes and/or logic. Prefab name is not necessarily same as mesh name it holds inside
You have to expand that prefab and see how that door is made
For example
door.msh=static door
door.prefab=door that moves
Because .prefabs can hold logic inside them
I will see if I can extract interactive complex items from another atlas.
It now starts to make sense, I am recreating the door manually by looking at how the atlas does it.
Lord Bub carry
DL2DT friday 
real
my favorite feature in dying light 2 is how great the global illumination looks. Especially at dusk or dawn.
I am trying to mod out the darkness timer, however in the player setup variables there is no mention of it. None of the prologue presets has anything relating to it.
Is building (or navmesh generation) required for the game to detect climbable surfaces? I can climb on a street lantern I placed earlier (liek on a drain pipe) however a newly placed drainpipe is not climbable
Same thing as earlier: meshes dont hold any logic.
For example you can place ladder mesh but player wont be able to interact with it. So you need to use ladder.prefab which comes with the logic
Ladderdi*.prefab. It comes with pipe preset, you want use that
Navmesh is related to AI
Whats darkness timer
Thanks.
However I think there is an exception, streetlamps appear to have climbable meshes without visible logic.
The skull icon thing where you have to stand in UV liight to recharge it
Should be in playervars, immunity
Oh ok I think I misunderstood what climbing you meant
oh I think I made a wrong assumption, I assumed that all climbing ingame is the same in the way the engine does it. However it appears ladder or drain pipe climbing requires special setup while normal ledge climbing does not. Because I was able to climb on other pieces of geometry
If certain meshes attached to prefab presets do not appear visible, how to fix that? They do appear in aciek's tutorial video.
It appears with a crossed out eye symbol in the scene browser.
I think its hidden. You need to open prefab and click that eye icon/enable SelfActive from attributes
I will try to boot the example project and see if it is hidden there too
It appears invisible too on the example map (in a different project). Either I tripped the wrong visibility setting or something else is causing it.
What object/prefab is that? Is it interactive?
Gameplay_Modifier_Area with Dark Zone on true.
I have this for switch.prefab and door.prefab, the models associated never show up in the editor (and neither the dummy meshes like arrows showing the interaction point).
It works ingame, and shows up there. However not in editor.
Go to Filters
And check if you don't have turn off "Interactive Objects"
set on false.
Is that in the scene view?
thanks, found it!
to work with terrain and canal do i need to generate heightmaps ?
Hakon island maker identify yourself

What is that waterfalls name. I had one in my map and deleted it and now I cant find it anymore
Someone told me Hakon island got it
@hushed flint ? hakon island man is that you
yeah ?
Remember that waterfalls name?
Really? Gpufx?
yup
So you made it?
yeah
i love the idea of referring other map makers as "name of their map" man
i mean you've got a good deal Bub, you're Heavy Rail Man
that's straightup a megaman boss
I think waterfalls are some type of FX
bld_ce_a_modern_wall_str_2x1h_a_em this and other similar wall pieces always render as a default dark color. I know how to select the texture in skins, however they never are visually applied. Does not happen for int_ce_a_floor_sqr_2x2a_a
is that wall piece somehow special or is that a bug? Also tried rebooting the editor, problem still persists.
reason why you shouldnt leave devtools open when test starting your map:
dev tools actually run better than the game on my pc, for some reason I can not get the devtool version of the main game to run in dx12
oof
well make sure to close devtools when running the game so there is less RAM consumed
and processing power
For me game runs way better
whats your pc
Bruh
Its a laptop
lol

frfr
my fps usually hovers around the 60mark in the editor, but performance is a lot worse while im testing the map out
this is probably why!
@pearl rivet Could you try one thing?
Disable these 2 and let me know if its better with editor.
sure thing, i'll give it a shot once i'm off work
that did the trick! more than doubled my framerate
thank you 🙏
Worked for me too
whatchya make?
always happens
kk ty
guess i don't get to know 😔
Oh heyo
A visual map
Very pretty :)
Just need to actually get it uploaded now
nice! any particular theme?
Any way to submit a file to modio via a zip file?
I keep trying to update the mod file but it stops at around 45% every time and goes super slow
Autumnal / more yellowly color palette of DL2
Instead of the green one in the release version
ahhh i dig it! i'm also integrating fall colors in my map, through the architecture
i'm a sucker for some orange
It's just so waaaarrrmmmmmmmmm
is the reason i cant download the dev tools because i borrowed the game from my brothers acc?
it's considered a DLC if you are gamesharing on steam i don't know if DLC's are included in gamesharing
well that sucks
thats what i do, but it just launches dl2
and then if i click add to library its tells me that i must own the base game
Do the devtools support custom animations atm and editing functionality? (e.g. replacing/editing the prompt to vault [kick] to a prompt with a different function altogether?)
is there any other way i can use custom maps?
@tall hull
Reinstall
??
Reinstall dev tools
i never downloaded it, cause i cant
its says "Before you can add this product to your Steam account, you must own the base product."
and then when i click download on the dlc it just launches dl2
Idk
PSA: uploading mod data in dev tools seams to push large files to the temporary folder on the computer. I'm trying to upload my mod right now and have done so a few times and found my temp folder to be filled with around 100 gigs of map files for some reason, fixed by clearing windows temp folder
Does the game have cheat codes to be used when testing a map? Like flying through walls?
Currently, not.
soooo, is there any way i can use dev tools?
like any way i can get past the part of me having to have actually buying the game and not borrowing it from my brothers acc
obviously not
well thats just stupid, technically i own it
if you havent bought the game you dont own it
well i got it from my brothers acc and family shared it to mine, cause i aint paying 90$ for it
your fault
bruh, y am i able to get the other dlcs but not the dev
hey aciek, is there a break node in story editor to repeat a section of group?
No, Story works only to the right. Exceptions are: "Mission" unless player finish it and "Rollback" Node, but it rollback whole Quest (or Story. I do not remember)
Whats the difference between mission and quest
Mission is repeatable and you can fail and back to certain checkpoint of the mission. When you fail quest, it's not repetitive anymore.
Ah ok, and mission can be part of quest
yes
I tried mission node once but it gave so many errors and missing dependencies that I got terrified and never tried it again
Quests ftw
hmm, so for my problem in my forum i made, is there any way to make that possible? to repeat parkour by talking thru dialogue to guy to activate
Based on what I just learned, make it mission which is repeatable 
StartChallenge and output from Dialog to it.
oh no i already have that, but i've made a workaround :)
It is best to try a very simple thing first, get that work, then add more. This way you get confidence and won't be overwhelmed.
@alpine lynx I made simple guide with 2 missions where you have to reach point in certain time and don't get spotted. Here will be video with files included:
https://drive.google.com/drive/folders/1f89qhpIFaiJx9U7_hAVr6ln-KXVeLToc?usp=sharing
Nice thank 
Overview is at the very beginning of the video so you can check if you need it anyway. 😄
Hello how to I access the dev tools on my PC. I already downloaded the DLC
@midnight prismyou click play dying light 2 and a menu should appear to play base game or dev tools
i doesnt appear it just launches the game
Do you have the dlc?
restart steam
Trying to upload an update to my map but it doesn't seem to be showing on the website, is there a delay? I'm confused, I uploaded about 30-40 minutes ago twice but there's nothing showing under my panel.
How do I know if the upload failed? The loading screen just stops after it's done
@deep bronze sorry for the notif but is there any logs that I can check? I don't want this to be an ongoing problem
in editor? or on the page
it's just called Ridgecreek Falls but i added the version number at the end of the name
Are envprobes used exclusively in interiors in dying light 2?
Aciek when you mention in your tutorials that there is no audio yet, does that mean no music or audio emitters will work? I have found some emitters however their audio list is empty.
Can tool have some trigger prefab or mesh? when i go in this place im teleporting to another? (for example i wanna make "zones" when im falling i teleport to my "checkpoint") without Stories tool, because its inside the challenge example prefab from Aciek.
How to make a dialog at the end of which we need to kill the guy we were talking to?
in my experience i've had issues with audio emitters not working properly: for example, setting a move object to create the sound of elevator doors opening when it moves-- only it doesn't when i playtest the game
Do you know how to make barriers invisible? 🙂
And where the hell do I find tutorials from aciek x-x?
What is Atlas
Can anyone help me with a problem where uploading mod data stops at 40% over and over?
Barrier and collision barrier prefabs are invisible in game
Collection of assets. For example all street meshes put under same prefab
My gizmo is missing idk if I hit a hotkey but I can't move objects I select. How to fix? 😦
Hi all, am trying to capture some footage - after I load up a map through the editor and hit play, is there a way to access the cheat menu in-game? Specifically looking for free camera. Apologies if this isn't the correct channel.
Currently, not.
Ok, thank you!
Is it a bug if certain envrobes are not detected when attempting to generate them? It happens when selecting current grid
can make any mesh collision off?
So i was thinking about something
well two things actually. One goes to the OG dying light, for mods in such, and one for the new one.
But I was thinking, is it possible to bring in the buggy from the following, into harran at all?
or even into dying light 2? or impossible
Hi, can i somehow set weather and time of day that will be active at the beginning of gameplay? I know how to change weather in editor but it doesn't change time in "game" :/
Check this
#🔧︱dev-tools message
Yes open meshes attributes, expand ’mesh’ and disable physics collision
Thank you 😄
it is after a full build and a full envmap build.
Am I doing something wrong or is this a bug?
shouldnt the envprobe be covering the whole room?
the highlighted box is the shadowcaster. The envprobe is the exact size of the room. (not shown on picture)
I dont understand anything but you can use room_box + envprobe for interiors
Aciek got tutorial for this one too
What is the difference between room box and envprobe? it appears to be a variant of it, just tried placing one, the behaviour is the same from what it appears.
If I set it up as a lone envprobe or roombox the edges of the room flicker. Only if press blend then that disappears, however then the room appears too bright.
Room box contain much more logic that just envprobes, but it's related to audio type as well, in that case doesn't really matter.
Shadowcasters blocking sun only from 1 side, try rotate it.
Thanks that explain a few things. I attempted to seal off a room with various different meshes.
I think the game has some automatic occluding built into meshes.
the occluders are an extra thing to force it in specific areas.
sure there should be occluders in the interiors but i am having problems with the exterior of the building
there are performance issues if you have like a broader view over the map
im trying to fix it by placing occluders but i was wondering if there was an other way besides that
Does the room box cast shadows?
is it possible to use tiny objects and terrain foliage at the same time without bugs in the foliage?
Can someone check my level "Scarlett Fields" and see if they can play it on mod.io?
Thanks!
ok nvm it seems the foliage just didnt generate inside the devtools
it looks like it is working when im inside the game
This reminds me, my question wasn't answered last night
I was wondering, if it's possible, to bring the buggy from the following, into the base dying light game
or if you could bring anything from DL1 into DL2
Look in the prefabs
If it's not there but it's the same Type of file you can try to exctract it from dl1
But I don't think it's possible
It's an Aciek type of question
You cant upload sounds
Not yet anyways. Sucks though
you can't upload anything you made i think
but if you put it in the files
Nobodu gonna know
does anyone know how to set up the interiors?
i know about the shadow caster only
envprobes
True is that ~Yoda (#edit besides map, lol)
what about just placing it in folder?
Who knows! 😄
Quick question
If I want to set up interiors do I just need to bake the envprobes as in the tutorial or do I need to place some other stuff as well?
cant wait to add custom textures and revamp some of the buildings to be unique xD
-> BETA <- LODs are related to City Builder. In future there should be available system for lods without it (guessing), so I guess it's just a matter of time. If you making map for contest I don't think you should care about these things at the moment.
For lighting in interior just Envprobes.
thx
any tips or advice i should be aware off regarding this comp? shits hard to work on when i do 50 hour weeks -.-
You can set up Room_Boxes & Room_Logic for future edits if you want have more to setup in future like working audio differently per room.
what about shadow casters?
are they necesarry?
thanks
What does "Generate build files" do?
how water cylinder works? its yellow 
There is a tutorial about why some meshes are yellow
Can i make use of multiple maps? / load another map by pressing on a door
i don't believe they can yet, but i think that's planned for the future
i wont play till its a feature looks fun tho
ah, you're missing out on some great looking single player maps coming out!
i get the inclination towards co-op, though. im hoping to make some lfd2 style maps once it comes out
sweet
ooohh I find the tut https://drive.google.com/file/d/1HuOVCSQn1Z56LrPZRFohOHXHbagh9Ih0/view?usp=share_link
if the mod tools are done the way i think they should be
Dying Light 2 can become a super moddable game like new vegas
and skyrim
okay..
Yes mapportal or story node (changemap?)
Theres also localportal.prefab if you want teleport player in level
I dont think so, unless you increase whole terrains resolution
hmm, okay, is there anything that is the opposite of a waterbox?
something i can put inside a water box for say, an underwater area
Like some waterbox occluder..? I havent seen such thing
@tall hull Give me an example what you trying to achieve.
oh, i was making an underground tunnel in the lake, i wanted to be able to get out of the water once i get to the tunnel, but i'll just make it so you can press on the door while underwater to load the new level
yeah, but it not help with water_cylinder_4a and _4b... for _a i can change the skin but in _4a and _4b have only "full" skin and nothing change.. LODs options don't help too...
Aciek type of question
Nothing changes. it still means those just don't have support of skins. @hollow kraken
how do i make underground? or do i just need to edit terrain?
Waterbox.prefab is only supported in DT. Those meshes might just not be.
Yes or add place some kind of "fake floor" with backyard_floor_1x1_a.
I think there is a mismatch in the closing time for the contest:
Official Site:
"Submit the Shape Your City entries before 20 Jan 2023, 11:59 pm CET"
Contest rules PDF:
"Entries
(maps) will be accepted beginning from 16:00 CET, December 13th, 2022 (Starting Date), until
16:00 CET, January 20th, 2023 (Closing Date), with the reservation that Techland may extend
the Closing Date for any reason at Techland’s sole discretion. Any Contest entries (maps)
received after the Closing Date may be disqualified. The winners shall be announced by
February 2nd, 2023."
What Aciek said, you probably need to decide if your underground requires small objects and how many etc. if not many you can carve a hole in the terrain and create objects underneath, or if you want a bumpy underground you can push the terrain down and place a fake floor like Aciek mentioned above it.
sad we cant rotate terrain in any direction and sculpt in any axis 
really silly question (surprised i went this far without doing it) how do i copy a filepath of a prefab/object in my map to quick paste
is it ctrl c?
Anyone working on a forest for their map? I made a cluster of various foliage, rock meshes and just duplicated to create a placeholder forest. Just curious if anyone has a different way of doing it.
Anyone knows if this is a glitch or accidentaly changed something? When i want to place a building part from prefab browser, it is far away from my cursor as you can see in the screenshot
Is it doing the same thing with other assets?
nope, only few buildings
Oh hmm I just checked and mine isn't like that
My gizmo is on the mesh, maybe you accidentally changed it
okay, i will try it, also, is it a common problem that dev dools crash everytime when locking terrain or build?
this my major problem.. then i start do a new map without terrain 👁️ 👃 👁️
Do you mean it is sticking to your mouse cursor?
The terrain editing is currently borked, crashes every time for me when locking terrain. Or when trying to build with terrain present.
me too
so... so many crashes
how can i remove this dark outline stuff and adjust the cliff texture?
after locking it will be normal
okay thanks
The editor is actually a great application. It has very good realtime rendering, and the asset browser and "parent/target" system is very good once you experience it.
I think some areas are currently borked like the terrain editor part crashing, however I think they will fix it.
This editor is a lot easier to use than for example the snowrunner editor. Its editor is nice, however it has not the same high quality real time rendeding and testing a map requirs to pack it first which takes several minutes on my pc.
hope this tool keep growing bigger and bigger and flexible is possible 🛠️ 💪
yeah i’ve been really happy with the editor so far
i feel like the prefab system is gonna open the door for a lot of collaboration in the map making community
yes I am making a map rn and it looks and plays good so far its just the annoying bugs like terrain that slows me down to a crawl
Love the chrome engine
I wonder once the dev tools re refined. I wonder if people are going to try and make the E3 verz themselves?
There are some people already
depends how much customization they plan to implement
a good example is Black Ops 3's mod tools
community made tools to mod it even more, and bo3 supported it
idk if techland plan to allow 3rd party tools to work with there tools
I hope they allow Bethesda type of mods
Whats bethesda style mod
Quest mods. Weapons mod. Fuck some guy got cars working in new Vegas
Oh like main game mods? I dont think it will happen
There are some stuff you can download from 3rd party websites
Like reshades and stuff
Yea DL got active modding community and theres hundreds of different mods and overhauls in Nexus
Modders dont really see Devtools as modding tool. It is not required if you want change things in main game
But playing around w/ editor surely helps to understand whats going on under the hood
does anyone have a quest in which you need to interact with smth like water valve?
In my tutorial folder. TL;DR "Use" node and Switch.prefab (Preset Valve)
DL2 DT TUT || QUEST CREATING & PREFABS || Use Switch or Sensor to enable or disable something
DL2 DT TUT || QUEST CREATING || USE & KILL Showing progress on Using Switch and Killing Enemies
thx
Hey @deep bronze would you be down to play test my map and take screenshots of all areas and send the screenshots to me? I want to make sure that the whole map and all the details are actually there. The download size has stayed relatively small throughout
Monday at the earliest.
No problem, thank you! 🙂
Send me the position of the camera from which you want pictures. In map editor "View" -> "Copy Camera Params".
While we are at it, I have a problem, some people can't launch my map. I hope it will not impact the jury for the contest... So I hope that at least one of the jury can play on it. (I don't know if you are part of the jury @deep bronze ?)
@deep bronze
[37.081135, 72.020149, -439.558105][-0.423264, 0.262174, 0.867244]
[231.358307, 71.287056, -1028.991943][0.815529, 0.271397, -0.511133]
[-175.429062, 50.905281, -955.906921][0.440734, 0.258962, 0.859472]
[-634.382629, 132.467606, -1068.683838][0.614308, 0.711455, -0.341258]
🙂
Map Name?
Terra Divisa
how do i make caves? like carving a hole horizontally not vertically into a mountain?
Just make a hole in the side of your terrain and use some rock shelves as to form your cave 🙂
@brave lynx
Perfect, looks like it works. Thank you!
Also accepted map, so you can change visibility whenever you want and it's gonna be live.
Perfect, thanks very much. I appreciate your help. I'm pretty sure most people appreciate your help. You've gone above and beyond with unofficial tuts and even helping people away from work hours. Much appreciated
No problemo.

How to group entities together without turning them into a prefab? I tried dragging one entity onto another expecting it to create a parent however that did not work.
Select both, right click, create prefab and name it
Thanks!
Can I make a dialogue start automatically? Like, from standing within a distance of a NPC?
instead of trigger just use AutoStart
what node should i use for telling player to enter a portal to another location in story?
for example: Enter the door as objective
Objective
If you want the player to just go to a location, I use go to point
You need to place an entity on the map and assign that in your node in the story
I have this problem that whenever I want to type something in prefab browser after typing one letter the mouse cursor starts flickering so I need to press the Techland logo and come back to type another one
Does anyone know how to fix it?
Had a wicked idea. I wanna make a spider man mod 😂and a map for it
hmmm, my kill quest doesn't make the NPC aggressive, is there something i'm missing?
add me to friends on dc so we can message in pv
Done
i don't fully understand it.
ok, i can attack him but his health doesn't go down
lol
what does "build assets for pc" do?
do you know how to work it? could you help me out?
idk bro i dont have that issue. it could be either a bug or youll need to set smth in attributes maybe
I also have an NPC in my story that you talk to on first encounter and later turns into an enemy but I haven't gotten to working on this part yet so I haven't tried testing it
yeah, i'm not entirely sure on how to make it work, just added a kill objective but he kinda doesn't really attack me back, or take damage
but what I had in mind was using 2 humanai with the first one is a neutral npc and then spawn a hostile version later
that's what i was thinking too, but i don't know what the hostile node would be, i don't want to spawn with ai_spawner_number
most aggressive guy in ohio:
you're using a hostile preset here?
tyt, thank you for helping me
Add me
check your humanai that you're using and check AI Preset
is it a hostile preset?
it should be on the name
yeah
your map has navmesh?
gimme a sec
once you apply navmesh the ai should attack back
kk it's working for me
the hostile attacks and chases the player
I just have to figure out how to make it into an objective
it worked!!! thank you
whats the behavior for cleaning called
also why are weapons being visible through wall
why there are no mesh skins to use for these 5 trees? I want to use them but only mesh skin to choose is default.
its a bug
Probably, yes. Try look for a prefab of this tree, might be exist with a skin, but can't promise.
Looking for a Ping?
Detected Ghostping of @deep bronze by @torpid horizon
some of them have blue textures
but you can probably change the texture in atributes

What does this bot message even mean?
i reckon it has to do smth with a ping that has been deleted
yeah I deleted one
@deep bronze I followed your tutorial on how to make npc's animation with behavior place but it doesn't work
NPC has it's standing default animation
What animation are you using?
drinking multiactivity
I think
I will check in a second because now the map is building
multiactivity_distance_citizen_m_hmf_1h_stand_drinking_ow_01 [activation=n, deactivation=n, combat=n, sex=m, size=?, weight=?, wpn=1h]
and preset?
Bckg_Survivor_man
Preset might be the case, because it's "1h" which means "1h weapon" if he doesn't have it, it won't be played.
I guess regular "Survivor" would work in that case.
And where you have it?
It's just a process of building assets you have, shaders, materials, audio etc. It doesn't need to be done in editor because withing DT it has been done by default.
Thanks
mapportal.prefab
or story node
changemap or something like that
my grass don't show if you go to speed for the game is it normal or that a method to resolve it
Hi all. How teleport player instantly on map? localportal = fasttravel icon and use like switch. But i need zone(A) when player teleport to point(B) when walk to it or cross it. tnx
Please check if issue still occurs. AFAIK should be fixed.
I've been working on a map for several days and today i can't open it in the editor I have the image with "initializing file system" then before 10/15 sec it closes. I tried different maps and they work
anyone already had the problem?
are there any solutions? eg: delete temp files that could cause problem?
I don't have a backup of my project 😱
How could not... 😦
Well. There's something that causing the crash.
Open Editor once again
and send me Dying Light 2\DevTools\projects\Your_Project\work\out\logs newest file.
On DM.
I think if you validate files should be alright, but before validation copy your project somewhere (not move).
Can I use Ai spawner as an area and as a kill quest?
Works for me, works on my map without issues
Np!
In the kill node, required count is the amount of spawners you want killed, no spawned ai
Not*
You can use always ClearArea if you want get rid of enemies, but don't want to have indicator on each of them.
ClearArea checking if enemies are in that area.
Aciek, in your tutorial on envprobes you select a small amount of the map geometry with hierarchy and use that to generate. However I get errors where it won't do that and I haev to compile the whole map. Am I doing something wrong or it is this a bug?
My procedure is to select in the scene list the parent entity of where the envprobe is.
Sometimes it works, sometimes it won't. Is the direct parent necessary or is it the top level one?
It appears to work with the top parent
is there a way to undo generated envprobes?
I think just regenerating will overwrite what was generated.
How can i change gizmo location? On some classic buildings prefabs gizmo is set far away from the building.
Jakub, give me name of the prefab.
bld_classic_cor90_btm_a
How to fix it?
No actor has trigger set, but using OnTrigger event!
Interactive 2 Peacekeppers
how do i spawn 2 AIs fighting eachother?
So you have to set whos one is trigger
Thanks
they needs to have different conflict side, its defined by preset.
So if you use renegade and survivor, they will fight.
ok so i just need to spawn them next to eachother basically
Ye
If you want to fight where you have 2 bandits atacking themselvs i guess just use "Renegade" any preset and set different WantedID for each spawner, but im not sure if it's still valid.
yes
Btw i'm having a little trouble placing these buildings. It's hard to adjust these floor to each other becouse snapping doesn't work with them but i will watch the tutorial about snapping. But i want to ask are these building floors prefabs the only option to place buildings? It seems like there is not much variety, or i'm just stupid.
ok alright thx man
I have no idea what's going on there. I just made video where I'm creating such building in just a minute. Take a look if you do something differently. As long you didn't change pivots of those building should be alright.
https://drive.google.com/file/d/1Z31b-C4_V2gnwOi5m8l2pUxjUCYD3Pu_/view?usp=sharing
Thank you. This simple video will save me a lot of time. While building my map i never used stuff like aligning to the grid or copying matrix (whatever this is) and i was wasting a lot of time adjusting stuff pixel to pixel XD
There's a video about it, grid, snapping, copy matrix, etc. Don't mind, glad to help. 🙂
If you need grid settings
here you go.
Grid steps can be multiply by 2x, 0.02... 0.04... 0.32, etc.
Thank you very much once again 😀
is there a way to see what the behavior looks like without starting the game?
No
😦
Press G
How does the Entity Snapping work?
Is it possible to change the Devtool Keybindings? Camera Movement is much better to use with WASD.
@coarse matrix
Also check DL2 DT TUT || BASIC || Walls are not fitting! Grid and objects snapping, how hook it together.
@deep bronze
I have a problem with dialogs. I've placed a couple of them in the map and one of them has good distance in between two speaking characters. The rest is way too much even tho I use the same preset (custom Template 1 npc base)
Yes. I can see that. I always answering when I know how to resolve it.
But since I don't know I would need to start editor, but I don't have time for it right now so I decided to answer later (if I check it).
ok
is there a fix when you can't see the meshes in the Prefab Browser? I see the assets only under all?
@deep bronze Is there any additional file i need to download to have stuff like set day time or set player set here? I wanted to give aiden all abilities.
some of the assets are are strangely groupped so it's hard to find them
they are available in quests
It looks like that the Atlas selection change what you see under Path.
Ok it works thanks
some of them are the size of models but are in prefabs
and the other way around
so you either search and hopey you will find it
find it by accident
or type in stuff like bld, btm
I hope in future updates they will add categories or some filters for meshes browser
there are some but they work only for groups are have only a coupple of stuff inside
haha, important question
I don't see anything against it. You are the ones who create the map, and I leave it up to you to be creative in this matter. 🙂
As long as it doesn't target the player very much, it seems cool. 😄
imagine starting a map and aiden just looks straight-on to the player and starts insulting them
I just don't want it to be cancelled
😬
Nah bro It's about expressing Aiden emotions 💀 💀 💀 Deep stuff
The best way to express emosion is to use Polish K word which means everything you could ever ask for
I need to do this too
logs are stored in projectname\work\out\logs
yeah Im pretty sure but make backups
same
Yes, you can delete all files from \Dying Light 2\DevTools\projects\yourproject\work\out\logs
also out\dumps
if you have any
Looking for a Ping?
Detected Ghostping of @torpid horizon by @deep bronze
I literally pinged nothing
sus
omg this take me time.. I finally lunch my trailer
actually an average dying light 2 devtools user
yeah i'm well past 100hrs in the devtools alone at this point
and only 6 days left till the contest deadline 😬 😬 😬
be quick ! ( or not because this make place for me to win
)
today is gonna be my crunch day
wish i could post pictures of my progress but i don't have the biomarker all filled up yet
soon...
I have past 10 day of crunch 
you sound just like a game dev!
lmao fr
i went to go get a tattoo the other day and the whole 3hr appointment i was just sitting there thinking about my map
nice ! what kind of tattoo ?
a venus flytrap! i got it on my forearm
yeah, i'm really happy with how it turned out
i'll try to remember to send a picture once i get picture posting privileges haha
what was the node for timer?
wait node
thanks
i somehow cant upload my mod data anymore
it somehow stops packing data at 19% or smth
your account is link ?
I need more Information about the Custom Gizmo usage.
How can I save the Custom Gizmo Position to the Object?
I thought this channel was rust nice job 👍
bro really knife techland and put a plaster
have you add some mods ,
I have a copy of the game but it is not from steam I have linked it and the developer tools do not detect me
It's commercial
copy buy
you need to download the game before having the devtools
Where from
It tells me that I have to buy it
Can't share in portable mode?
bruh..
the game you have buy
is on what plateform
epic , steam , ps4 , ps3 , nokia phone
I bought it in a physical store
But it's the dying light
1 or 2 ?
1
I have already asked about it in the dying light thread and nobody knows
re ask or send a mail , BUT this is the wrong channel so please don't post this here / I cAn't help you with devtools dl1 I don't know how this working and I never try it
Look for "Edit Pivot" tutorial.
I have prefab(or prefabs) and set SelfActive 0. How to set it SelfActive 1 when open door?
Atributes maybe
Aciek, if my map has the lighting not working (everything looks "fullbright") ingame, however the lights appear correctly functioning in the editor, what could cause that? Are there logfiles one could check?
Did you build envprobes?
Do you have the same weather and time in game as in editor?
what is a varlist for lighting?
Is it a known problem that the Terrain is lost after a restart in the Editor when you use default textures or so?
The Terrain seems to be there under Terrain but it doesn't display at all?
Thanks for the advice, the envprobes were generated for a different daytime.
Is there any way to set an outfit for aiden in my map?
I want to use the e3 nightrunner outfit
when you close the editor be sure to lock your terrain and maybe save all your prefabs opened
SetPlayerPreset. You can find tut in my tutorial folder with script.
yes take a look at Aiden preset
i've seen some people how have build compilation problem stuck at 12% (materials) i didn't find any solution is there a way to make it work ? cause i can't build right now it's annoying
Dont generate satellite textures
you right i just tested right now it work thank you
My compile was stuck at 12%, because of the terrain. Does terrain work if you leave out satellite textures?
I have set "setplayerpreset" to GIVE_ALL (watched the tutorial) and customized it for my map.
Here are the items given to aiden in the preset and the outfitset are these. The thing is that i don't know how to set the e3 outfit above these. Above this gear, paste: Item("Outfitsete3outfit", 1, "");? If so, where can i find ID for this outfit?
Put ItemSpawner on level and search for "ID".
There's all listed objects that Aiden can use.
if you want some preset like full traversal, experience or inhibitors for example you can take a look at Preset("E3_2019") line that's how i did it 😉
However for me the editor crashed just by locking or unlocking terrain. is that related to the satellite textures having been generated? I would rather not risk trying to make terrain work if it could crash the map
Yeah, i adjusted these levels already
Coming back to my big awesome problem xD, i can't find id of the nightrunner outfit. In item spawner i finded Bundle outfit set nightrunner, pasted it as an item to give to aiden but it did nothing. There is also nightrunner tolso, legs and more that are divided but i will try to use them all
i don't think so. It's weird but sometimes for me it crash and sometimes not i didn't find a really answer about that but if the editor crash you can restart them and the terrain will be locked (if you lock it them before the editor crash)
Crash when locking patches is normal. Dont know how to fix issue crash on unlock
yeah same for me when i'm looking for some stuff or name skill but i don't think they be named correctly sadly atm we don't have a full list of items/skill
Okay, so atm there is no way to use this outfit?
That's what i wanted to know thanks
you can use it i think but you need to know it's correct name in this document
i will try to find it
i can't help you anymore for that sry 😢
Yeah
maybe aciek would advise you
Not in this case. 🙂
I really love the variety of maps out there. Some really good ones!
it doesn't matter you already do a lot 😉
when new updates will come you will see better and better maps because on this first version of devtools there are some limitations that may be improved
Yea, like lods etc
My map doesn't perform very well. Occluder planes help though I must say
Except when I'm above buildings
I think it would be a neat feature if all meshes had Occluder meshes placed within each one
Whats your map name?
Terra Divisa
Thank you, I appreciate that! 🙂 yours too btw!
@deep bronze I built envprobes for all of the map but in one building that I made on my own nothing changed
Do I need to place something inside first?
I don't know. What were your setting during generation?
Default for all time weather
Selected or all envprobes?
All default
It doesn't really matter, if you generate all envprobes within all time unless you move it, should work. Just restart editor and check if still occurs.
If still doesn't work just generate it manually (this certain building)
Can't help you with that more.
When I select this building it shows that there are 0 screenshots to take
Even envprobe is inside of it?
Select parent of this building.
Or manually select envprobe, that should work.
Thats what I did
I dont see any envprobes inside
So I don't get it. You want generate envprobes in building that doesn't have any?
Do I have to place one first?
Yes.
I’m sorry to interrupt you all but is it okay guys to ask there names of meshes/prefabs?
@torpid horizon And how I suppose to know that 🙂 Depends on what quality you want have, rooms, etc. Look for Town.map and how envprobes were made there.
Thx
If i’ll provide pics
Now it works
Thanks
sorry but what is supposed to do envprobes?
i mean what it purpose
Baked lighting in interiors.
ahh ok thanks
Basically makes building lighting different from outside
Without them you get interiors that look like exteriors
There are some problem with them tho when I changed from day to night in mission and then back to day the lighting stayed the same as at night
oh yes i see in your case that's a problem you right
how you did that you added envprobes prefabs or just make somthing like build or so ?
For your own buildings you need to add one
For prefab one you just need to build
Wjlhen you add your own one you also need to build
There is a tutorial I think
ah ok so that's why i never got a pb because i'm using pa_cube with custom building around who you can't enter into it
i have made a custom helper for jump & parkour so if someone just want it i can share it
That's great, thanks
it is taken from already existing prefabs but it is functional right now and can help
man someone know about the map of elysium???
what do you mean? the name of prefabs or the mod you can play on
the mod by nocture
you can find it on mod io
thanks
you welcome
what does this do?
@deep bronze
As it says. Just dump debug info after generating.
Editor.
i placed a tiny object with grass and now the grass is no longer visible i just checked if it was not hidden but it is there. I tried restarting the editor but same problem someone already had the problem ?
i checked in attributes also and everything seems good 🙄
was it there before?
of course
hmmm k i know
this is in my foliage file
there was like overwritten
i will put everything in there and try to set to read only i dont know if it good but i will try it
Check out the new map update guys
interesting 
Do you have foliage in game?
no everything was like invisible but i just modified my foliage file and everything back to normal. Like i said my foliage file was like "overwritten" as default weird
kk
HLP! i saw but not remember where.. area with options like block jumps and etc... 
Custom move?
Restriction area?
It's in my tut folder (prefab and video)
no options inside 
????
No Options???
gameplay_modifire have options but resricted not have
tnx OMG
Well, kinda yes. If you need more information, in my tutorial folder you'll find about prefabs.
🙂
i watching almost all but sometimes i take some out of context.. but its my problem to solve this puzzles 
tnx for any info Aciek! 
How can I add the Player Spawnpoint?
@deep bronze if u not go to far. Can u help with this? (in example: i have door and when animation open some prefabs enabled)
I believe there's a Node "WaitForInteraction" or something like this.
You can probably use it.
Then just use Node "Show" entities
if switch can be a door xD
Yes, well. You can just put Switch.prefab with Null skin and "Use" Node on it and then "SetDoorBehavior" on doors.
It's up to you.
Enchanting table language
TNX! i will try it 
swicht is interactable things , null skin is for invisible , setdoorbehavior for the sound
@deep bronze
what u mean? u need something special?
I mean I saw some asset on one of the videos and I can’t figure out it’s name in prefab browser
Feel free to ask about prefab you looking for. Someone answer you once they know, but I'm not searching specially for them. There's a lot atleses, maps right now where you can find them. Difference is within logic ones.
@deep bronze is there a plane that u can create universal shapes with?
Just noticed that I can’t pin screenshots there. Sadge.
I don't know what requirements are needed for screenshots tho.
Can I write in your DM?
Fine, but just once.
Like I said, you can just put into words what you looking for, here.
I steer clear of replying to private messages, but only because we have excellent people here who also know the right answer and can get it to you faster than me.
Example, I don't get it.
you can change the look of tiny object helpers by dragging indywidual edges or creating new ones
is there a plane that you can change that way too
@finite spruce looking for this mesh, if anyone know the name, please send name to him. Truck from E3 probably~
Thank you!
some truck add on
look like
@torpid horizon DM.
my electricity if off and then i try open my map all in my sanbox is gone... i try open level and is gone all too... can i open backups or something? @deep bronze 
As long you didn't made it manually I don't think you'll get any of backup.
... 
I warned few times about making backups! 😄
Well, it's difference when you lost power and editor crashes.
im from Ukraine man... have trouble with it...
Just sayin.
any chance to save it?
When you open prefab, it creates something called _workcopy
And untill you save this prefab, it will be always _workcopy
When editor will crash or something happen
It will save certain progress you made in that workcopy
After crash opening this prefab editor will ask you if you want back your workcopy
So idea is
- Set shortcut for "save as and reload all prefabs"
- Keep everything in prefabs even sandbox.
And just save your progress often with shortcut. Can't help you here more.
looks like truck_from_e3_probably.msh
Also go to Tools -> Options
And look if there's any "save" option
cus I don't remember
all time i do ctrl+S and when i shut down map hes ask save all i say yes.. then after i open map all prefabs is closed = mean is saved?
i guess ima make a backup now lol
If you open closed prefab, it will ask you to open workcopy like I write before.
It will be certain progress of what you done.
sometimes i have elecricity is off and its repaired when i try open level etc and hes ask for workcopy and all fine
but now all sandbox is gone
That cannot be helped.
Add anything on the level to sandbox
or its just illusion
and show me screen of scene window
can i call you?
Send me just a screen for now.
i do
i can't change the name of my whole level so the path in stories are broken how do i ?
You don't need to change name of whole level.
Do you have assigned campagain?
sure
Restart editor. It's bigger issue that I never found the case and I don't really know how to fix it. Usually restart helps here.
let me double check
ok i will try it
i have restarted the editor and it work fine now 👍 thank you
Can i change time and weather in game like preview? I want to make a cinematic shot of my map.
maybe you would use set day phase ?
or set day time
I used it and it changes the time only for gameplay
Game like preview seems to be unchangable even when setting different time in editor enviroment
sry i can't help you with that
@signal lava In viewport -> "Environmental"
Here?
Talking about this? Yeah when i change it, game like preview still seems to have different time of day
Okay
Gary Jules - Mad World
can you delete a weapon from your inventory when quest is complete for example ?
edit : found with removeitem node
Is this a bug or i'm doing something wrong? Alpha on this burning car fx is 1.000 on default witch is too bright. I changed it to 0.3000 and it works until i quick save level. When i quick save level, alpha is stays at 0.3000 but the fx is bright like on default again.
how does it look like in game?
also has anyone else noticed pretty noticeable frame drops after saving a new prefab? restarting it fixes it but if i don't restart my frames are permanently lowered for the rest of the time i have the editor open
Personally I never had it, but I saw on other channel someone who had this case. No fix for it, you can send to support what kind of prefab or video how/what prefabs it's appearing, that would help in debugging.
https://dyinglight2.support.techland.pl/en/support/tickets/new
hmm 🤔 maybe it's a memory thing
i'll try to send a support ticket next time it happens!
Is it safe to delete a map from a project? I have a second map I use for testing things which I won't need in the final mod.
If you don’t use prefabs you created on the testing map for the actual map then yes
What the hell did you add into your map @elder ravine 
Its 7gb while all other maps are around 400mb
I literally have no clue other than using a ton of effects like dust and trash and maybe my env probes being so huge
I mean does it at least boot up?
For my part, I had an error as it was missing a file to launch your map. (If I remember)
I didnt test yet, but I will when this contest grind is over.
My friend just pointed out the size and it made me wonder whats going on
For example my project started from 400mb and now after ~months work its 600mb
"Mod cannot be opened in the editor. Configuration file missing: 'fs.ini''
Huh, odd
It got to the point that it was corrupted on my computer, shoulda taken some screenshots when I could I guess
Welp that pretty ass map will never see the light of day ☺️
There's always next time though, and hopefully in a few months or a year there'll have been plenty of dev tool updates and making another project will feel good again
xD when I tried uploading my map on Saturday in the evening I checked my mod file in temp folder because I had problems with uploading and for no reason the file was 5gb big
It seems the cause was that the envprobes and reflections took like around 4.5gb of the file so I had to delete them

Always make Multiple Complete Backups from your Project
There should be a Mod.io Backup function too.
How do I get Permissions here to Post Screenshots?
#⚠️︱rules_and_info it's under the Roles sub-heading. From what I can tell you have to be involved in chat in order to get access.
what's the minimum of zombie can be spawn with ai_spawner_number ?
because when i set to 1 there are every time 3 zombie how spawn 😮
i have try many different things to make only one zombie spawning but i can't figure out
24% Biomaker ^^ This will take forever
Is there a way to isolate an axis to scale something in scale by extent? Because it apppears depending on the angle the camera is relative to the object, it scales on other axis.
The maps are being made
Some of them are released from what i know but just a small part of the map as it takes a lot to recreate the e3 one
@coarse matrix wantef to post this train
is there a player killed node or something to check if the player is alive ?
yep! i’m around 70% myself. i just wanna post map pics 😫
wait you should be able to send pics in #1051799788338815016
@winter plaza I can't Upload there Pictures in Share your map
sus
yea i think i just gotta wait
then ill guess you will have to chat a bit so you will get a role eventually which gives you the permission to send pics
i think its around 70 messages or something?
idk
lemme check
i was chatting in devtools and then i got the role lol
30% now
yeah im at 74% full for my biomarker and i've sent 57 messages, so that sounds like
77 messages to get a full bio
Do you guys know any good destroyed ceilings/floor meshes?
what are you looking for? there's this office-y looking one that's a personal favorite of mine
lemme find it
good ol' int_ce_ceiling_coffer_b_sqr_4x4_a.msh
Damn, it's really good, but doesn't fit in 
sadge
I want a ceiling/floor with a big hole in it that a player could climb through
hmmm.. i know if you search "wall" there's a bunch of good chunky pieces of wall debris that can be textured to look like a floor or ceiling
they can definitely be arranged in the shape of a hole
or if there are any destroyed small pieces that I can put together that hole
if you do that with a concrete texture + add some pieces of rebar sticking out i'd say you got yourself a pretty good looking hole
i mean.. uh
that don't sound right
I used the balcony broken mesh and tried to make the texture look similar to the floor
I’m gonna make a side quest that you gonna found material for is bomb and when you gonna give it is gonna craft the bomb and this will explode 
What was the name of the Object Number 1...9?
Wait what is that locomotive made of dummies? Thats neat @coarse matrix
yes
damn what a job
for first thought it was real mesh
I come from the Far Cry 5 Editor^^ We you search on Youtube Far Cry 5 Model Railway you can find what I have build there
But without the Scale function there ^^
I will check that out 
rock podium more like rock copium
- Is it safe to delete atlas prefabs that reside in the sandbox part of the map for the final upload?
- Would that reduce filesize?
I would always make a complete copy of the Editor Folder before ^^
make a backup in general before you try anything out that could ruin anything
And does the game pack files on upload? My mod folder is 1 GB in size.

I think yea. And it doesnt upload logs which is probably 30% of project size
lol I thought you made a joke, my logs folder is almost 600 mb
I can delete that?
Yes but only this folder contents
#🔧︱dev-tools message
ok thanks
Is there anything necessary except for "build" and "generate envmaps" before uploading?
Also am I reading this correctly:
https://mod.io/g/dying-light-2/r/how-to-play-custom-levels
Players currently play the maps by opening the map editor and pressing play? Is this the correct way to see if a map works?
Yes. For now.
@deep bronze i have weird things here xD. I put restricted area for not jumping most for challenge(on bike) because dont wanna get out from bike when challenge... but when i press jump its anyway kick off from bike
and this restricted area not flexible(only scale in local too)
hey hey! another far cry 5 editor immigrant
i was gonna say the scale function in the dying light editor has been so nice
i don't know how i ever functioned without it in fc5
(let alone any of the quest systems so i can actually add dialogue and shops and everything)
Seems trigger is different between using bike and jumping, it's not the same from code perspective.
All areas can be scale extents only in local
or via Universal Shape
ok, can somehow make challenge when it started - sit on bike and cant out from bike?
universal is work
Idk.
in what invokes are used for?
I have a problem with dialogs. For some of them choices dontwork you can only see 1 option but I figured out that the one that work are the one that use template for 1npc dialog so I tried regenerating all of the others but it does nothing
Can someone help?
When I copied the stuff inside dialog and placed it in to new one it showed no options at all


