#🔧︱dev-tools
1 messages · Page 5 of 1
because i placed the envprobe in a room that i created, generated it and it seems brighter than before
you mean this one? i did that and now it is brighter than before
Make sure the light settings in the mission (and editor) match the daytime you generated it for. For example if you generated only for a specific time, then the lights won't look realistic if the time is different
i set it to all times
You said it was brighter than before, does it have custom lights?
it's brighter before you build it
no there are no other lights i only placed the envprobe
i've noticed the same thing, envprobes always make my interiors brighter
it's brighter before you build it
Why is door prefab invisible?
You have to press the filter button
I think its the 10th from the left side
It worked, and it will be visible in gameplay of course?
Yep
getting this mohawk bug with spawned duke enemies, any way to fix this?
preset used:
Missing mesh. Probably currently no way to fix that 🤔
try to change the lod and if it's not fixed that's because it's bugged
its probably just bugged
yes lot of things like that need to be fix
anyway that's look unique 😅
i would like to know if someone have play with sound like sfx or so ?
bro have a free no mesh hair cut
ong
btw the other duke models are fine, just that mohawk one in particular is fucked
i hope there's more map contests in the future with themed challenges-- seeing the variety of different submissions coming in has been really cool
already been dreaming up my next map while i'm working on this one
Probably not
But I want to assemble a team to create DL1
Like the whole game
All Quest and full map
helluva mission!
also has anyone experimented with the tv mesh skins es_dependent_a b c etc? they show up blank, but the name makes me think it'd be cool if they worked in conjunction with a camera system
wait i think i almost have image posting permission
ok looks like it's around 80 messages
or so before you get perms
little modular house for my map
some assembly pieces
dick ?
I love the light you have make
thank you!
Is it dying tho?
bussin
Jeez, that's a lot of messages
right! i feel like, twenty messages in y'know. that's a human
I guess it's probably a good threshold to stop bots and stuff from popping onto a server and dropping links all round and whatnot.
By the by, I'm pretty sure mod files with special characters (that windows does not accept) don't get extracted and installed properly. No matter how many times I tried to install "Dying Light - Elyseum "DLC": [WIP]" and "Overgrown: The Cure", it would "complete" the file copy, but never copy the files over.
It seems that the folders get named exactly the same as the title on mod.io
Which makes sense, it's a string field... but windows doesn't like some special characters in folder names (\ / : * ? " < > |)
So I imagine the tool is trying to un-pack the files into a folder with the same name as the mod title, failing to create the folder and then crashing.
So I guess PSA: don't put those characters in your mod title fellas
Programur
does anyone know what timezone the deadline is on for the 20th? i think im gonna be cutting it real close
According to techland gg:
Submit the Shape Your City entries before 20 Jan 2023, 11:59 pm CET
According to the T's & C's doc:
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.
I would aim for the earlier time (16:00 CET) January 20th to be safe.
good call, thank you
i'd kill for an extension! but that's my fault for bitin off more than i can chew
Indeed, I had to cram all my map work in as well because I started work again after December. I think everyone's been a bit crunched.
yeah i'm heavily considering calling in sick on wednesday haha
i still got this whole area to fill in and i haven't even fully blocked it out 😔
You could try blocking off sections and taking them on piece meal, that way you'll at least have something finished by the deadline
yeah, i've been cutting corners here and there-- removing small rooms and what not
I ended up greatly reducing scale my end, but I feel like it turned out better for it. It ended up feeling more focused and detailed.
probably a good call!
did you use roombox or envprobe for the dark lighting?
it seems that i cant get my room dark with envprobes
In the few areas I have darkened I've been using roombox.
also FYI:
the maps you subscribed will be firstly downloaded in C:\Users\Public\mod.io\3992\mods before you install them
there are folders of maps named with modID
you can manually move them to devtools' project folder(and rename them
That's how I installed elyseum and overgrown
That's good to know.
I also found them living in:
C:\Users\<your user name>\AppData\Local\Temp
I just found the blender Suzanne model in the meshes section haha
Good to know the devs use blender too. My go to program for 3d modelling!
that's good did you make your prefab with randomization or so ?
Put ? In front of your file and you’ll never see it again

🤣🤣
Why randomly my buildings change their mesh skin wihout me doing anything? It seems like the editor is trolling me and i need to change them back again and again xD.
Perhaps these prefabs are built from prefabs?
have you make a copy of this building in your project ? if so that's why
I'm constantly making a lot of these copies to open and edit some parts of buildings. Is there any other way to open them?
it's a wrong way did you use atlas_building classic ?
This one i placed from the prefab browser
did you built walls per walls or its a block ?
At first i was moving buildings from the classic buildings atlas but then realized it's kind of stupid so i deleted the atlas and some of the buildings have atlas in their name
Nah this one was just directly placed from the prefab browser
the whole building
And sorry if i'm talking shit but i'm a beginner xD
yes that's why you have this problem if you want to make it right you need for example take part of bottom STR7 you make a copy with shift+mouse the these copy move it out the atlas then save and reload your atlas or whatever prefabs, now open the copy and take all part then move out into your level then now you can make a prefabs with theses
dont understand ?
dm me
Okay, so there is not much i can do about the buildings i already placed the wrong way?
of course you can
but at least make your own
do not just make a copy past
To place a building from prefab browser or atlas correctly i need to:
place it on sandbox?
copy it with shift and mouse
save and reload the prefab
open the copy?
move it to level
and create new prefab from selected?
that's correct i think
because if you dont do these if you change some walls all the building with these walls will be changed
i mean materials wall
I started making my first custom building and i think i will do it this way but snapping doesn't seem to work correctly most of the time idk.
Okay thanks
aciek made a video too i think in his drive
I will check it
called like make prefabs on your own
sandbox or level it doesn't matter
Did you just test to figure out the dead zones?
sure it work well it is made with original prefab from techland
Which prefab is it?
i dont remember the name exactly but try to find helper from garage prefabs
also i'm not sure you can see the dummy box that's why i have take the dimension and pasted it into my own prefabs
is it in an atlas? i'll try looking some more
try to open someone called margarita
if your pc blow up that's your on good path lol
ok 😆
you will find it 🙂
holy moly okay I think I know which prefab lol it's massive
i gotta fly around and find it
you will find some good things 😉
use search bar also
okay thanks!
np if your ran into issue performance try to set G Buffer> Diffuse or reload editor it work for me
why you would like to create side quest into main story ? if it side quest consider it's an independent quest
if you have multiple objective put it into your main story
yep add side quests
that can be considered as side
but i have to place them somewhere
I want to create one to pop up after 5th mission
so in your main story at the 5th mission you would like to start the side quest ?
maybe try create a bool variable and set as true when your 5th mission is complete. Take back this bool to check if you need to launch your objective into your side quest ?
idk that's whatt comes to my mind
Will this work?
hard to know just try it but you need to connect the end pin Red pain is side quest ?
it is side quest
if i connect it to end it will end the map
and if you connect it to where is hakon ?
i will check
cuse for now the player fire the event red paint and finish it but where the execution flow goes ?
but then after doing the last quest in story line if i do the side quest it will redo the where is hakon
maybe you need more conditional event or different path of execution try to experiment
yes you can make it lol because you learn something so give a share
video tutorial from aciek?
ahhh you want reward player ?
yep
my bad miss understand yes on drive it's very simple create reward with ID then setreward node
something like this
does the reward have to be placed on the map?
how to change it to id?
put itemspawner prefab on your scene and check something called coin or cash i dont remember the exact name
Item Cash_Cash
what is the name of the preset to spawn random renegades like archers and meele?
have you try ai_spawner_number ? maybe you can find the enemy npc you want
I have it
Im just looking for preset name
Cause poll renegades camp spawns only archers
Because pool's can be dedicated to Encounter System which spawning AI Based on BehaviorPlaces tags. It's kinda complicated.
Search just for Renegade_One_Handed, Renegade_Archer/Range, Renegade_Lieutenant etc.
Aciek please how can i optimize that ? is PlayerHealthWait is node based on tick ?
Is there a way to put collision on mesh with no col? There's no option in the MESH dropdown, I tried Force Enable in Generation overrides Collision Mode but it didn't work
It won't work, it's feature related to City Builder. Just put Dummy_box with Null skin.
No need to optimize it, it just says you could set nodes in a single row instead of split like that, but as long it's desired don't mind it.
ok well i was worried with that
Naah, it will work.
can you hide all the markers on the map ?
Is it "Kill"?
Just hide indicator or set to show on certain amount in that node.
or swap to Clear Area
ok thanks i go for m_VisibleOnRadar only
Thx
when you set m_AIsAmountToShowIndicatirs to 1 for example in Kill node do i need to keep visible on map, radar and scene in attributes ?
I don't have the slightest idea what you just asked me.
think like gungame mode i have ~60 zombies on my map, every 1 kill the weapon is change. The player can kill 1 of any zombie on the map how can i show only 1 marker on the my scene for example (the closest)
i have try but not working
ok thank you for your help have a good sleep
How do I make my map forcefully end, after you complete a quest
end node
Anyone know the best way to show a hint on screen? I know show hint exists but does that just show in loading screen? I'd need to make a custom one 🤔
All good, figured it out!
congrats!
it's a handful of prefabs, i made separate prefabs for different wall and floor types, then another prefab for the base platform
they all slot together nicely
they're being used for a sorta nuketown situation in the map context
that's why there's the test dummy's (dummies?) positioned in different spots, testing for radiation exposure
can never be too safe with these backups 😓
also does anyone have a good suggestion for a player-sized mesh i can use to figure out scale?
try helper character
perfect! thank you
goofy explosion
that's great
is it normal if the grass have a time to spawn ?
like this ( in game same things )
might be your hard drive reading the files slowly
i love making interiors but my bane is ceilings
i never know what to put up there. always drawing blanks
too boring if it's flat. too busy if there's a lot going on. what does a ceiling even look like?
look up bro
this from dying light 3 👀
yeah spot the volatile
this can be interesting quest on custom map btw 💡
i like where your head's at 
plot twist: you are the volatile
why do you think i have the camera pointed away 😳
check vfx
does anyone know the names of some 200+ damage weapons I can give as a reward for doing a quest?
anyone know why packing data when uploading ur map is stuck at %0
o dont worry
it just started going up after waiting like 20mins lol
its stuck for 10 - 30 min
then it starts
why?
who knows
Guys ! You should try the map of @serene gyro its one of the best
name of the map?
Looks bussin
when i reach my objective 47 the execution was stopped i have try many thing to but it's like the execution flow does not go forward no matter what i tell him to do
does objectives have a maximum number to be played into one main quest node ?
No idea.
I think noone never reached such point in a Story 😄
i will try to create a new main node and switch the rest of my objectives to it to see if it's work
that's a lotta objectives 😳
yes but it's not a story lol
How do I regenerate dialog prefab? Somehow its not showing in my m_dialogEntity even though the prefab is place on the level.
you need to name it
@torpid horizon Thats what I forgot😄 Its fixed now.
Is there a way to refresh ground material? my foliage is missing
Nope doesn't work, I've also tried the 'Regenerate all layers' in the terrain window
Did any of you build satellite textures? Mine always crashes the editor.
specs?
amd ryzen 3700x, although I have the dev kit on hdd not ssd
idk then
works fine for me, check your error logs
happens to me too
It crashed every time for me until I disabled this
it will make it so that the editor does not run frames when out of focus, seemed to fix it for me
(image by aciek btw)
how do i create a zone area where when you enter it the UV meter decreases
GMA + Dark_Zone tick
lol thats interesting
Bub's resolve is that genereate sat textures in Terrain Window instead of "Build" and It suppose to work there.
Youre goddamn right it works
Interestingly, that gets me to like 92% but then crash
Only to 12% in build window. Better but still doesn't work for me
Anyone struggling to upload new images on their maps?
Problem solved itself somehow? Strange
lule
YO! can some one help with story nodes? i need wake up animation from start map (in DM plz ❤️ )
how i put prefabs in story nodes?
DL2 DT TUT || QUEST CREATING & BASIC || MY OWN STORY how to setup story and OBJECTIVES for new map
How can i mirror the destroyed wall on the other side to match them?
Find the assets
I'm looking for it but can't find it
@trail atlas @deep bronze I could try these tricks
" Level Status: Not Accepted
This level requires game moderator approval to be available to play. "
Is this an automatic process? And how long does it take?
Also when uploading for the first time, only the left button is required? The right one appears to be for update readme files, is that correct?
I pressed the right one and then the left one
Left is first time, right is updates
It's not automatic, but Aciek usually gets to it when they have a moment.
oke thanks, I clicked it to see what it does, now it appears to upload it again.
Do I need to Press the left one as well when updating?
Nope only the right one
Thanks
did you figure out how to fix this?
check your foliage file it was maybe overwritten
Ahh still won't show, I tried overwriting and then i tried removing the entire script and re-adding it, also didn't work.
did you close the editor when you modify your foliage file ?
yup both times
did you try to set it to read only ?
double check your prefabs options step by step my issue was resolved by just changing the foliage file so i cannot help you more sry 😦
no worries thanks for the help anyway!
you welcome
Not sure if helpful, but when I had issues with tiny objects showing up a rebuild usually helped... oh also there were a few instances where the tiny object helper needed to be just lower than the terrain level for it to work properly.
Yeah I've tried rebuilding terrain, regenerating all layers, refreshing file system none has worked. tiny object helper does spawn foliage though so I guess I can atleast use that
@hidden cedar yo what’s your problem? Maybe I can help you
Grass is no longer spawning on terrain material
Just on terrain? Or also like on roofs and stuff
Yeah just the terrain, none of the ground materials are spawning anything. I just tried using tiny object helper that works though
Is it just in the editor or also like Ingame because sometimes it’s bugged so you can see it when you’re in the game
If not then maybe there is something wrong with the foliage file
It's not showing in either, I repasted Aciek's original foliage script to check if it was overwritten as well.
Hmm. Did you changed the name of the foliage file when you messed with the script? Maybe the editor can’t find the file anymore because the name was changed
Also make sure that the file should be an .scr file if I recall correctly
I never changed anything with the foliage script before it stopped showing, file name is still the same. Script is also the same so I don't think it's that
@fading coral It's live 😉
thanks!
.
noice
where do i find both? it seems theyre not in my prefab browser
siuuuuuu
gameplay_modifier_area
does anyone have working npc animation?
Visualisation of the animation in editor is bugged atm, but in game it will work.
Or you asking how to make it?

I placed some inhibitors from item spawner but when I collect them they dont show up in the upgrade menu
Does anyone know how to fix it?
Does it perhaps need to be in a container?
its an inhibitor container
when its a whole gre container it doesnt open in dev tools
damm so Nice !
lol
Bruh look at the comments
"Yall gave the community more time to polish their shit yet you couldn't even take the time to polish your own unfished game?"
Try to do your own map then
haha i read the same comment
I'm happy and sad at the same time that they added more time. Happy cause I have more time. Sad cause I didn't sleep for the last 5 nighs and it turns out I could. But I ain't shit posting
lmao i had the same exact reaction
true they could have atleast announced it at the beginning of the week
not like the day before the contest is closed
I'm making a map based on Fight Club and I kind of feel like the narrator who barely sleeps so his day blends with dreams
or smth
But the mup is bussin
i was crunching all week thinking it was tomorrow and then when i saw the announcement i was simultaneously relieved n like "man i wish i had known that ahead of time"
but hey, the extension is what counts. i'm not complaining there in the slightest
i was worried since i've barely touched the quest system, but now i have a lot of time to get it right
same here bro
yeah
we will see how it turns out
which is good because i'm a writer first n a map designer second, haha. story means a lot to me
people added like 5 maps today
yeah that was crazy
i've been checking in the mornings to see what people have been putting out and usually its like one, maybe two maps
this morning there were a ton of good looking maps
A lot of them are couple of buildings tho
really? i saw this one uh
but some are really good
btw
anyone wants to recreate dl 1 after the contest?
oh snap another one got added while i wasn't looking
also it's been fun seeing all the different fonts n logos people are whipping up for their maps
a good thumbnail really makes a difference
who knows 👀
same bro
but i have electricity in random time 4-5 hours per day and sometimes at night. i try use all of it 
DL > Sleep
have you published your map on mod.io yet?
Is there a way to turn off the trees animations for editor? Pause time doesn't do it
i've been wondering that myself 
or at least a way to tone down the wind so it's not as intense
its not alpha even 👁️ 👃 👁️
got any pics? 👀
hahha
i'm curious! i'm a curious fella
i dont love spoilers
i mean dont wanna upload before beta maybe
i hope u like it 💪 
Me when the contest ends
lmao
i get it though-- i wouldn't upload my map before it's finished, i'd feel naked
pp
🥴
sus
i hope we can change this cover to ours 
that would be cool
i'd love that
and i'm just dreaming here, but being able to modify the ui at all would be fantastic
you can change a lot about it
really? is that in the quest options?
yeah like modify the ui specific to a map
i was picturing changing the inventory background behind aiden
yeah, like i said, just dreaming
im a
in nodes here
I wonder... will we be able to get the map tools (M) or will we be able to draw it ourselves? not big deal for my map but overall 🙌
Hello everyone 👋🏼 I just started the game and scared as hell to play alone. Maybe smn wants to play coop with me?
not this channel
Could you show me the right one plz?
First one
just ask on general
Do terrains "work" currently? I have not tried to get them to work after I got crashes when locking/unlocking or just building the map with terrains present. Now that the contest is a week longer I want to try it again.
My map crashed afrer locking the terrain right now and I cant open it
The dev tools just close
Its safe to say it doesnt
It's been working for me. no crash locking/unlocking or building
I have tried to load a new map, then create a terrain patch, then lock or unlock, it would cause it to crash.
yeah not sure.. i haven't experienced any crash on my end. I did start my project after the patch was put out though
When was the patch?
That appears to be before I knew the contest or the map tools exist
Ah okay unfortunately i have no idea what's causing it tto crash for you, maybe check log to see if it would tell you anything
Does the editor crash when you try to open?
I have a suspicion the material textures might cause it.
Have you tried deleting the textures associated with the terrain?
Can someone help me here I can't go down to the publish button after I attach an image?
Maybe try with Title or image ratio 16:9.
Alright, question as I've tried everything: Is there a way to make round, smoothly connected roads. I made a road that encircled Triumphal Arch in Elyseum, but it just looks horrible. Very jagged and with obvious clipping and gaps
do you have a picture? there could be things you could do to touch up the clipping / gaps
you could also try using this combo of assets for a simple gravel road turn: https://i.imgur.com/Q0Qkn5d.png
🤷♂️
Ooh nice
There's not much I can do with the clipping, but the gravel path might work if I use them correctly
Thanks
no prob, it's
- [bld_ce_a_modern_roof_arc_4r0h_a_a] for the corner
- [int_un_a_floor_decor_str_2x_a.msh] with the yellow_rubber_trim mesh skin
and optionally [decal_flat_str_a.msh] with the interior_floor_square_colorization_a mesh skin to make the road darker
for the straight paths i used [backyard_floor_1x1_a] scaled to x4 with the nat_gravel_path_a mesh skin
@brave lynx your map, Terra Divisa, has some really nice unique areas
that old mansion was super well executed, i dig the creativity
@pearl rivet thanks so much!. Means a lot 😄
@deep bronze sry for ping but is there a way to turn aiden into the volatile mode
I'm not sure but there is a StartFury node
Hey I just uploaded a level to the mod.io and it says that "Level Status: Not Accepted", does anyone know how long does it take to get it accepted?
Or fury_area
Shouldnt take long
You have to wait for high priest aciek to perform the ritual of acceptance. Also make sure when you upload to have a black cat on your leg and pet it it while it uploads to ward off file corruption.
You have to make an account on mod.io. Then when you log in to the devtools, the auth code is a security code sent to your email.
oooh just got he email, thank u
what do u even get for winning the map creation thing
you want to create dl1 with devtools ?
Yeah I hope so bc time is ticking
Is there a way to make the water flow like a river or stream with the waterbox?
Is there an integrated Autobackup inside Devtools? Normaly I copy paste every 2 hours or so the complete Project folder. But at the wrong time the editor crashed and progress of 2 hours is gone. I tried to copy to much Objects at one and than it died..
I see there files in C:\Program Files\Epic Games\DyingLight2StayHuman\DevTools\projects\City-1\work\data\maps\city_1\autosave How does the recovery work there?
If you're working inside of a prefab, when you attempt to open that prefab again it will say:
Do you want to open this file (instead of copying current prefab)?```
If you select yes, it should reload your existing prefab and your progress should be there from a few minutes prior.
IMO you should try to be working in prefabs as much as you can, it really minimizes the chance of huge time loss if/when your application crashes.
That feature saved me like 8 hours of work once, which was a huge relief for obvious reasons.
There wasn't a recovery request at all. All the Progress I didn't saved was quick save is gone.
I press the Save Button in the Toolbar every 2 minutes but that Save function doesn't seems to work at all.
save and reload prefabs its fundamental for saves
Are you working in the "Sandbox - editor only" or "Level" prefab?
Only in Level
There is an option for "Save and Reload" that should actually save progress working in the prefab.
make Sandbox.prefab and save and reload for save progress if u warning his gone
When there is a Save Button in the Toolbar it should be like a Save All Button and not a save maybe something Button
prefabs its like FOLDER in windows 👷♂️
and when u save and reload this save it to prefab files.. and if u take error or electricity off u save all your progress in this prefabs 🛠️ 🙌
But what does the Save Button in the Toolbar than?
when u put your prefabs maybe
back ups maps need too
i lost almost half map some days ago
electricity is not stable in Ukraine 👷♂️
I can enable my synology Active Backup for Business for a Folder every Minute too. But the Files the Map Folder must be also saved than when I press the Save Button in the Toolbar
idk i just share my experience 🙌
They extended the contest time so no worries
Extent it a month please that I can build a map ^^
So when did they extended the contest to?
Ah I see now nvm
Ngl they should have announced it at the beginning of the week
Could be true but still
Can someone help out or explain as to why i cannot see items/prefab when testing after placing down?
Thank you in advance
Move the Objekt Sandbox to Target Level in Scene Editor.
I'm sure that it doesn't or shouldn't work. Sharing Malicious Files when you Download a Map would be a disaster.
ok
Custom audio isn't supported yet, but should be in the future. At least it was in the DL1 tools.
and custom decals and murals plz 🙌
Heyyyy I need an opinion from everybody what ending should I do I want to get the underground city but I also want the secret ending so which one should I do should I go for the underground city or should I do the secret ending leaving with lawn
listen to your heart ❤️
can you add quests?
@hollow kraken ikkkkkkk but they're really good endings but I don't know which one I want I don't know if what happens if I get the underground city if I'll still get the secret ending because I've been looking at videos I didn't spoil the whole story for me I really want to know what happens if I finish the game by working with the butcher
hi all i want to download a costum map of someone but can't figure it out how to do that can someone help?
Why, when I go into my map, I don't see items?
@regal sapphire You need to move the Objects in the Scene Window Sandbox to Level. Set as Target the Level and Move to Target Select Objects in Sandbox
there is a quide on how to do it on mod.io
you can find it in quides panel which is under levels
or by clicking on my map or map called intersection. There is a link provided in the description
oh oke thanks 😄
I have Performance problems with Dummy Objects inside a Room because of useless reflections inside. How to disable that?
@deep bronze Hello can you check on mod.io i have uploaded my mod and he need to be approved 🙂
Is there any way to pause animation in editor? pause time only does it for vents
Does anyone here know how to reset sequences, or reset the map everytime you start a challenge?
do you know the name of that file?
It only shows how to reset an humanai to it's original position, it doesn't work with meshes and sequences
Do you know how to use this in the story node?
I didn't touch sequences
I have a question, where is a normal tutorial to learn this editor?
thanks
Can I make it so a mission fails and starts again everytime a player reaches a certain trigger? like restarting a challenge
Does anyone know if there is a door mat with text "come in"?
It there a trigger zone that can be used indefinitely, so it doesn't disappear once you use it once?
Hi guys, I don't find any ways to add water to the terrain ?
waterbox
Thank you, can you guide me to where I can find it in the editor ? In what tab ?
C:\Program Files\Epic Games\DyingLight2StayHuman\DevTools
my electricity is off on 5 min
... u can open prefab tab u see "prefabs" "presets" "mesh" "gpufx" etc..
run the .bat File
Thank you very much 🙂
I was wondering if there were all the assets available from start or if we had to add others from somewhere ?
Ok 🙂
On google drive ?
Thank you I will 🙂
good luck and have fun 
I still have Performance Problems inside a Room only when I run the Game. In the Editor it's all fine.
I have made that with Dummy Objects only.
Is it normal some assets are totally black and does not have any textures ?
You can change the Texture in the Attributes Window.
Open it under Windows-> Attributes
Yeah just found the tutorial about that, thank you very much Mario 🙂 Iappreciate
This is harder than unreal engine to handle lol
Unreal Engine is also 350 % better than this Engine at all.
Yeah ^^
Unreal Engine is better because it's full engine with many tutorials, but assets and map editor in Unreal is awfull. I prefer C-Engine editor to create map. C-Engine is faster and easier for work with ready-made assets.
In the youtube tutorial video, they show that we can scale as we want cars and meshes, but I can't replicate it in editor, do you have any clue how to achieve that ?
Select the Object and set in the Toolbar World to Local Coordinate System
Yeah but it doesn't do anything
In the Toolbar is an Icon Scale
Yeah I cliked the icon scale, then I put local
Than hold the Mouse Courser when you are over the arrow.
But when I drag the gizmo arrows, the asset stays the same
Which asset do you use?
Try to use open/ or save as and replace on parent asset
The bus ?
The Bus can't be Scaled in free directions
You can Scale that one only complete in all direction when you press the Yellow Triangle.
Search for Dummy
These Objects can be scaled in all directions.
ok thanks
So for the train, I can't split it ? The one made of three rooms,
I'll have to deal with
I already made my own train only with Dummy Objects ^^
Is it efficient ?
There seems to be a Performance Problem when you load it in game inside Rooms with Dummy Objects
Ok
Outside is all fine and inside in the Editor only too.
You can use my Train when you want.
I have made a wagon too.
I have to write text here for /biomarker 100% I'm at 96%
98%
Don't like that all all that you can post here Links and Screenshot without Biomarker 100%
:/
How so we can make assets and share them ?
C:\Program Files\Epic Games\DyingLight2StayHuman\DevTools\projects\City-1\source\data\Editor
Is it possible guys to hide the white square aroud assets ?
When going to atlas, it's a mess of white squares lol
There are Files like in the Editor with the name Prefab.
You can split train to 3 independant room. Just use "save and replace" asset, save as "train2" and you can open this asset and you can split this train for 3 trains.
You can copy and paste Prefab Files inside windows explorer and you will see them in Editor than.
Done 100%
Looks pretty good
It's from Dummy box in editor or in blender ?
It's all made with Dummy Box.
wow
I'm starting to get comfortable with the editor
You should know that Terrain is broken and you can't Build your Map and Play it without a crash when you use it.
So using terrain is risky ?
Yes results in an Editor crash when you press the Build Button.
Ok is the build thing the same behavior as Build in UE ?
It's a compiler. You need to run it before you can press the Play Button to start the Game.
Don't think so.There is always Performance Limit.
Ok good to know 🙂
When you have a lot of Objects you want to move them you have to create a Prefab in the Scene Editor for them first. Than you can move them without problems.
Is there any possibility to lower the wind for foliage such as ivies or trees ?
Good to know
And be sure that you make always complete Backups of your Project Folder.
C:\Program Files\Epic Games\DyingLight2StayHuman\DevTools\projects
Soudns terrifying lol
To see you Objects in game you have to move them in the Scene Window from Sandbox to Level.
Yeah I already figuredt that out :p
And you have to right click in the Scene Editor on the Prefab Save and Reload to really save your Objects.
Oh ok
Ok so workflow is
I make a scene, I make the scene a prefab. I save and reload the prefab.
yes
Didn't found a option for that.
Ok np
not a lot of bushes I'm sad x)
Peter Drippin
^^
There is a setting under the mesh tags for "affected by wind" (I can't post picture unfortunately), if you uncheck that it should disable the wind effect.
Ok thank you
Now I will have to rush a bit to submit a kinda good looking project for the contest ^^
I'm going for a Last of Us vibe map
Don't think that you can build a map in 7 Days.
Probably not a full map but at least a showcase of what I'm capable of and it's mainly for fun. Plus I have a lot of IRL stuff to do 😢 But let's hope
can we make things invisible and keep their collision on ?
Search for barrier
u can use any dummy_ choosing null or null metal and null wood for sound 🙌
dummy box
Do you know if there are some skyscraper ?
yes there are but i don't know exactly the name
Yesterday it was checked and approved, but I'm sure you know already. 🙂
yes i have seen that yesterday thank you for your help 🙂
@deep bronze also did you know when we will get a maj for the devtools and if it will a large update ?
No. I'm not related to dev tools, just helping sometimes in creating content.
Is there any way to make this better? Like a lamp model like this with light already set up? Or do I need to play around with shadow casters?
Just a question about the contest. Does the map have to be big or even a small but interresting map is good ?
"Build the most creative, fun, and adrenaline-packed map in Dying Light 2 Stay Human"
Is it lamp.prefab with preset or some kind of other prefab e.g. just some kind of light added manually?
Some model
I couldn't find anything like that with light in prefabs
So the light and lamp are separate
So you can edit light attributes?
There's two ways then: ClippingVolume. You can see how it works in my tutorial folder: DL2 DT TUT || LIGHTING || Lights only in specific Area and how to make very dark Area
Other way is to set a projector, currently they are broken, but I have one. In light attributes you have here, set proj texture:
ph/source/data/lights/flashlight_a_prj.png
Just paste this path ^
Thank you
discord wtf
For some reason some messages are deleated
Yeah, funny thing I could see it
Hakon not working
Thank you 🙂 How big is your map currently ?
Yeah I tested some maps and some are definitely huge.
Mine is not going to be that huge lol
Not too much time to be honest
Try your best tho
We will se
I'm working on smaller details and quests right now
I'd say my map will be more of a showcase of my skills. So people could know what I could make in a further update :p
If you want to show what you can do in future update work on some interesting plot I would say
No need to make 100% of it
But just some sketch of what it will look like
If you want to go more for contest then Im not sure what to focus on. Probably both
yeah
For my first day with the editor, I'm quite proud of what I've done. I will continue this way 🙂
But for now, it's sleepy time, have a good night.
can i delete generated envprobe? dim box work better... but in my time i have bad envprobe 
Looking for a Ping?
Detected Ghostping of @trim knot by @torpid horizon
It's past your bed timeee
A little bit late to the conversation here, but I would say judging by past contests that Techland wasn't necessarily looking for huge maps in those past contests, they were looking for interesting and fun ideas. A good example of this in the current maps is LabRat and Heavy Rail I would say.
LabRat conceptually it's a really nifty idea, scaling everything up so that it all feels so insurmountably huge. It reminded me a lot of "Grounded" for obvious reasons.
Point I'm trying to get at is focus on a cool concept and build off of that. Don't focus on making it huge or flashy, try make something exciting that grabs attention.
Especially with the limited time you have available 🙂
Is there a quest node which tells you to complete a challenge?
ChallengePass
for me the first 2 days was figuring out the systems, trying to wrestle control from the asset browser. I felt like a raccoon looking for stuff in a dumpster, and the asset browser was another raccoon fighting with me over assets. "No you will never get to move this prop, it belongs to me!"
However after you understand how it works, the editor is very good. You won't find another editor where the preview lighting looks as good or even bette than ingame
If you have experience with UE5 its really easy
They are both node based systems
UE works better tho because it's all in one and in dev tools if you want to test your game it has to launch Dying Light which takes some time
I work with the snowrunner editor, which is a good editor. However in there, if you want to test a small map ingame, compiling and packing takes 6+ minutes on my machine
I noticed how good the audio design is in dying light 2
I was waiting in front of a hardware store in old town for nightfall. There is distant audio, of people shouting and screaming. And monsters growling. However one set of voice lines stood out (playing without subtitles). It was a guy yelling "OPEN THE GATE!" then some thumping, and followed "OPEN THE DAMN GATE!". It was barely audible and it was time to fire off seconds before 19:30
Well
I know a lot of people are complaining about the plot but we can all agree the sound is threw the roof
I have a Spotify playlist of parkour songs
They bussin
No Cap
And then the buildup a few seconds before night falls and followed by the sirens
I remember in the first game, in the old city, there was sounds of scratching and faint growls behind a door that slightly moved in an apartment hallway, indicating a zombie.
The guy yelling open the gate, it appears they have the audio scripted to fire off specific voice lines that play just about nightfall, which is amazing
Yeah
Is there a way to make a mission repeatable?
did you check if the tutorial "DL2 DT TUT _ QUEST CREATING _ Missions - Repetitive part of the quests" fits your needs ?
I did, I'm making it so a parkour challenge starts after talking to an npc, problem is, after you fail or complete it, the quest disappears
you need to make a condition if you fail or complete > then do this (complete mission, fail mission)
If it were that simple, I would've done it already, the fail node ends the mission completely, while the complete node just advances
Hi guys, I have a weird issue where I can't right click on stuff inside the hierarchy or veiwport
Is there a way to fix that
You need to right click on level in hierarchy and click open. Wait a while until it's done
Is your level open
I can't open it, that's the issue too ^^
If you right-click your level, the open option is greyed out?
The only thing that appear when I right click on the level or any of the hirearchy thing is :
Select Xform hierarchy Subtree
Oh so a Last of US style map is less interresting than an original creation
Is it really buggy to use terrain ?
I don't know if "less interesting" is the phrase I would use, I think high density maps just take significantly longer to make.
I would argue that Dino's "Ruins Of A Past" (which imo is a "Last of Us" style map) is impressive in its in own right, but the maps like "Heavy Rail" and "LabRat" are equally as impressive, just in a different way.
Ok good to hear. do you know if Techland is running these kind of contests often ?
No idea, they ran 3 or 4 from what I can remember for Dying Light 1, and that was over the 7 year period of its life cycle... but who knows, they may be more active this time around given that mods are being enabled on console as well.
Thanks 🙂
Hey guys, I'm trying to follow the tutorial about textures for terrain but I'm not able to open the YourMapName_t2mat.scr
I got a message saying I can't open that kind of thing on my PC :/
Do you have a text editor like Notepad++ or VS Code?
Yeah
ok ty got it
Hmm not sure why but yeah in your Scene window if you right click on Level it should have the option to Open, but if you can't right-click anything there then idk sorry
Well I have to restart a complete new project as I'm not able to open it in any way even in the backups :c
Curious if anyone has seen this in prefab browser? I'm trying to find it
Are they premade parkour stuff ?
So there is no tutorials about how to apply a texture o nterrain ?
yeah metrics for player movement and abilities
check here https://drive.google.com/drive/folders/16yTlkW7l0wABXm0bNR8TUzEySAg_XryI?usp=sharing - Aciek's editor tuts
Yeah but I can't find any texture tutorial ^^'
No way to lower the strength of material ?
Also my textures look like 100x bigger than a player character lol
Change the scale of the texture in the material settings
It's a long process to get it done lol
never seen that did you find them ? what's the name of this prefab's please ?
Nah, haven't found them. They'd def be useful to have though
Yes for sure that's why i'm looking for 🙂
this one "backyard_test.prefab" if someone looking for name of mesh skin
Hey @deep bronze 🙂 I've got a question! May I DM you?
How to make dummy boxes invisible?
mesh skin to null
Please write down question here.
Question: Is it a known bug with Performance Problems when you use Dummy Objects for a Room?
Is there a way to disable the emissive material on an object when it's day time in game?
In the Editor is all fine but ingame FPS go down to 6 from 60 FPS.
I would show you what I need to use it for but I can't post images here
Sometimes yes. Check objects attributes -> UserData -> Emissive threshold value -> 0
oops wrong quote
Outside is all fine but inside Train in-game there are extreme FPS drops.
meant to answer @brave lynx
@alpine lynx Will that automatically disable the emissive at day and enable at night?
Nope, that requires some logic
but in practise it does because if you set emissive low enough it wont be visible during day
because sunlight
I suppose that's true, I appreciate it, thank you! 🙂
thx
anyone know why the highlighted wall has a mesh skin option but the other mesh on the right doesn't? is it a bug?
yeah, there's a handful of objects that have that issue
occasionally if you flip through the mesh skin options there will be a few that work
ah okk ty
I think this may be because of the train bein built out of many dummy boxes, causing the game engine not to be able to separate the area into pieces that can be rendered efficiently
Also how many lights do you have and what is your computer specifications?
I9 9990k with RTX 2080Ti + 32 GB Ram + 1 tb nvme m2 SSD
I have there 4 Lights only. Without a Light there is this problem too.
In the Editor all runs very well 65-70 FPS but ingame it doesn't.
Graphic Settings are all on maxed to the Limit ingame.
How big is your map?
That's really odd! I'm not a pro at devtools but I'll try to think of some possible fixes
It seems to be a light problem inside room or a problem with reflexions of the material color.
And what happens if you disable Ray traced reflections?
Didn't have done that but it should work with Raytracing too.
You can download the train here in Discord under show my map Train Model.
what's the object count?
It should but perhaps there's some bug right now although with that being said, I don't seem to have that problem. I definitely have performance issues but that's lod related which can't be the case with your train
I'll try it when I get home
Didn't counted the Objects but i think over 8000 or so.
A lot of details require lots of Objects. But the Game must load much more Objects Outside than inside the Train.
Not that this will help much but Do you use Occluder planes within your train walls? Worth a try?
What are occluder planes?
Search Occluder plans in the meshes or prefabs section in editor
You can disable there Objects or so it's just the hull around it which is needed^^
Occluder planes will disable all objects that are rendered behind it
I can't see if helping much tho as you don't have anything other than the train. But perhaps there's too much detail in one area?
guys, how to play at custom map from other players?
Download dev tools and upon launching, click get maps and download the ones you want to play
ty
You can download the train and take a look maybe you find a problem.
How can I increase the range at which a point_marker can be seen from?
When I'm home, I will 🙂
@deep bronze Sensei! how to delete generated envprobes? in my case dim box work better... but in my time envprobe not gone 
how to make fx's play non stop?
how to enable prefabs in night time automatic?
example: im create night.prefab and SelfeActive off.. when night time coming is SelfeActive on
tnx 👷♂️ 🙌
On HUD? AFAIK You can't.
So I have to spam them so the player knows where to go?
Remove entity from location you want to remove 'em. There's folder in project /work where you can find Envprobes folder. If you remove this folder should do (ofc before that just drag this folder out just to be sure)
No. It's automatically, on compass you'll see in 2D when you're away 60m. and when you're within range of 60m. it will be showed on 3D. If you need something that shows step by step, yes. You need multiple goto.
It's depends on GPUFX settings that are in scripts, that required data mining if FX is looping or not.
Multi_Controller_Conditional.prefab
You can set what entites should enable at certain time.
Wish I could've used a parkour challenge instead, but it doesn't work properly if I do 
perfect
You're creating something that doesn't exist in base game with sequences that are not usable well in DT, so I could say: unless you experience and do research by yourself no one will help you in that case.
I also would need to check everything and understand what exactly you're trying to make, but I don't have time to do that. That why sometimes I'm skipping your questions because I just simply don't know unless I try.
So, sorry about that. Keep experimenting.
Actually, as a mission it works fine because when you fail it, every trigger zone resets, but they don't as a challenge, that's why I'm making changes of turning it into a mission that can be replayed instead of a challenge
And here you go. That's a good research and I didn't even knew you can do it. 🙂

But the sequences do not reset and remain in their last known position, but can be triggered again, so to combat this, you need a trigger in the beginning that resets all prefabs and meshes to their original position
I'll be abusing DT as much as they abused me
Perfect! 😄
I have 4 switches and Player has to decide which one to choose. After the switch is pressed there is 1 out of 4 dialogs played then its connected in Any and the objective ends. But when I Press the switch the other one dont dissapear it says 1/4. How to change it so thet they dissapear after switching one?
can you show a screenshot of the nodes for that?
You can set in "Any" node "Cancel Inputs"? I don't remember.
Well, ye.
Idk how it took me so long to realize but there's legit a benq monitor advertisement texture on one of the shop signs 😂 good way to implement ads 😏
Susge
how do i make a dialogue with choice
There are a few tutorials in the drive related to that
ok and how do i make it like if you choose a specific choice the quest ends´?
End
huh can you elaborate further?
yes
let me show you how i mean it
so basically what i am trying to make is that if you choose the lower option the dialog ends and the second complete objective should lead to the end of the quest
ok sorry im actually stupid my bad
i thought it was only possible to have 1 end node at a time
wat
Has anyone managed to find an alarm sound or similar in any of the built-in prefabs?
i havent tried if it works but there is noise_maker_button.prefab
how name this prefab? and its work automatic? tnx 👷♂️ 🙌
It doesnt
what happened that they need artists 
@deep bronze is it possible to turn a prefab/mesh into a balancing prop while still being able to enter it?
CustomMove + Airbag mesh.
Hmm... using movables or using physical handle (i don't have name of the prefab but it's the same logic as the physical platform, but I never used it in much complicated way)
I would use movables imo
I tried using the Physics Formation, but this turned the mesh into a cube collision wise
I never had to use that, but that's the thing.
how do i make parkour challenges repeatable?
and also increase the area of the challenge
area - scale up the area marker
repetable - there is a tutorial provided on the Google drive
ok ty man
Np
Is it possible to create a trigger that can rotate a prefab 90 degrees everytime you activate it?
or a way to cycle sequences without the devtools trying to shank me?
No dice unfortunately 😔

I hope the dev tools become just as moddable as a Bethesda title
I need an opinion right now I'm at the choice do I believe the colonel to get the secret ending or don't believe the colonel to get the underground city my head is spinning I don't know which one to pick
how to add tekst to quest_object_withbrief ?
Chicken nugget gang

Movable Controller.
Is there a tutorial in the devtools drive related to this?
Yes.
Attributes. m_description
love me a movable controller. i think i got one in every other room in my map
how is the tutorial named?
Noise_Area.prefab have UID Noise. When player is in that Area he'll make a noise UID you selected logically (not with sound, you can add it but up to you). So after using trigger you can set area on enable.
I added a photo as well but its really small. How to scale it up/
No idea.
@frail scarab In your case, Movable_Controller will be better than rotator, because, and on button controller just move to next node and use Loop A -> A in settings.
I'll leave how it works to you.
aight, will try it out
Fantastic, thank you 🙂
Aciek, I have a question about mod visibility. If I soft-deleted a mod, and then had it reactivated, that means it would be on mod.io again, without a dev from techland having to manually approve it again?
idk, shall we try? 😄
Thanks however it is not necessary now, I assume if my friends can see the mod on mod.io then it should be functioning
I wrote an email to mod.io to reverse the delete and it appears to function.
kk
The preview lighting in this editor is so nice. It looks better than my ingame settings.
one of the things that's been impressing me most about the editor is how well optimized it is
i'm nearing 20k objects and its still running fine
where can you see the object count? also does it mean total objects in the map?
It definitely performs remarkably well
😳
I'm also glad the learning curve from DL1 Tools to DL2 tools wasn't huge
learning curve in general is pretty nice! i never used the dl1 tools so im new to this whole thing
which... shows, but i've been going back and redoing the earlier parts of my map now that i know i can do better
I used the DL1 tools quite a bit, and it wasn't too huge of an adjustment, there are a lot of things that improved significantly.
One I can think of immediately is how quick the navmesh generation is. It used to take forever in the DL1 tools.
The lighting setup is also significantly better and in general it looks excellent compared to the same amount of work you would've had to do to accomplish it in the first tools.
Only comment I would make is that the performance could be better (at least on my side)... but they already know about that. The lack of LOD for a lot of objects makes things difficult.
im def excited to see where they go with the editor, considering the amount of assets i've stumbled into that aren't implemented yet
there's a lot to look forward to using
especially future dlc assets.... 👀
I'm looking forward to the implementation of custom assets and audio
I have a project I've been concepting since Dying Light 2 came out and those features are going to be necessary
Anyway, it's really cool to see what everyone's up to... and based on what has been done in the past month it's going to be an exciting time ahead for the DevTools.
absolutely
Me who never touched devtools before until 14th dec

Also does anyone know the prefab for jumpads
custommoveobject.prefab + m_Type AirBag

Would anyone be available to download my map and let me know if the city behind the wall is there? My dl size has decreased 🤔
Map name?
Prefabs usually have only few kb, size can be most increased or descreased by envprobes, navmesh.
Oh interesting! It's terra divisa
Ye true my file size has also decreased
It always worries me when I see the size drop. Last time that happened, nobody could actually download the map
Camera pos?
I'll send those in 2 mins
I mean you can always try to run the game yourself
[-436.782898, 94.312042, 768.639526][-0.381689, 0.247123, 0.890642]
Yea but somehow doesn't work for me
Oof
@brave lynx
What’s the cause? You on epic?
Had to unlock/lock and everything is back.
Ye same
Luckily I don’t need to work on terrain anymore
When I lock by compiling, the terrain stays invisible until I close the project, start it again and then crash it and start again


