#🔧︱dev-tools
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Doesn't work anymore I'm pretty sure
How can I make a build of my map to run in other computer? I'm building everything but I can find it afterwards! Where does the pre-compiled build go?
C:\SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects
Yeah, I found that but I don't have any autoexecutable. I guess then taht with the project folder (after a build) should be enough for someone to open it from their own Development Tools, right?
Yes correct
Oh, right. Then it's my bad. I was looking for some sort of executable or something. So my project folder after a build is enough. Thank you very much.
There is no executable it just runs in dev tools
I hope they make it so that you can just play threw steam and dont need the dlc
im professioanl for this
would u happen to know how to make a shotgun (rusty one) to shoot 60 crossbow bolts
@elder ravine what kind of pussy shit is this
am i nsane or is there no prop for the overpass on ramps.... theres like 1 straight piece which is called an entry but its impossible to make the curved ramp using it.... what is the piece called or is it just not in the editor
trying to generate timeline for a new dialog and I'm getting this warning. anyone know a fix?
How do I make a simple portal to another location on the map? I'm talking a about a door
that teleports
Check localportal.prefab
Mapportal.prefab if you want change whole map
it seems like containers and switches not working at all has been reported quite a lot and the fact many maps are either unplayable or significantly worsened by their not woking HOW ON EARTH has it not been fixed yet.... or are we just getting NO updates till the full release
Lack of informations for some things, latest updates breaking kinda everything, devtools is maybe on some "hold one" line i guess
I've found that but not sur ehow to set it up
- Place down two local portals and name them, e.g.
portal_in&portal_out - Open
portal_inattributes and set m_SpawnPoint ->portal_out - Open
portal_outattributes and set m_SpawnPoint ->portal_in
And thats it
If portals dont work try force prefabs xfrom hierarchy in game
and make sure you use m_SpawnPoint, not m_SpawnPoints
tysm bub
https://youtu.be/aA9zEQsxKfI - Hope you guys find this useful 😁
Tackled what I thought was a pretty important aspect of setting up prefabs in the Dying Light 2 Dev Tools, hope you guys enjoy :)
Link to Prefab Editor App:
https://drive.google.com/drive/folders/136QEHGckeK0LuzHAEKUkLnMyBDPq4lM-?usp=share_link
Music:
Dying Light 2: Stay Human OST - Olivier Derivière
Hello, anyone played with UV areas? I'm trying to replicate a bus nightrunner spot but can't seem to find out how the generator is supposed to be connected to a UV lamp (lights) and a UV area (infected restriction). Basically how the logic works. If anyone knows how or can point me to an atlas or helper that shows that in the editor I would be grateful.
Anyone experiencing issues with devtools since the update? My terrain is borked atm
I answered in that thread. Idk why some updates break terrain
Have you found and placed down the logic prefabs already?
If yes, connect generators m_ControlledObjects to UV area. Set that UV's m_enabled to false
you can also hook that light to generators controlledObjs
how do you get access to the devtools
download the dlc
Yeah I figured that was the case. I wonder why as well, don't think there are updates with the devtool, otherwise it would've been on the patch notes right? 🤔
I am new here, but is the Dev Menu pretty much unable too he used in thr current build of Dying light 2? Was anyone ever able too fix it ?
I got a major problem I bought the definitive edition and i have all the dlcs and everything and I was playing and a modded or whatever joined and I lost like everything not my game save but just like the docs does anyone know how to fix this I’m on ps4
If you can roll back your save
maybe try that
but not sure
consoles are hard to screw with so that'd be a complicated thing to fix
Can someone help
You can get dev on console?
Unlock terrain patches, generate satellite textures and lock patches again
Nope
Hey, thanks for the reply. Don't know what logic prefabs are, sorry. I did connect a "ow_activity_uvspots..." and a "frn_industrial_lamp_floor_a". The latter one is just a mesh though and I'm not sure if there is a prefab/functional item for uv lights that would work with the generator. A part from that I can't seem to make the generator work by the Player so can't test if the connection works either. I turned the generator's TRIGGER STATE -> m_State to Off (was set to Working by default) but in play mode there is no option to turn it on (like in the game in nightrunner hideouts).
ok, nvm with enabling the generator, figured it out, will check the test the uv later
hey guys uh, I just opened the example town map and it looks like I've been flash banged
absolutely no idea what's going on here
What are Devtools
map editor
Nice
@brittle aurora did you solve this white screen issue?
oh is this a known issue? Seems to have something to do with the lighting be atrociously overblown
hey, having the same issue + lighting is broken in gamemode too
I have no idea, I thought only Andus devtool was bugged but seems like others got that too
I have no issues like that
Send support ticket with your setup. Maybe its some hardware related thing
https://dyinglight2.support.techland.pl/en/support/tickets/new
stil no idk
I checked every option & button I could enable / disable and nothing changed
@brittle aurora @vernal knot I managed to fix the blown out lighting issue by deleting everything in the <project directory>\work and <project directory>\tmp directories while the application was closed.
Example:
D:\SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\Intersection\work
D:\SteamLibrary\steamapps\common\Dying Light 2\DevTools\projects\Intersection\tmp
Obviously I then needed to rebuild everything (including envprobes) after that was done.
If you're going to try this then it's probably a good idea to take a backup of your project first.
It worked thanks 🙂
For some reason I can see FX like blowing trash / leaves in the editor but not in the actual map game once started
How do I give Aiden skills In my map
put this file in that place
"prequel" will be the name of ur map
that file gives him all skills except paraglider and grappling hook
if u want to give him those skills, use notepad++ to open the player setup file and take out the /// to the left of the desired skill, and put /// to the left of any skill u dont want him to have
Only edit things below this line
Thank you so much. I appreciate it
@elder ravine here ask here
Hey Dying Light devs, how do you convert audio files to .fsb?
Is it possible to add new files to a .csb audio bank without having to replace one?
Yes. Add generated workshop audio bank to audiodata.scr
Answered to that other question in the thread you made
WHAT?! ARE YOU SERIOUS RIGHT NOW?!
Thank you SO much!
how can i get the pole vault in dev tools
pole.prefab

you can dissect zone_level_nm_pole_vault.prefab
get rid of that zone logic in it
ty
keep yourself safe
you too bub :)
Anyone here wish Techland added the cut content to the mod tools?
343i is doing something similar with the old halo games
I really wanna see the animals again seeing mountain goats jump between buildings would be so cool
Any news on when devtools are coming to console? Did they say mid-year?
Devtools will never be a thing on console
Do you mean mods?
I mean the map maker tools, they said it will eventually come to console (mentioned when they announced map maker tools for pc)
This map maker isn't like Forge it's a dev tool and is only on PC
Custom maps are coming to console but not the Tools
Hello everyone, please tell me how to give out certain skills?
Via story editor, use GiveSkill or SetPlayerPreset nodes
^ random example
Guys i made a mistake, i used a trainer to get few inhibitors to get the drop skill, but trainer gave me too much, any way to reduce the inhibitors somehow? I don't want to be OP at start it ruins the fun
I guess ill force myself not to upgrade utill i reach the next lvl
I mean bro you can restart the game you can't really reduce it
Anyone know how to get dev menu
become developer 
there are mods to unlock it but what are you asking to get access to @cedar meadow
if its to cheat there are external cheating softwares you can use i personaly use them when i play solo
Hello everyone, for what reasons can DevTools crash when testing a map? I didn't really build anything, landscape and objects, not stories.
Sometimes I sit for hours and everything is fine, I build something from objects, then eventually at some point it will start to constantly come out until you roll back the files, sorry for my English.
ive seen a few maps with a flashbang effect
Yes, Dying Light 2.
I found a solution, the problem was in MapStart, after some time, it needs to be installed again on a new one, before that reloading the map without it. Do you know how to solve the problem? And are there any guides on how to work with cut scenes? Thanks to everyone who answers.
cut scenes might not be in the tools yet
random guess but their probly trying to get the core tools down like terrain items sounds and you know the basics before they go and give a animator or even a cut scene tool
The tools have already a cutscene tool
which is named after "sequencer"
oh ok sorta thought they were just forging the tools
charisma 
How do I get a monkey bar
How to set automatic terrain lock when starting a map test? I often forget, I have to do it all over again)))
monkeybar.prefab
Anyone got the broom on ps5
how to i make the player have the e3 outfit in my map?
Is there any way to make the water flow?
No, but you can change surface speed so it looks like its flowing
they literally got rid of the unused animal models lol
there used to be a few but their models are now missing
How do I make the pole swing work?
Hello everyone, does anyone know if it's possible to pull a map from the game into DevTools, I'm interested in the location from the prologue of the game.
No it's not possible
Please tell me how to make the chest opening animation work? Precisely the animation works, but the box does not open
Thanks for all the answers
Animations are currently bugged
Means, levers, fuse boxes etc arent working as well
since MONTHS
It’s very pitiful and strange, I thought I was doing something wrong, in the first part everything worked, except for the perfect surface)))
I'm busy now, will be available in some hours again :))
Return 2 Harran modding contest is live!
Choose one of two themes to create your map:
Return to Harran
Rebuild the map of the city that started it all. Mix assets from both games in the series to create your alternative take on the world, story, or overall vision of the original.
Prison Heist
Who could forget the classic DLC from the first Dying Light? 30-minute mission. New map. Small scope. Dense gameplay. Prove you can make a better rendition of the Prison Heist.
All details, instructions and prizes are listed here: https://pilgrimoutpost.techlandgg.com/goodies/return2harran
You got time to submit your map until July 14th - good luck!
Nice
So the contest is to recreate as solo or with a team, a full map of a AAA game that had a big team to work on right, in 2 months right? 😂😂
It's like asking to 100 people to recreate Roma lol
Just asking BTW, I'm not sure I got it right
it's said there to "create your alternative take on the world, story, or overall vision of the original. "
so something inspired by it, make it small district or something.
Then again, people did amazingly complexed huge maps last time, and had way less time. With some dedication, I can imagine they would be capable of doing whole Harran
JESSE WE GOTTA COOK
Let's say we pick Harran one, how much are we supposed to recreate(Like, can we do just a part of the slums, or we gotta do all), and how much creative freedom we have in recreating the map, since there's little dl1 assets we have avaiable
it's complete creative freedom
if you want to make completly new zone, that is inspired by Harran, then by all means
Let's say I wanna do Harran part from the contest, can I do like a part of the slums, or would I have to recreate the entirety of it?
Also, there's still missing assets from DL2 that would be amazing to use
#1051799719313150013 is a place to go 
Actually asked for more assets from the very first contest 
The tools are still in a beta state so wtf another Contest
Alot of things will break and frustate players again
💀
I really fucking hope they fixed the crashes and progress loss
Would've loved if they added more assets from DL2 and 1 into Dev Tools, it's quite lacking tbj
I'm sorry to disappoint you but it will be the same like previously

Crashes, issues, external edits
Data mining
welp, if they want to play hard, so will I, time to unpack their damn files again and extract my own assets by force if I have to 
you doing harran or prison?
Stop asking, i wont tell
Do you know the preset name for Spike for human ai?
Techland will do 50 dev tools contests before updating it
They actually fixed dev tools
anyone figure out what name the new assets are under? i tried searching for haran and prison and couldn't find anything
looks like some of them are under dl_s
I posted list somewhere but cant find it anymore. But yea 99% of them are dl_s
DL1 assets are thos eunder dl_s yeah
But we can see you ask for more, I will pass on the feedback to the team
Would love to see more assets from DL1 and DL2, the more assets we have at our disposal, the more you can expect
hi everyone, I don’t know if I’m in the right place to ask this question, but is cross play available between platforms, for example PC/ps5?
Were some of them added tj the dev tools?
I dont think it is
ok ty, are you sure ? ^^
There is no new ones added.
oh Bub
Im fine with beta, except the hover highlight is not working after 1.10.0(?) update
gonna DM you 👀
Sure thing 
@cloud ether will there be any performance changes to the editor?
3 FPS be wildin
And in UE5 I have 50 - 60
Think you can explain more on your performance issues?
Its just low performance
Even if I stop animations
If there was a way to decrease quality or resolution
Whats your setup
When the editor boots up it creates an editor video settings and ingame video settings file which should be in this directory:
<Dying Light Dev Projects Directory>\<project_name>\work\out\settings
You can try lower the settings in those .scr files (open them up with a txt editor like notepad++ or vs code), and see if that improves performance in the editor.
Thx
Here guys, i made some basic and more direct explainations on something by making a developer tools page
https://dyinglight.wiki.gg/wiki/Developer_Tools
"The rollout of official custom map support comes together with a free PC DLC allowing fans to create, download, and share custom maps for the PC version of Dying Light 2 Stay Human."
This will problably answer some questions, its still WIP but i will try to finish it on the next weekend 
awesome
Story Editor and Dialog Editor is missing which i already know, but i'm also trying to learn by doing for the next coming stuff
Also does anyone know a name of a parking line decal?
decal_metro_line
some in e3_road_decals
thx
@cloud ether How do tag the map on mod.io?
In the last contest there was a tag "Contest". Is there a new one?
I will find out and get back to you on that 
thx
you already made a map?
Imma say it here instead. So did they add DL1 assets into dev tools for the event? Cuz they said they would but I don't see anything
Just asking
I dont see anything as well
sad
Has there been any kind of news on console getting access to community maps made by dev tools?
Did you start new project or do you use old project?
soon™
there is something called dlc1 or smth
altho on most of meshes I dont see a preview just text
new
I think
lemme make another one
Is there a way to stop aiden from crawling and force him to walk?
Hey hey, new tags for contest should now properly display on modio 
thx!
Someone wanted to make us hungry 😆
btw. this mesh is invisible in editor no matter which skin I select
Most meshes from dl1 dont work
Is it possible to ask for examples of which ones?
So I could pass that over to the dev team 🙂
Would be wonderful, I appreciate it!
Feel free to drop them in my DMs to not clutter the channel 
Or 5pm dont know
Ayo there was an update just now, adressing the bright light issue, please check and lmk if it's fixed
get pinged
@past canopy
@cloud ether @cloud ether @cloud ether @cloud ether @cloud ether @cloud ether
For sure i will see if its still there.. and by typing this message i just got pinged again! hurray!
also @random badger @alpine lynx and idk who else is interested 
Will do 
Yup, fixed for me
very poggers to hear that
Does anyone know if there is sand texture in dev tools?
Or is there a way to import one?
🤣🤣 will check it out
Looking for a Ping?
Detected Ghostping of @cloud ether by @crude magnet

it's about the scene being very bright when you start new project
it should be fixed now, if you try to start new one
Oh i was only checking already made projects, ill make a new one and see if its working now
If you had this issue with old stuff, it should also be fixed
there is a way to fix it that was posted by Rabid Squirrel
damn guys
My project aint opening after it crashed
How to fix it? I know there was a way to do it by deleting smth
Hello everyone, does not know why the map may not start after the build?
Before the build, the map ran well.
What happens when you click play? Crash?
Game starts, logo, loading (Longer than usual) and then the download just hangs and the game crashes.
Ig you could try remove work folder (in project folder root) and give it another go. Make backup of that folder first okay
No, I know how to solve the problem, remove envprobe and generate it again. The question is, why is this happening?
ah ok lmfao
No, it's been a long time. Therefore, I build without a build.
Ah, just making sure it's not today's update that may have done something
Oh no, it's been a problem for a long time.
Has the editor been updated? Wow. Did the animations get fixed?
Today there was a change to fix issue with too bright screen on starting the project
Yes, there was a couple of times such a problem. Do you happen to know when more video tutorials will be released on your Youtube channel?
Unfortunately, I dont know the answer
What you would be interested in?
Is there a topic you need help with?
Yes, for example, how to create first-person cutscenes with animations on the map?
Not sure if thats possible with current dev tools
Have you see anything like that on other custom maps?
Yes. Animations from the game were used.
Yup, can't replicate the "white out" anymore, as a side note, my terrain build issue has also gone away with the update. My compliments to the Devs 😄
passed it over, glad we got this thig resolved
How to make the object work? Thank you)))
Work how?
She doesn't work for me.
Is it a mesh only or prefab?
.
prefab.
you cant use it?
or like it wont appear ingame?
I need more details on what you are trying to do
I want the player to be able to go down in it, in a pipe, but it doesn't work for me in the game, it's just transparent.
Place it into "level"
in there
Everything in "sandbox" will not be displayed
oh transparent
so no collision
Is the mesh "no collision"?
if so thats´the problem
Yes, I know, I'm not so new that I don't know such things))) Of course, this is already on the level, but the player cannot use it)
Go into "meshes
and use this slide instead
meshes -> with collision
presets -> no collision
Okay, I'll try it now.
Oh i see the issue there
Okay i tried all slides available in the game right now
It appears that the slide has no custom move yet for the developer tools @cloud ether

I am thinking of making some kind of form, where you can report issues like this
ngl, would make it eaiser for me to pass them further to the team to investigate the issue
That would be very cool))) There are enough problems))
And here's the thing, I was also looking, but I probably thought it should work by itself, I've already broken my head)))
Let me get back to it on monday, I will see what I can figure out to streamline it
Glad we could clarify the issue
Thank you very much.
Meshes like this dont have any logic to them. You need to use custommoveobject with correct mesh and animation in order for them to work.
Thank you, we've already figured it out)
Thought I would jump in and add a bit of explanation how they work 😄
a little offtopic, can someone send invite to dying light modding discord?
dm'd
thanks, somehow i left 😄
oh boy
If someone can give me the new dying light modding discord too please, just heard the news pretty sad to lost all the little tips etc
rip like 2 years of important history
Me too please
I gotchu
Where can I find a tutorial for stories creation?
Thanks a lot!
hello, at the moment I have a problem with my developer tools dying light 2 map. In fact everything was working fine but now, when I launch the map it crashes (not the editor but the game). can someone help me?
Does anybody have any info on the previously mentioned survival mode. After it was mentioned everybody including the devs stopped talking about it. ANY info would be nice
Can someone help, I opened the editor and I am not able to select any mesh/objects in the world. When I try to select something, I am selecting some white boxes which are placed around the map. The gizmo is at the center of the map. So it seems like i am selecting some overlay ?
go to scene then open "level"
I selected Windows > Scene > Level
I still see these white boxes and i am not able to select any other objects.
never mind managed to figure out get objects selected in the 2nd tutorial video. Thanks !
I'm glad that I'm not the only one with such a bug, this happens after the build, in order to fix the problem, two things are needed. This is the initial history, it reduces the crash after the build, but if the problem with the history has not disappeared, it helps to remove the MapStart point, save the project, exit, enter, put on a new spawn. The problem will be solved. Sorry for my English) Not my native language.
what is your native language ?
becose i am not english too
Russian.
oh ok
But do you understand how to solve the problem?
yes, i think
The main decision is to delete the player's spawn on the map, save the project, exit, zest, add a new spawn.
ok i will try this
working on something..
Hey bro, do you take screenshots from the game? Sorry, maybe I'm wrong. But what will be on your map that is not in the game? I think everyone ran in the city of Villedor)))
What
I don’t get what you’re asking
I can say I didn’t ask, but commented on your screenshots. You threw them off, but they look like screenshots from the game itself. So I ask you, what will you have on the map so that it does not look like Villedor?
Sorry for my english, not my native language.
Oh I see
Uhh. Started everything from scratch. But my map is just gonna be odd. Like structures that don’t make sense, spooky atmosphere, weird structures. A small map as well
Maybe some e3 related places
Idk
Like so
Just a bunch of random creativity
Aa, it's clear, just so far it looks like screenshots from the game)))
It doesn't sound bad in words))
Man I can't wait to play cosm maps on PS4
Hello guys, any tips to find parkour elements?
For some reason I can't send screenshots, but I'm talking about all sorts of items that were used in game and usually colored to yellow
try "plank interaction"
for the planks
for tarps and other stuff try "marking" in prefab browser
sadly no atlas for those elements included in dev tools
Cool, thanks 🙏
Also I found poles that stick out of the wall - called "monkey_bar", but instead of swinging my character climb on it
yes you have to use monkeybar object that has this mesh as the mesh attribute
hi , i have a couple of questions about the mod support on consoles, i know that the developer tools are only made for pc due to the high requirements, but in faq section say that "you will be able to play all of the custom maps on your console when the console version of the tools launches" ...
1: Console players will only be avilable to download ONLY maps, or they could also download something different like overhauls, lighting system, etc?
2: There´s like a relase date estimated for this or it´s still unkown this info?
Hi there, so I installed 3 mods to improve the gameplay a bit, but it has me locked out of the legend skill tree
Like I can see it and claim the rewards but can’t actually use the legend skill points
I thought Techland patched it so it gives us the ability to unlock with mods
- Only maps
- unknown Info
How do I set time on my map
Thank you
okey, thank you!!
and if the modders community creates like, base building, more animations, or lighting sistem improved, console users wouldn´t be able to use those things or yes?
yesnt
Custom maps are loading content inside the project folder
It might work if someone is able to get DL2 to load files from the custom folder as normal
okey, and one last thing, in the case that "oh, i like the illumination, colors filters or something like that for the main map", but don´t want to play the map where its placed this lighting sistem, there will be an option to download only this and apply it to the main map, or we only will be restricted to the map to use this?
nope
only custom maps
and within custom maps
There will be no coregame modding content
ok, thank you very much for answering my questions!
found some nomad person
They patched it?
sorry, i forgot to remove the comment, but it turned out one of the mods i installed was conflicting with the updated version of dying light 2
so i just removed that one and it worked
Ohh okay
That happened to me but I thought it was intentional to cheat the skill trees
A video with questions about dev Tools, by chance no one plans to record?
Or save the stream, of course, I personally have questions, but I'm sure the majority will ask them without me.
I just can't look at them at the right time.
I would not like to lose this opportunity.
Or maybe the developers will lay out the stream? So that you can look at the questions later.
You mean the qna?
It will be in text form you can go back to the channel with answers at any time
I wouldn't keep our devtools team live on stream for 7 hours i dont want them to hate me 
we can ask about topics like the tools' future plans in the q&a right?
or only questions about how to use
you can, but I can't guarantee every question will be answered 😉
I see
thanks
hello i have a question
when i subscribe to maps they doesn't appear on "my maps"
any help ?
@simple patrol Did you logged into your acc ?
Yea
You must be logged in in order to see your subscribed maps
which is obvious
When will we see mods on consoles?
this information remains unknown for now
Check your Email
Is there a way to use devtools for Dying Light 1 if you bought the game on Epic Games?
If not, I'm willing to buy the Definitive Edition on Steam during the next sale 👍
FYI if you are unable to locate/open your project after today's update:
- Go to
projectsfolder - Create folder named
localand drag your project there
Also, it doesn't hurt to make backup of your project
Bub was faster than me to say it 
did doors break for anyone else this update? they don't seem to load for me
When are we gonna be able to play player maps on console?
Idk when they release it
Can someone help with any potential fix
Ever since there was a need to have your projects in a local folder, I have encountered this issue for the second time
My Dev tools project won't open up at all after saving and exiting
It's never happened before
Answered in that thread you made
Hey guys!
Thank you for joining our QnA with DevTools! Our team is working on improving it constantly, so I want to pass important update for you 
Please make sure to take those steps to ensure your map don't encounter issues!
- Go to Tools -> Options, and head to Project Options.
- Set startup map and story - some projects may contain several maps and stories, so they have to be manually selected
- once you do the changes, make sure to submit it to mod.io
This is caused by adding option to choose maps and stories, that will remove some of issues when there is too many 
Quick tutorial from me 😄
Five really simple questions. 1. How do I get a car that isn't burnt out? All the cars in prefabs are burnt to a crisp and I want ones that still have some paint on them. 2. How do I rotate items to the direction i'm facing? Or at least rotate an item before placing. 3. Where are the floors for the insides of buildings? 4. How do i enable collision on objects? 5. How do i make parts of buildings snap to each other for easier placement?
- In prefab browser set to meshes just type "veh"
- I assume you are talking about slums assets? The best way is to make zoo for all models Techland gave us
I just typed "slums" and placed all models I found in one prefab
- Again I assume you are talking about slums objects? There are frame model and roof model, which I guess should be also used as floor to walk on
- DL2 models snap without problem, slums objects are just "broken"
They were using different snap system in DL1
Looking for a Ping?
Detected Ghostping of @reef peak by @wheat horizon
how can i decide what the player spawns with and what skills they have?
Aciek did playlist of tutorials, somewhere there is answer for your question
https://drive.google.com/drive/folders/16yTlkW7l0wABXm0bNR8TUzEySAg_XryI
-
Objects should have collision by default. If not, make one with dummy_box
-
Use grid snapping if theres no hooks. Iirc 3.64m(?) is width of standard wall, so add that in presets
3.84 vertical if I recall correctly
This is snap settings Techland is using
Grid size stays the same, only Grid steps change, and you can go between them with Alt+S
Oh yea true
.96 width
Co-incidentally (not really) 3.84 is 0.96 x 4 🤣 🤣
Whole numbers would make things too easy 
theres better to be some interesting super technical explanation why they are not rounded to 1
Well it follows a pixel structure somewhat (4k horizontal is 3840 pixels), so that might have something to do with it... but I'm basing this guess on absolutely nothing.
Ah probably shoulda clarified. Moreso meant for DL2 interiors. A lot of the floors i find by typing in…well..”floor” are grayboxes or just don’t seem to have a model in the world (unless they’re clipping under the terrain which is likely)
The best method is just putting town prefabs into your map (keep in Sandbox - editor only) and fly around and see how Techland made all this stuff
There are 3 prefabs called town_classic; town_modern; town_roads
Gotcha, i’ll hop to that then
Look for the keyword "int" when you search for interior assets, I've also found that 1x1 floors tend to be textured all round. You can scale them up too (they use texture masks).
I feel dumb as hell. Of course the shit is in grayboxes, i have to use the attribute window to put a skin on it
Hi guys Im new to the tool. How do I create a branch dialogue? I used the choice node but it only shows the very first one
question: how do I find the assets from the first game? what is the naming convention for the assets?
So far all the assets I see are from DL2.
The original Dying Light and the city of Harran have become iconic to horror enthusiasts far and wide. To commemorate the classic, we are bringing assets from the first game to Dying Light 2 Stay Human Developer Tools.```
Am I overlooking something obvious in the asset browser or are the DL1 assets not added yet?
I found some assets with DLC in the name, however they all appear invisible when placed and the preview picture is just the name.
oh it appears that dl_ is the prefix for DL1 stuff.
Trying to check out some maps. Any idea why it always says queued?
I am not sure, it could be perhaps the server placing the player in a queue because of many downloading at the same time?
I think after last update they broke something with community maps, because I had few installed, but it was downloading and installing them every time I opened tools
Is there anything that can be done to fix some assets appearing invisible?
What assets?
some assets appear like this
I am not sure if these are borked assets or something defective on my install, however I reinstalled the game recently.
This is how community version works
There is tons of broken models like this
Bloody ties (DLC1) assets are not available in tools, but iirc Rafal said in Q&A they will be
but yea those blank meshes are cluttering mesh browser big time. You can filter them out from Path -> rpacks
thanks, I also get this on some DL_ assets which appear to be from DL1, not dlc. Are these just missing meshes?
how to set the time in game?
I know how to set the time in the viewport but when I play it it's not the same.
any idea?
SetDayPhase story node
check this tutorial:
https://drive.google.com/drive/folders/1KxnQ_fqEWmwrfsCvPy6I--zChXzsn_C2
Can you elaborate
Yes of course. Say we have a project A with map map_A and project B with map_B. Is it possible to migrate map_B into project A so that project A have map_A and map_B?
Ah whole map. Its not really supported, but you could try create new empty map in project A and then replace it with project Bs files.
If you have created prefabs in project B you gotta move those to A
There should be folder called ’maps’ in project files where you find all that stuff. Prefabs are in prefabs folder
Thank you very much!
Terrain
Is there an invisible wall asset?
Is this server gonna make a role system to help figure out what ppl play and what they are on like if they are PC or console
Search ’barrier’. Or use dummy_box.msh w/ Null skin
Thanks!
is there any tutorials about sequence?
does anyone have the invite to the modding discord? would be interested in joining 🙇♂️
I think theres only this made by Aciek
Cant send invites here, check DMs
Thanks a lot!
is the grey thing removable
also is it possible to move sandbox items to level
watch tutorials
- Open level
- Right click asset you want to move
-> Move to level
is there any ways to change the name of the dialogue npc? So for example to change the character "Rowe" to something else
for the sake of the subtitle
You didn't watch tutorials
In this video, we’ll talk about transform tools and how to add new objects to the map.
Developer Tools on Steam
https://store.steampowered.com/app/2217480/Dying_Light_2_Stay_Human_Developer_Tools/
Developer Tools on EGS
https://store.epicgames.com/en-US/p/dying-light-2-stay-human--developer-tools
Mod.io Dying Light 2 Stay Human maps
https://...
I thinks to make a new map ,
Yep im doing it
How can I get the actors to move their mouths?
I dont know , i thinks its like a animation directly
You can add animation for the characters
In the creation of the dialogue
@dense breach
Soo maybe a mouth animation can be add by there
yeah I found it, thanks!
👍
peter welcome to fortnite
sick
hey guys, do you know if I can extract Aiden's 3d model from the game? If yes, then how? 
I want to create a collect teddy objective, however it says the object does not exist.
I have set a reference to the teddy in the finditem attributes however it shows something weird:
Attempting to edit the [0] entry crashes the editor. I was only able to edit it by deleting the entire takeitem node
The teddy is a quest_object which I named teddy01, and it shows up as an item in the list when pressing to select a reference.
I have also saved everything and rebooted the editor, and the issue is still there.
After naming quest_object you gotta save hierarchy and then add it to TakeItem node. It looks like name isnt registered correctly
Also you can try put teddy directly in root of Level
Or enable alwaysspawned and move to dynamic root from attributes
- force xform hierarchy in-game, because why not
Not possible with devtools but theres 3rd party tools for that, rpack extractor + xnalara. All resources should be listed in modding server
That’s cool, thanks for the info. Could you please tell me where or what exactly is this modding server? Thanks
Sec I will DM you the invite
Thanks! It fixed it. However I had to make a completely new quest after doing the save hierarchy, then it would correclty point to the item.
There is no audio available yet except using logic rooms with sounds
bottom seems finished, upper floor in construction, I don't think this is how buidings are made
also shape is really custom, buildings are usually square, sometimes with corners cut in 45 degrees (Paris is good example), more belivable would be square building but rotated a bit, example town.map did it good
but if gameplay will be more interesting because of that, I would say go for it
also if you are going for good look, don't forget to use decals, dirt and leaks give live to buildings
I will give vegetation at the end like now im just doing the building after the street and at the end finition like vehicles sign and some vegetation, that tilted tower from fortnite if you don’t know
I’m gonna give gameplay just wait I’m arriving at home
afterall looks solid, I gladly would jump in there and explore
why not 🙂
hi
i got a problem when i join and add stuff to the map later when i press play nothing changes
so i start by making this
just for testing
but when i press Play
nothing change
i deleted dev tools🥰🥰
is fine man maybe next time
when they add workshop in-game
current mod.io is trash
Workshop?
like gmod
They will not do that
Click this. Create/Edit mod profile
projects are not packed into exe. They work kinda like mods
ahh I see. Anyways I can set it to private?
Yes. Maps need to be verified by moderators before they go public
before that you can set it private from mod.io page
Awesome, thanks!
is there a way to add more inputs to the ALL node? I have 10 objectives I want to input and the current thing appears to be not how it is supposed to be.
here some
thanks
Heya.
Was wondering if the tools support branching dialogue that lead the quest down different routes?
Is that stuff covered in those GDrive tutorials?
Also a quick Q.
Sometimes my floor is invisble when loading the town map. Is there a way to bring it back?
Had this issue like yesterday then it seemed to fix itself.
Made a new project and loaded the map, now I have the same issue again.
EDIT - Ignore this one, all solved.
I needed to build to fix the blue floor/invisible floor.
And one final quick Q.
Suffered my first crash editing the existing quest item node pickups in the Story window.
How stable is the DL2 dev tools atm?
Does it crash randomly or does certain things always crash it?
Also are there any debug tools when testing in the editor?
-Invincible, flying, etc?
There is still few things that will 100% crash the editor (spawning certain assets like actor prefab or debugging movables without saving hierarchy) but besides that I’d say its is currently very stable
Ive had 3 crashes in this patch and those happened mostly due my own inpatience, not randomly
Im pretty sure this was covered in Acieks tutorials
Thanks Bub.
Do you know if Acieks tutorials cover warping to a new map during a NPC conversation? Also warping to new map via doorway?
Oh and I guess warping via sleeping in a safe zone bed? (Like Aiden does during his dream segments in the main game)
Oh and just want to confirm with that actor prefab crash, does that mean we can’t currently place spawns for enemies or NPCs?
Or is it more of a, need to do it in a specific way to avoid crash?
The story editor appears to crash often, the map editor almost never (for me). Most crashes for me happen when picking objects related to nodes.
Yeah I saw that with a node. As long as we can work around it via saves, should be fine in theory?
You can spawn zombies with the ai number spawner thing, it works.
the game appears to autosave on crash. when you set your level to target, it askes whether to restore. However I also make backups every 3 days of the files to a different harddrive.
Oh? Chance of corruption?
No those prefabs that crash editor are basically never used. Its just annoying when you accidentally place one down and insta crash lol
Is it possible to set a random daytime? I was looking for a randomized number generator to connect to the hour variable, however I could not find any.
I dont think so. Theres node for map change or you can use localportal/mapportal prefabs
Hey another quick question. Is it possible to load up the base game quests and maps for Dying Light 2 in the editor to study them?
Add X different weather nodes and attach randomizer node
seems clunky
Heya got a Q.
Is there a way to make a message box appear?
Kinda like how the parkour message box appears when interacting with a challenge board.
I want to use it for a stand in to say "This cutscene will be added later".
thanks!
Question for the upload process:
I first clicked the left button, filled out the profile, then clicked the right button which showed upload bar and said it successfuly completed.
I am now in the edit screen on mod.io, and it still asks for a file to upload:
I was logged in already.
So is there a manual upload required in this screen, even if the files were supposedly uploaded via the editor?
( I know how the mod.io interface works from snowrunner maps, however the editor uploading it before is confusing to me)
Or does a techland developer have to manually approve a file like in the "shape your city" contest?
Hey guys.
One of my maps has no floor. I pressed the build button but the terrain just is not there when I test.
Any idea how to make it appear?
you have to lock terrain and rebuild
Thanks Zombi.
np
Heya, additional to this.
Are cutscenes easy to set up? Do the GDrive guides cover them at all?
Sorry for so many questions, got another.
Been using a dummy cube to stretch to shape for imitating BSP walls to grey box. I can't seem to get that and the dummy plan to snap to the same points on the grid.
Anyone got any tips for making things snap perfectly?
I'm getting a lot of gaps and the odd floating thing.
Also a quick one.
Been following: "DL2 DT TUT - Interactive Dialog with Choice", and I am stuck on a repeating crash for 9:50.
Essentially I'm trying to hook up the dialogue prefab to the Story Dialogue node.
-I can hook it up, but then it turns into a red "~2". If I click it again I will crash 100%.
Any idea how to hook this up write to stop the crash?
Did I miss a step? This guide did not show how to set up the story part so I kinda guessed it, maybe I messed up there?
I don't think you can scale dummy boxes perfectly to avoid any gaps in geometry
My work around was putting few wall models and trying to match it as close as possible
Also it's just blockout, with this method you want test general idea, you don't want blockout to be detailed and take a lot of time
Not sure if this works with dummy cubes, however I would do it like this:
- Set the coordinates thing to local
- Then use the scale by extent so you can scale individual sides.
- Turn on grid snapping so the scaling snaps to a grid.
ok just tested it. It works. Notice the highlighted things on the toolbar, these are what you need to use to scale to the grid.
Oh that’s what I’ve been doing.
I was having issues with gaps between the dummy cubes I was stretching out.
But Zombi is right, blockout/grey box does not need to be perfect.
Will say I’m totally stumped at the mo because of that crash on setting up dialogue.
The guide I was looking at did not really show how to set up the first part of story and skipped a step. It focused on within the quest node and not the top level.
For whatever reason it keeps crashing when I select the dialogue prefab I placed in the level, saying my dialogue entity does not exist.
-when hooking it up with the dialogue node that is.
is it possible to change model color? for example this cloth to blue color when it doesn't have any extra mesh skins
Texture modding
what do you mean? something like replacing already existing textures?
Yes
okay, I don't want do something like that
thanks for info
Then u can't change the color
You can change colour sometimes. Check attributes -> UserData -> Gradient map row selection
Doesnt work with all meshes
I experimented with a bunch of models and it is not working
Are there any meshes it works with?
Pipes, gas cylinders, barrels, paint buckets
container walls
okay I see, thanks
sadly it doesn't work with many models:/
Can I somehow setup model slums_frame, so that the player can't climb it?
Sorry for the dumb question, but where can I find the roads in the dev tools? Like not the prefabs, but the individual sections, if they have it
I'm new to all of this
Search for crossroad and road profile
and in meshes section
Found them! Some show textures and others are entirely gray, what does that mean? Sorry for all the questions!
change mesh skin in attributes
some don't have one tho
Oh okay! Thank you for the help!!
@versed dust Hello Rafał, I wanted to report an issue. When working on a map I got blue screen (I think on starting playtest, often my editor closes when game launches), some memory leak. When I reopen the project my entire level in hierarchy is gone. I cant bring it back. Also when I try opening story tab the editor instantly shuts down.
You must click on "upload mod data" in order to upload your map on mod.io
We getting these on console??
Yes, this is how it worked for the first contest.
They have to approve every level that is uploaded.
don't create a new mod
right button
I can't use the "Scale by extents" button, does anyone know why?
like itss uhh greyed out kinda
Youre probably trying to scale prefab by extents, which is not possible
@alpine lynx how can I make a wall unclimbable and ungrapabble?
Collision_barrier or collision_box prefabs
oh, so I can just stick it on the outside of lets say, a tower, and the player would not be able to grapple or climb it?
Has anyone got dialogue to work fully? I’m still having issues.
Quick question again, why do some walls not cast shadows, or some parts do, but others don't?
Most walls cast shadows only from one side (texture side). Two sided walls cast both ways
Ohhhhh okay I see now! Thank you! (:
We getting these on console??
Devtools themselves? No, unfrotunately it is physically not possible to add this tool on consoles. But maps on the other hand...
We have said in past this is one of our goals eventually
If you would simplify editor a lot it would be possible. Far Cry 3 did it long ago
It's different engine completly
Any chance that we might get old meshes that were used for the 2018 and 2019 demos
I regularly come across so many meshes that are either dummy boxes or don't appear
^ yes please
Hey could we get a harran map?!?!
how do you get chests to work
i thinks they don't really work
bruh they still not fixed it

Hey could we get a harran map?!?!
Also couldn't ask this during the live will the broom oneday make a return
Cause that caused alota conflict
@plucky nexus are you participating?
Yep
Yeah
awesome
every single building?
Sadly seems to be a few
Anyways good luck for your map as well, you're making prison?
Thanks, yea
trying to nail it
i guess nearly no one except me and bub are doing prison heist stuff
You can do it Teo
Ty
I do
It's highly inefficient... two questions instead of just the one 🤣
the "can I ask you a question" type of questions should be cancelled
I'm doing both slums and prison, feeling running out of time
Im doing it too
pretty fun to make, it is a different map making experiencce when I switch fronm open outside maps to linear interior based ;D
Custom prison or actual remake attempt?
If so, how is your progress?
I would say mix of both
honestly I have a lot to do, idk If I will make it in time
I will have time to polish, and probably add additional content but its gonna be tight
I started late and also last month in univ, exams etc.. but im trying what I can ;3
and how about you? @past canopy
Absolutely trying to nail the map by attempting for a 1:1
Oooo
each approach has its own challenges, but this one is probably the hardest xD
at least you know when to stop the project 😆
and you wanted to make your own at begining?
no wonder.. its quite large and you dont have exact 1:1 assets
i have a question
?
@past canopy
I didn't see your reply
My question is
What are game codes?
I want to get a docket in dying light 1
I did everything right but I don't know what game codes are
And I don't know where to find them
Can you help me?
Thanks
Game code?
I can't make an account
It says "enter game code"
What do I do
enter the code in the guide
how to make zipline?
zipline.prefab
Change mesh from attributes to string_200_a.msh and select steel_mechanical_wear skin
Pivot point is start of zipline. But it doesnt matter if youre using two-way zips
Perfect! Thank you
Does anyone know how to make the player teleport to a new map?
By dialogue, area trigger, objective completion or door?
Mapportal.prefab
I think theres story node for it too but cant remember the name rn
can I turn off 1 skill specifically (Wallrun) and Paraglider - to give this to the player later in the game?
or am I locked only to already existing PlayerPresets ?
@alpine lynx how can I make elevator doors that you have to pry open via interaction?
syncanims are broken
but its switch.prefab
bruh
yeah, I see what you mean
Anyone know how to make on screen messages pop up?
Saw a few map mods that made a message appear on screen.
I'm attempting the slums area, but a new look. So basically, similar road layouts and terrain but different building styles. I'm just focusing on the map's appearance for the competition since I'm still figuring out the dev tools.
There is way but it requires some script editing. I make tutorial if I got time
I got some in my map Heavy Rail, if you want reverse engineer it. Theres one popup right when map starts and its called with story node
How ai_spawner_number works? I mean, Aciek told there is a limit for zombies, 64 if I'm correct. So what if I will have 10 ai_spawners and each spawner will spawn 10 zombies. Are they gonna dissapear if player will go far enough and respawn if he will go close again?
I want to make streets full of infected, but I don't need zombies on street where player can't see them
yo Bub, is the smooth brush in terrain broken?
Nope
for me it just makes the terrain back to its original height
Try making a ramp and then use the smooth brush
Well yea its basically what it does. You can adjust its power
Yea sure sec
let me know where to join
Ok your terrain is fucked lol

idk why its not smoothing it properly
of course the dev tools are broken again for some reason
I once had two terrains on top of each other
was your terrain setting changed?
yup
block size and block detail level
I did change block size
changed it to 8m
makes the brush settings carry over to other brushes that have it on
might be the problem, if your block size and block detail level aren't at the same number
I love colty, that fixed it
farlands
how can I change the lod of an object?
also, is there an atlas with all the road meshes?
Cant do that. No clue about atlas
I didn't find atlas for roads, but making custom zoo for models is like 10-15 minutes
Yeah, currently doing that for all road meshes, for now I know of cross roads and road profiles, you know any others?
I will take a look at my zoo after I eat
thanks
except this 2 categories there are overpass, road_cross, tunnel_road and wl_road
there is also t5_road
can you show picture? I already turned off tools
Is there a mesh that has this kind of texture that is not a road mesh?
Search for sidewalk, for the damaged version of those. Then the balcony 1x1 block has a similar texture if I recall correctly.
Alternatively backyard 1x1 might have what you're looking for.
I checked backyard 1x1, and it didn't ahve it 
how does one add water?
waterbox.prefab
Check “backyard floor 1x”
anyone have the 010 editor repack script
i have the unpack and inject but i cant find the modding server to get the repack
search walkway in meshes
my body is ready
im so sorry for u guys loss today
dev tools are running at 1 fps, lets goo
@alpine lynx @past canopy THEY FIXED THE FUCKING SWITCHES, THEY WORK PROPERLY NOW
Im testing my map in game and switches are still broken?
did you update your game?
are containers fixed?
Yes lol
let me check
works fine for me
you want me to test anything else?
try saving and reloading them
very nice
what are the frontier dlc files named in the dev tools?
can you test if billboard sliding works?
I'm not sure if sliding works with just the billboard mesh
or mesh alone won't work it will need some logic prefab
how does one do the billboard sliding in the first place?
I have no idea yet either lol
found out how, let me check
nope, seems like you need extra logic
got it, thanks
Is there a way to load villedor in the dev-tools so it can be modded, or are only custom maps allowed?
You cannot load and modify Villedor in DevTools

Can I load custom landscape heightmaps into the devtools then? @versed dust
Am I imagining that, in DL1, I was able to load the harran map into the dev-tool oram Iremembering it correctly?
@past canopy they broke ur map LOL
Every custom map has been corrupted with the latest update
imaginable
You remember my third person cutscenes at the beginning?
🤣 its ur old map run boy run and they broke it on stream
Can screw them entirely cause they used old animations
WOW
oh boy, what broke?
challenges dont work as intended cause the game is loading everything core game related
oh fuck
thats why he can only play the map for 1:50 min
yeah, they cannot load the outside scripts we made
this is so dumb
I knew the update was too good to be true
RIP cock and crex map
yep
What are the plans with the external files we had to use in order to get our maps properly working? Will you give us the option to modify the values properly inside of devtools so we can get them working again?
My map is fucked too. Its impossible to complete when launched from main game because scripts refuse to work
my map cannot even be started, because you need to start the quest from an npc lmao

Some new DL1 hangar window, apartment building, school etc. meshes added in the last update
gotta take better look tomorrow whats new
im glad i played ur map and crex from the editor at least
How to turn off this yellow thing? I didn't have this before update
It was broken in the last update. Now it works again and you can disable it from options
Thanks
It's kinda cool, I wanted to know just in case
what's this called?
dl_s_highrise_xxxx
Theres also
dl_s_wall_school_door
dl_s_handrail_slums
dl_s_hangar_b_roof_b_glass_a / b / c
it doesn't show up in meshes 
You probably need new version mesh.pre. I posted it in devtool and modding servers
You can also fetch it from data0
how does one update their mesh.pre?
also, I can't find it on the modding servr
Theres one in your project folder. Make backup/rename it and add new .pre
Use search 
from: Bub#0002 mesh.pre
time to make another backup
time to see if anything breaks if I use it
Also, IT WOULD'VE BEEN AMAZING TO HAVE THE TOWER MESH LIKE 1 MONTH AGO
Had to make my own from scratch
Just me or are custom maps completely broken
and the prison interior assets didn't exist until now
What those called?
the pain i went trough with this, especially since I had to restart a few times because dev tools corrupted a few tiems 
Sweet
How
Well your map for example I couldn't jump, couldn't blow up the gate, attacking hitboxes were extremely small, climbing was buggy
yoshift's map simply did not have objectives to complete
You played it in devtools or main game?
main game
Ah okay. I tested yesterday and it was broken as fuck but atleast I could jump
I think
man did the update destroy maps or sum
they still haven't fixed the dl1 road meshes in dev tools
But yea modified scripts dont work so many maps dont work properly/at all
and hidden town didn't have objectives
yep, my map cannot be started at all
Im considering setting my map private for now. Player can technically play it but then it will break completely about halfway
And thats going to just piss people off
I couldn't progress past third gate
maybe I'm stupid but I threw all the canisters and couldn't do anything else
I could, tested yesterday
but the canister area seemed smaller than intended
my map is now hidden, sadly, it cannot be played at all, the quest giver that is supposed to start it, does not
walls start with dl_s_int in skins starting with plaster_color
Ah okay pro. Didnt notice those
hmm...exterior stairs are not added
bummer
@alpine lynx dafuq is the yellow arrow?
Is this your editor?
only certain meshes have it
no idea what it does tho
For example? Mesh name







