#🔧︱dev-tools
1 messages · Page 13 of 1
how do I use logical varient? im new to dev tools
oh ok thanks
You can also try to select the skin of your actual branch and see how it will look using it
will try it in a bit thanks!
this is what it looks like
i have to make the branch longer so it doesent look bad
Looks good so far
hello, i have a problem, i was playing normal and when i join to multiplayer, my game start to see white and black, like surival mode is stuck, i try all fix but it didnt work. I trying to send a pic how the game look but i cant
That's devtools for custom maps only, no help support for campaign issues.
ask in the support channel
I've managed to upload the map by creating a new project and copying only the custom prefabs and map directory. When I wanted to recreate the missing quests however, I cannot see and consequently add the map in the story editor.
Okay, not sure yet, but it seems I managed to brute-force it by copying SupportedMaps() section from source project's source/data/story/STORY_NAME/STORY_NAME.story file.
Just as an update, it worked. If anyone faces similar problem, try creating a new project and copying just the map and your prefab directories. Having to recreate the quests, rebuild the map and re-generate navmesh and envprobes beats losing all of your work.
Hey there, do the devtools allow the modification of sound files? Like export/import?
DL1 yes, DL2 no
Oh, shame... So there's no other way for it either on DL2?
Any confirmation of DL: The beast tools?
notepad is our strongest tool now and forever
poor rat gets turned into a truck
what the
Bro dl2 dev tools aint even updated anymore and you want beast tools 🥀 💔
He's a special dreamer
well we will probably be getting tools for the beast in the next few months
we have for all the games so far and this is the same engine as DL2 so with some tinkering someone could probably take the files from the DL2 dev tools and just use them in the beast but it might take some coding or something
also is there anyway to make the beast bar go up faster, i feel like it takes too long lol
I've created mods for a unity game using harmony, anyone have any ideas for how it can be done for the beast?
I know they haven't released dev tools like they did for dl2, but there are already mods on nexus so there are certainly ways to do it
oh sweet I missed that, thank you
Try to restart your game
after i get out it was 9PM then is look same at morning .. voleta in morning lol
day/Night time cycle issue, reload the campaign and it will fix it
This channel is not for dev support, its a channel for talking about dl2 custom maps
hey how do i get those one pipes that are climbable that are yellow like the ones in the support towers at the bridge for dl1 devtools
Just got into the city can anyone tell me any dev tools I can get
Plz I need some I keep dying from these bum ass bosses
@ancient leaf can you read what I said above?
Oh
i think its ladderdi preset
thanks but now i just need the object name for the yellow pipes
pipe.msh
Does anyone know how to customize a shop's inventory? I have an NPC set up as a shop (e.g., a craft master), but I want players to only be able to buy specific items like mines, grenades, etc.
Also I want to set up a hidden counter to track things like how many times a player enters and exits a room. Any suggestions on how to do this?
It would be a great to record data and send it to an xml file.
shop_item_sets.scr and shop_assortment.scr
First one defines weapon sets and second one set presets (ones you add in trader prefab)
make your own item list in shop_item_sets, then make new/edit existing shop assortment that uses your itemset.
Then in devtools assign that shopassortment to the trader
but the problem is that it doesn't necessarily work when map is launched from main game because we dont have support for all scripts
Idk how to make counter, but I’d probably try sensor with movable logic. Every time player enters sensor area, movable will tick one node forward
and at the end of the map check which node movable has reached
how do i get Developer Tools in epic games
In this video you will learn how to download and open a project in Dying Light 2 Stay Human Developer Tools on Steam and Epic Games Store!
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...
the camera is so annoying to use :(
What camera
Obsviously the Editor Camera
I just call it viewport 
the technical term is the observer 🤓 👍
observer sounds ominous as hell
Is it Possible to make a mod replacing Models or only Textures?
I found a Mod on Console that is called "E3_NPCS" and I'm reinstalling the game to install it
I'm just wondering if it will work if in case it has models
Console does only support texture mods, nothing else.
Are there plans for models?
They could make them Client Side
how do i actually enable weather for my map
i want it to have rain and for it to be dark
but in the engine its got the weather i want but when i compile its just basic day
You need to create a story and set up weather that way. Watch part 2 & 3
https://youtu.be/MLNT6U-7V1E?si=NgSkWg8FlUfnexAW
Facebook: https://facebook.com/dyinglightgame
Twitter: https://twitter.com/dyinglightgame
PL Twitter: https://twitter.com/DyingLight_PL
Instagram: https://instagram.com/dyinglightgame
Discord: https://discord.gg/dyinglight
About Dying Light 2 Stay Human:
Over twenty years ago in Harran, we fought the virus—and lost. Now, we’re losing again....
basically you'll need only nodes Start -> SetDayTime -> End
i mean for dying light 1 sorry
^
Same thing, use story phase ,set-day-time or ,weather
ok thanls
Good
just a quick one as i can not find any info is there a way we can add custom content e.g models to Dying Light 2 like we can in Dying Light 1 ?
I bought 500 Dying light points right for the store in menu but I haven't received them yet any tips? (PS4)
Use #1039562481338699906 here is for modding tools (:
Ok
||h||
anyone know how i can make it so i can see all previews on meshes?
hey everyone, is there some kind of documentiation that explains the naming scheme of prefabs/meshes?
trying to make a map but I'm spending 90% of my time looking for the right assets 💀
I looked through the resources on devtools but couldn't find what I'm looking for
Depends on what you need
honestly any kind of detailed text documentation would be huge
my current workflow is super rough
like let's say I want to add a gutter to a building, took me a while to find it named drain pipe, I add it and it's not climbable, don't know what I should add there so dropped the idea
or I wanted to add bee hives, that's another hour of going through all the item/loot/container related prefabs and brute forcing the settings until I find out the right combination
tldr every time I try to do something new there's a knowledge barrier because all resources I found are very barebones and only explain the basics
in terms of looking for objects what I'm mostly missing rn are all the parkour things that are on roofs in the game
like all the ramps, platforms, small buildings, bridges, obstacles etc
all I found are rope bridges and some street ramps
I know atlases are a thing but even with them I end up struggling to find a lot of the objects I saw in the game
I would give most hints tomorrow, that can take a while
But for now
Prefabs are groups of different mixed things
Meshes are single assets/objects
Classes are logics/ gameplay wise interactable elements
Gpufx
Smoke, flaregun fire, fire, etc - effects
Light is self explainable
I do game dev in my free time so my issue is devtools-specific knowledge
like I know what to do with things I'm familiar with
but the issue is finding the specific prefab/class that does the thing I need
and it happens a lot so not like I can solve it by shooting a few simple questions
which is why I originally asked for docs
Asking for what you need is the only possible way to help you
There are no docs
Only devtools Wikipedia is available
"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."
"The free Map Editor included in the DLC empowers Creators with Techland’s tools, allowing them to upload and share their...
But nobody uses it
yeah because it has almost no info
mostly describes the interface
makes me wonder if techland has their secret docs for it or had to work without it
New people have no idea either lmfao
Its an entire learning process
Like i said, just ask here anything
They do have docs
but not for the public to avoid leaks n shit
do you mind if I ping you with questions?
"leaks"
Yes, shoot with all questions
bet
yeah that's fair
would be nice if they moderated the content and shared a public version tho
Well, there are developer tools tutorials, but they did not last long, just like the DevTools 1 tutorials on their youtube channel
ye I watched the series
doesn't go very in depth but it's a starting point
@past canopy ok so I've been scrolling through atlases and prefabs for a while now
I couldn't find any roof stuff
mainly parkour obstacles but also decors
did I miss any atlas? if not what are the names to search?
exterior classic
go for bld_
also check roof
dl2 has been make with the citybuilder system, thats why the game is copy paste looking like
ye I watched the talk on that
I was SO disappointed it's not included in devtools lol
oh nah, of all reasons that's the fakest one 😭
nothing is complicated for freelancers
for all parkour rooftop obstacles
"custom_move_logic_atlas.prefab"
natural_movement_logic_atlas.prefab
oh yes that one's perfect, must have missed it
that doesn't narrow it down much
"roof deco" gives me a bunch of stuff but it's mostly ivy
is there a keyword or atlas for all static objects that appear on roofs?
ye
Do you need bld_ce_a_roof_str_mid_6x6_a
nah wait
shit is broken like 60% of everything
not quite sure what exactly I want yet
so would be perfect to narrow down the search so I can go through the options
you also have something like "highrise"
You can also take a look into other custom maps
to see how people have done things
alot of big brainers, but also dead brainers
oh right you can just open others' maps, completely forgot about that 💀
ok so 2 more things for now
I placed containers for flowers to pick up
they work perfect in game
but they don't have any mesh preview in editor
any way to fix that?
and the other thing is what's a good way to place roads, any "hack" to make it fast or do I manually do it piece by piece?
@past canopy
you mean item spawner?
also 3rd thing: how do I pull things out of atlas prefabs?
can't "open" them, do I have to make a copy of the prefab?
"container" class
Use small pipette to select any
"but they don't have any mesh preview in editor"
You will need to get used to it for alot of other things too
Or the container the item name
it copies mesh without behaviour in case of the parkour obstacles
rightlclick -> save as -> name ZZZZZIDK -> place -> open -> extract wanted prefab
that's wild, so there is no quick way
no
Because prefabs are getting read by the game from data0 folder
which you cannot change in editor easily, thats why you need a copy and then edit it
but you can move out all custom move prefabs from the hierarchy prefab to use them anywhere
I doubt they have snapping, so manually
ah, there's no spline tool or anything?
Nope
devtools are quite an experience lol
Ductape and rubberbands..
sticks and stones
@past canopy how do I do chests with loot? complexcontainer class? it does spawn me a basket chest as I set it to but it's empty
Complex container or only container
the rest is up to you
where is korek
on a butelka?
guess I used the wrong loot type again?
success, I managed to spawn rags inside
it's crazy the dropdown list has options that do nothing
I always use and place items around with itemspawner.prefab
ye but I wanted to add chests too
they are also loot but look better in the world
I wish I could see them in the editor lol
OH
last I tried it didn't work
x
@past canopy how do I do ziplines?
its a class, so type zip line, select mesh "string 100m or 200m steel"
scale it with local axis
so the green "meshes" option I have no options to pick from
in the regular mesh it's already defaulting to string 100
but the texture is nothing for all the options
Remember you can look into custom maps
I got ziplines in colloseum
I dont undertand what you mean with green mshes
the green highlighted property in attributes
show
DM because can't send images here
or can I?
oh ok it's just displayed differently (I can't with those discord updates, hate this app)
does any of your maps include some "proper" roof parkour?
or if you could recommend someone else's to look at
depends on what you need
colloseum has ziplines
basically I'm making something closer to the vanilla game
so anything like that would be the best reference for me
hell if it's possible to load the actual game map in devtools (or rather section of it so my laptop doesn't explode) that would be perfect
zipline is just one thing I'm including in the next section
anyone making any new visual mods
@past canopy how do I scale 1x1 floors with texture tiling instead of stretching?
some atlases do that but idk what I'm doing wrong
Rephrase
"some atlases do that" atlases do texture tiling? that doesnt make any sense
atlases are sorted groups for easier searching
I mean I have the highrise template atlas
and it uses the 1x1 floor mesh
and it's scaled up, but the texture is tiling instead of stretching
and I can't replicate that because the texture is stretching for me and I'm not seeing the option for that in attributes
Infinitely tiling up is always better than stretching into the poor resolution
yeah how do I do that lmao
Give me the same or prefab, i'll look into it
just backyard_floor_1x1_a.msh
it has texture stretching and I couldn't find the option to make it tile instead
look for the 6x6 version and scale it down
or cover the place with the 6x6 ver
Devtools is a hell of a place finding always alternative solutions
the only 6x6 uses different textures
and also stretches
ok solved
only some textures tile
and others just don't
nightmare inducing software
nothing is consistent
Devtools hasn’t received any updates except for the texture override feature for more than three years, and it’s clear that the modding community has been Techland’s lowest priority during that time
I mean I can see that, modding isn't big in the game
question is are tools like this because of low interest or did people give up because of the tools
Some people have given up because of its poor design and the lack of features compared to the unlocked version, which is almost a 1:1 copy of the original devtools. The claim of low interest is false, we want more, but we are not getting it
With the same returning excuses of "leaks" and "internal safety" which is beyond bullshit
All leaks so far have been datamined with custom made tools by the community and most files are easily accessable by winrar and notepad++
unlocked version? is it possible to get? :)
so back to the zipline thing
it's working as it should all cool
buuuut it has no texture both in editor and in game
it's not that big of a deal but would look better if it wasn't just white
there is another zipline mesh I found which is darker and thicker but textures also don't work for it
select mesh -> string 200m
hey could someone pretty please point me in the direction of the modding server? pretty please!
@alpine lynx

i cant dm you
ill just FQ you rq no worries
Hi all! Sorry for messaging here, but I didn't know where else to post:) I'm trying to design a level in DL1 Dev Tools and I was wondering if there's any way to spawn the player with no weapons. I watched the tutorial series for the dev tools but didn't find an answer to this.
Hey guys. Does anyone knows how to export you own model into dying light 2: dev tools?
can someone explain how to select this (i was building an island map)
it wont let me select it
you need to check your filters and make sure that you are able to select water
it is the filter icon across the bar at the top of the viewport :)))
no
how do i find it
Screenshot your project for me
To select water, enable the arrow next to the asset
the white funnel icon - you can make water and other objects selectable
you can also click arrow next to the water itself in the outliner (your list of objects in the map) to make it selectable - use the filters first though
thank u so much i was confused at first
no worries bro!
also btw
is there any possible way to make an obtainable safezone
like u gotta activate it
yes but i dont remember off the top of my head. its done through a combination of zones and the quest system
is there any tutorial on youtube to do it
you can start simple for now and just make a physicalswitchDI and attach it to a SafeZone
alr thanks
if you get a basegame map into devtools (by taking its .exp file, renaming it to .map and putting it into your devtools project), you'll see all of the logic objects for that map
so you could do it for the slums and find many safezone examples
will it be laggy
oh
hey uhhh do you know any way how to attach it to a safezone?
@oak cloak do you also know how to give animations to npcs like make them sit make them do something walk a certain path yk?
when do yall think devtools will come for Dying Light The Beast
Never
does anyone know how to fix this? I was trying to create a quest using a tutorial but i noticed it had a folder with the map name and i didnt have one so i created it but it showed this error message without a source anyone know how to do this without it failing? (yes i did have notepad++ installed)
nvm fixed it
It's strange, out of respect, no one even answered you.
I'm not a mapper, so I won't be able to answer you. I'm sorry.
Part 2 of Dying Light is the best game that never bores me the music the plot is all good but it would be better if the storyline was long and the addition was also long eh
Is there a way I can make interactable containers like rooftop chest and bags visible in the editor?
It is very hard to work with an object I cannot even see.
Use filter button
Thank you. It was so damn annoying to work with this stuff when it was invisible!
Does someone know how to use the "Immediate gun"
The hell is the immediate gun
tf is this
pc randomly screen blackout while playing games or browsing fan speed high and game on but no display can anyone please help i clean my pc and bios update fresh windows install but problem still happen
wht sword is dis
My texture should be posted but might not be live yet
Good evening fellas and happy nee year!
I have a question, is there an official or unofficial tool that allows me to see the name of the currently rendered meshes while in game?
I am trying to find a couple of assets in dying light 1 but I don't know what they're named and most the assets don't have a preview picture while looking for them in the official dev Tool Software
There is a tool called UTM for DL2 afaik who made by one of the greatest codders on mod community, but idk is there any DL1 version for it. I could ask to hım can he make for DL1. But afaik (again) dev tools able to do that. Which assets would u try to find?
The tile walls in harran stadium. There are in black and in white.
I have the pic but can't upload it and also in the lobby you can seem a flickering harran 2014 ad, I also also need to find the mesh name so I can find it
I'm Japanese. I can launch the Steam version of Dying Light 2 in Japanese, but when I press the Play button in the developer tools for debugging, the English version launches. How can I make it launch in Japanese? Or is it only the English version that can be launched from the developer tools?
Devtools only supports english
Before I got the answer, I succeeded in launching the Japanese version from the developer tools, but since it's not a very official method, I won't go into details. The hint is fs.ini and data_platform.
We are against zombies LEVEL 160 and we are level 250 and still the weapons do not move to zombies (HP) how is this possible? The weapons are improved to our level.
The bug in DLTB
This is for DL2
Hey guys, does anyone know if it's possible to make trees disappear in the fog? But then reappear when you approach them.
Fog was made with varlist
Hey can someone tell me how to make my map fully visible when I’m playing it?
In scene window, move your assets from Sandbox to Level
When I load it up I can only see a little bit in front of me how do I make it to where I can see everything like how I can see it when I load up the main game
Deactivate dissolve option
It still isn’t working
When I’m in the editor it works but when I go to play it doesn’t
@lament ravine sorry for the tag but can you remove this scam, they’re trynna be slick and put in places less used
Hello all! I was hoping for some (quick) assistance.
Does anyone know how to set up a time trial/challenge similar to the posters/weapons/run ones with a timer, but it kicks you back to the start on the fail state?
Currently, I'm trying to use the ",timer" phase, but if the player fails, they get kicked to the Main Menu, or if not, it just gives them a pass, without any direct way of resetting the phase that I know of.
I'm trying to make a combination of challenge types (so both run and gun combined), and not just adding the ones from the main game to my map.
I need to be able to let the player redo/restart the quest whenever the player fails (so on time run out or they reach the finish line without enough kills). Any help would be appreciated.
does anyone know how to make the grid snap thing on the rotating tool smaller or disable it?
nvm i found out
press f5 then disable rotate snap
Does anyone know how to assign material reaction properties (like metal, wood, or stone) to a custom model or texture imported from outside into the Dying Light 1 Developer Tools, so that it produces the correct interaction effects (such as impact sounds or footstep sounds) when the model is hit or walked on?
Is there any rework thats been done one the dev toolkit. Last time i used it there were assets that were removed from larger set pieces which werent properly repositioned for the push pull controls. As in spawn object and have to float the camera a good 20 feet away and then try to move the object to its position while squinting at a distant object trying to align it with the maximum handicap outside of turning off my monitor. It was pretty bad upon release.
i wish it was easier to create a storyline in the dev tools
it wont unless techland supports further
Does anyone know if there is a way to change the uv glow of the ultra violence "light saber" & the laser fire from volkan rifle to the color of the perun axe lightning?
Change the texture of the emissive texture (ems)
I'm not even sure how to access all that with this game. With fallout & elderscrolls I knew how to. With nif scope & such
I tried copy pasting the file name from the perun shot fun efx to the volkan rifle but it did not work.
yo how and where can i find the old town map for dying light 1 dev tools
Go here, copy data2.pak rename it to .zip or .rar open it and here maps
To open map in devtools you need: take the map folder and extract it to your project's map folder (make sure the project's map is named just like the original map), then rename the .exp to .map and done. Just load it normally
But
you won't be able to open the .sobj, so half of the map will be missing
to fix that you'll have to use brendon's tool to make you able to load the .sobj
Here is brendon's tools: https://www.nexusmods.com/dyinglight/mods/1256
Make everything like in this guide, and you can open the original Old Town map in devtools
wait open the data2 pak you mean?
@desert comet sorry for ping but can you make guid cus i cannot understand this
the map folder is already extracted tho
and btw for me data2 pak dosent have maps in it only the folder data inside DW dose have the map
like inside the DW folder and inside the data folder it has maps
You should have a project where you have a map with the same name as the original map that you want to open
So first create project and map(With name of original map you need) Close devtools. Then extract everything with original map to your map folder like here, reneame .exp file to .map
Now you can open your project and map and it's should work but half of the map will be missing
To fix it. Download map dumper
And this is guide for map dumper
I hope it will work now, but I've only done it 1-2 times myself
wait @desert comet but for you when i rename to data2 from data2.pak to data2.rar the map is not there still
i use winrar
never mind i got it
ty
but i got the thing folder but give sec
Here data2 with maps
wait do i have to make new project and drag the old town folder into the new project or sm?
Make new project
Make map in this project with name Slums
Like here i have slums and hellraid map
close devtools
like slums again?
do you mean by like make the new project name slums and name of the map slums and like close?
you can name project as you want
but map name should be same as map you want to open
ok
im going to make old town project map and name of the map again?
if can @desert comet ???
btw im done making the project named it old town and the map old town
name map old_town
i did
now close devtools and drag original map in project
now what should i do
wait what
so you telling me to drag the original map into the old town map?
cus i dragged it without going inside the folder of new project
For you: workshop/Name of your project/data/ and drag here old townd folder from data2 or open your old_town and drag here files from folder old_town from data2
i kinda did it correctly
alr i ddi was just drag the original map old town into the workshop folder
I showed here
or sm like that
Try to open devtools and your project and map
If everything is done correctly, you should have some part of the map in devtools
no
open data
folder
in data you have your map that your created in devtools project
k
like this????
for some reason i have 2 folder sadly idk if i can delete one that is named example
@desert comet
okay now try open devtools and project
open devtools
oopps i think we forgot this
yes
k wish me luck to work
close it just
k
If you did everything correct you will get this
i see in dev tools
it's worked?
yes
okay now we need map dumper
ok where?
can i find?
here
ok do i have to download it?
yes
ok done downloaded
drag files in map folder
yeah extract
yeah
alr
im sorry where do i need to drag on?
click here and write cmd then press enter
Like on image here
yes
k done now what
do i have to copy this text and past it on it?
alr
wait @desert comet do i have to copy all of this text?
you will get this txt file after process done
SO18_Dumper.exe old_town.sobj > old_town.txt
Copy and paste this full
done i past the full thing and press enter now
got it
alr done
open devtools
?
oh i see
just try to delete exp file
k
and open devtools
yo you here do i need to open old town now?
YES
alr
place smth on map from here
Make sure that this item is at coordinates 0 0 0 ...
click right button on object and here
now find old_town.eds and clik open
and just wait
It may take some time depending on your PC
like this right?
i dont see anything
You need to place smth
nvm i did
and done is like
replace or sm
but idk why it says it dosent have a name so
even tho is demolisher
yeah replace
did you place smth or just select smth from list?
selected and place
from the list yea
why
to place go here
k
You just took an object that was already on the map and replaced it with a missed map objects. + Demolisher has a height of 2 meters, so I don't know if everything will fit correctly
yes
I can't go beyond replacing an object, as my PC is weak and doesn't have enough power to replace a single object on the entire map
first this
then this
I think you're looking in the wrong place
5-10 minutes and i will open devtools to show you
ig you can open dev tools
to show
alr done
is loading so gotta wait
i will tell you when it worked or the whole map is loaded
but dam bro you are profestional dev tools dude 😭 😭 😭 😭 @desert comet
for some reason idk how you got that hellraid map
And my potato pc can't replace it and just devtools crashes during replacement
k
I only have 2 maps that have already gone through this process, and all you need to do is drop the files into your map's folder, and when you open it, you'll get the original map: slums and hellraid
k
is done
LETS GO
Tysm @desert comet
the whole old town map is loaded but one of them has missing textures
how can i fix the missing texture tho
show image what you mean
I'm sorry, but I don't know how to fix this.
Are you sure you have DL1 fully installed?
For some reason, you didn't have a maps in data2
yes
idk why man
Try to check the integrity of the files in DL1's Steam or how it's call in English
alr but where can i even find it?
cus i actually dont know where it is
1)features
2)here
k
k
alr im verifying the game files
i'll let you know when is done
@desert comet is done
but what is dis
js 1 failed but okay
is fine
Well, then I don't know exactly why there are no textures
alr
yo uh @desert comet sorry for ping but what is dis mean????
I don't know for sure, but you can try doing the whole process again, because for some reason you had both exp and map at the same time, even though we changed .exp to map by deleting the previous .map.
k
dose anyone know how to fix the old town missing textures?
i tried verifying the game fils for this to fix did not work out
still waiting
lol crazy no 1 response to u
Not many people use dev tools they just play the game normally
Best way to get people to respond is by scrolling up and asking the people in the chat directly, they don’t get notifications for people chatting in here you have to tag them or reply to them
oh ok
idk what the guy is doin rn that helped me on getting the old town map
when i asked him how can i even fix the old town map texture he said that i have to download other version of old town
in dms btw
but idk if there is even other version of old town
js great vro
idevk why my project is not appearing in dev tools so anyone know how to fix it?
@desert comet do you know how to fix this???
also sorry for ping
nvm i fixed it
Hi everyone, I've recently started to mess around with the tools for DL1 and I have a few questions that I can't really seem to find the answer to :
- Is there a way to invert a wall normals or something to get indoor walls for basic houses ? I know there already are some meshes for indoor office walls but they don't really fit in with the basic outside windowed walls
How do I edit the player's starting inventory and skill tree ?(found)Is there a way to create your own prefabs of buildings and all in the DL1 devtools ? Looks like you can in the 2nd one but not in the first(found)
uninstall and reinstall the game
already fixed
Hello everyone, I encountered a problem in the cooperative mode, the status of the game is offline, I reviewed a bunch of different guides to fix this problem, but nothing helps. I play through steam. Maybe someone has already encountered it?
🤔
Anyone down to max me out in dying light 1?
Thanks for that gng
anyone know anything about the textures? Obviously i know how the Diff, Spc, Rgh, and normal work. but im not quite sure on how the IDX is used.
I assumed it was for the gradient colors, but that doesnt appear to be the case
Major problems in devtools after retouched update (dl 1)
A lot of textures are missing and broken
Have you tried swapping the skins of your meshes ?
Most meshes have different skins, while the base skin of some walls for instance just doesn't have the walls you need to find a skin corresponding
Ive noticed it on a few meshes that dont even have skins, the main ones are the air vents
Can anyone help me with navmesh? No matter what i do the editor crashes or freezes i can't figure it out
I checked it smallest map, small terrain, some obstacles, some spawners. Instant crash every single time.
This happened to me if the map was big and my PC's power was not enough. But if the map is small, I don't know exactly why. But you can try using navmesh_excluder. Place it where you don't want to make Navmesh and then when it's generated, nothing will be generated there, and it will require less power or something like that.
Idk i am noob in devtools
It's all what i can say
This is no longer a power issue for me i literally made like a 10x10 terrain and always the navmesh crashes the whole thing
Okay i have two issues right now:
- I can't navmesh, no matter what i do the editor crashes
- How can i start chases properly?
- Also Using the Play from here feature at a dialog the editor crashes every time
anyone know how to increase the light intensity of the flashlight in dying light 2?
I been wondering the same thing
I swear to god bro this game is unplayable at night with that flashlight
i browsed through mods but they're all outdated and buggy
I feel that but I some how manage but it need to be brighter like the first game
yeah
I'm on the first one now just messing around
spent 200 hours on the first game
it just feels too boring now
thought I'd give the 2nd game a try since people said that it's got better after updates
Wow 200 hour I'm impressed and yeah I do feel like the 2nd one has gotten better they just need too brighten up the flashlight
yeah
I only have 64hours on the 1st one
thats still a lot
I have 3246 hrs bro I don’t have a life😭
Lol omg and I feel that
is there a way i can crossplay dying light. PC to Xbox?
My friends and i love these games however he plays on console. I was wondering if there was a way ANY way i could, I have over 300 hours on console and pc and i want to share this games joy with my friends.
No and this channel is for dev-tools discussion
What are dev tools anyway
for making custom maps etc.
Oh ok