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Fun Workshop Devs FWorksDevs
STEAM GROUP
Fun Workshop Devs FWorksDevs
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3 December, 2015
Joluk 9 Dec, 2015 @ 2:37am
Helping each other
Heyho colleague!

So I thought that it would be great if we could help each other to make better maps :) I'm sure that all of us know something about the devtools that nobody else discovered. So if you have any questions, post it in this discussion and together we can maybe find a solution :)
Last edited by Joluk; 9 Dec, 2015 @ 2:38am
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Showing 1-15 of 16 comments
Lord Calamari 31 Dec, 2015 @ 6:55am 
anyone know how to import custom models? I've been trying for ages, i can import the actual model but the skin is just a placeholder skin, so does anyone know how to get the skin as well? thanks
Joluk 31 Dec, 2015 @ 6:58am 
Maybe this will help you out
https://www.youtube.com/watch?v=uOL60Sj67Lo
Otherwise I have no idea :/
Lord Calamari 31 Dec, 2015 @ 7:00am 
yeah i watched that but it didnt help, just told me what i already know... which doesn't seem to work
cr1m3 31 Dec, 2015 @ 10:07am 
Click on the soccerball icon after you selected your mesh then, browse for your textures if they are listed in the assets.
cr1m3 31 Dec, 2015 @ 10:08am 
Once in the material editor, doubleclick on the material name
cr1m3 31 Dec, 2015 @ 12:35pm 
Your model need to have at least one material applied in 3d program also your textures need to be converted as .dds textures (dxt5 is working well and if you want hd texture , look here the types of dds compression:
http://tech-artists.org/wiki/DirectDraw_Surface#8.8.8.8_.28ARGB.2FQWVU.29)
Once you have dds format you can import in the devTools.
Alpha channel means you can apply invisible parts of the texture.
Last edited by cr1m3; 31 Dec, 2015 @ 12:39pm
cr1m3 31 Dec, 2015 @ 12:42pm 
You can also edit the material = dmt file in a text editor to add your texture name between the ""
Lord Calamari 19 Jan, 2016 @ 11:02am 
Anyone know what '--comment to second block' means?
cr1m3 19 Jan, 2016 @ 11:06am 
Maybe it´s just that you can add comments with "--"
I only know that you can ´t add comments with this anywhere in the code.

<< ... >> or -- ...
_PiZLe_ 26 Jan, 2016 @ 2:54pm 
Hey Homies! You can comment on phases by using "<<<text>>" (3x< in front 2x> in back) and it will compile without issues.
So here's it in use: <<<Pizle is tha rillest>>

Let me know if issues pop-up, but like I said previously, it compiles fine.
Hello ! I have one question ... how to make a map of the whole area as in Dying Light when you open the equipment and you can see the entire map?
cr1m3 31 Jan, 2016 @ 3:36am 
The geographic map is not implemented yet in the devtools.
But maybe rafal could answer?
Hey! I have question .. that would be to add more hp to AI or any enemy?
cr1m3 2 May, 2016 @ 1:42am 
Originally posted by ★™ Blood Raven ™★:
Hello ! I have one question ... how to make a map of the whole area as in Dying Light when you open the equipment and you can see the entire map?
As i already aswered the map still disabled in the devtools but.

It has nothing to do with your question
But you can set the devtools with the top down view to capture or see the whole map .
To do so, right click on the frame of the toll ´s window and you ´ll see new options to customise viewport.
cr1m3 2 May, 2016 @ 1:46am 
Originally posted by ★™ Blood Raven ™★:
Hey! I have question .. that would be to add more hp to AI or any enemy?

The only thing i know is that you can set the player's health by adding ,set health phase in the quest code.

Also for enemies, open the presets window and search the class you want.
You ´ll see advanced ai settings but it seems you can ´t edit them as they are locked in rpacks and not editable.

It could be great to be able to make custom presets that would be applied
On ai and other stuff but...
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