cr1m3

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Everything posted by cr1m3

  1. Expand the error message in the validator then copy to desktop. Now, paste this in notepad and look the files also where they are placed. But this is a huge list, maybe you have both previews into your project and into the developer tool’s parh. If so, remove the previews from your project. And let them into the tool’s path so that the previews will be shared across all of your projects.
  2. Hi, to add weapons into your map (ones that player can pick up), place some item spawner then, open the attributes window when this object is selected and choose the item type. (you can find the item spawner in the assets browser under the common collection). (by default it is an ammo box).
  3. Such objects have probably cloth parts on the mesh, maybe special bones to create the moving cloth effect. that can be edited in the mesh part cloth script. But idk if it’s possible to import such system in the tools with the basic fbx importer. One thing that’s possible, is to add some material on the mesh and set the wind effect on some parts of the umbella . like the clothes of some dead bodies are Moving with the wind force. To add wind effect on a custom mesh ‘s material, select your custom object in the tools then, open the material editor and double click on the material name then, find the wind material effects to enable them. Also i think the devs are using bones to implement clothes on the mesh like this: https://goo.gl/images/nLEcrT But bones are not exportable with the fbx plugin that we have. Also skinned meshes or rigged meshes are not importable with this plugin, what make impossible to animate any custom model .
  4. devtools

    1: airdrops seems really complicated to create . So if i woul make some airdrop, i would create a movie to move the aircraft and drop a parachute then make appear some crate with red smoke. Because spending days to figure out how to create live airdrops would make me waste my time. 2: ? 3: i never seen driving Ais but i didn’t finished the following dlc so i guess it exist. A think this they created the illusion that some ai is driving , i mean ais can’t drive any car in this game , this would be a great feature but i guess they faked this event with some trick or movie. Did you have a link to a video showing this? I would be happy to see this.
  5. custom map

    Voice 2d is when you want to make the player to speek instead of some npc. » ,radio-dialog _ voice2d Talkingplayer notice it uses the voice2d not an npc name ......... because there is no npc its you! Talkingplayer will be whatever group name you used for player » http://steamcommunity.com/workshop/discussions/-1/530649887197778610/?appid=239140#c530649887201999038 Try to install this map in your tools and see how he did the radio dialog: http://steamcommunity.com/sharedfiles/filedetails/?id=499420196&searchtext=
  6. Hi, coj gunslinger was on chrome engine 5. And it seems that the msh file format have evolved in the chrome engine 6. So maybe this is just a few details in the msh file that are different.
  7. crash

    Did you fixed the problem ?
  8. crash

    Maybe make a backup of your map then delete all movies from the map to check if it crashes. Also maybe try to delete the xml quest file and generate a new one. Also try to export those movies into another map to test if some movie is broken.
  9. crash

    Did you added some movie actor into a group? If so, remove any actor that is used in movies from any group. You mean that someone else is having the same issue? Is this happening only when you add a movie phase then refresh? Did you checked the crash log?
  10. Hi, edit the default_player_setup.scr in your project/data folder. http://steamcommunity.com/workshop/discussions/18446744073709551615/611704730322332927/?appid=239140
  11. Maybe this could be the answer: http://steamcommunity.com/workshop/discussions/18446744073709551615/1699415798766933531/?appid=239140
  12. Maybe try with a humanAi and set his type as volatile then, use the move or escort phase so that you can control his path. Or use an attractor.
  13. Hi, could you open this group (selection object) then check the materials from a single object. There ´s many materials in this group. And is this a group you made with custom meshes?
  14. To change fov, you can modify the default_levels.xml file and add it into data3.pak as when you mod dying light. Or if you want to change the fov in a custom map, add the modded default_levels.xml file into your project. Now when you modify the fov, the weapon sight will not be aligned. You can change the weapon alignement into the inventory_gen_workshop.scr but you will need to create all weapon ids for a custom map. Now, you can mod the inventory_gen.scr and other inventory scripts to move the weapon. Or find another way to mod all weapon positions accordingly with the fov.
  15. Np, the problem is that we can’t access to the files, the tools can read them in the rpacks but . So maybe I’m wrong and there’s scripts in data paks for this but all i know is that the older engine iterations had anno files to control the lips animations but i guess the devs changed this technology ? Did the eye controller works, just to know.
  16. You need to use existing animations that have lips animation , not all animations have lips animation. Also we don’t know how to create custom ones or we don’t have the 3ds max import plugin (if they are made with 3ds m)
  17. Oh and map.bak and exp.bak are automatic backups that the tools is creating when you close them. So there is a chance that they are intact. Make a backup of your myMap.map and myMap.exp file, delete them from the map folder then, rename the myMap.bak as myMap.map and myMap.exp.bak as myMap.exp. bak1 bak2 and bak3 mean that bak3 is the latest backup and bak is the older so bak could be cleaner than bak3 if the last backup is corrupted too.
  18. Oui je sais, it is a bit confusing. It is a sort of map migration: So i mean to make a new project and put your .map and .exp files in it (replace the files in the new project by the broken project’s map and exp files) then you should have all objects in the new project . Now, you can save all those objects in new groups (select many objects and press ctrl+g ) This will save your groups into eds file. Now, you can use those groups in another stable project. You will loose the terrain but all othe map design will be saved. So why to save groups? Because your map and exp file could be corrupted so the trick is to use your old broken map and exp files in a new project to save all objects then, take the eds group files in a stable project.
  19. If the viewport is gray, make sure you have only one map file , cause this happens when you have autosaves of more than one map file, you have to load the map manually by clicking on documents then, load map file. Recently i fixed my map partially just to be able to load it in the devtools. I had an older backup so i toke both myMap.map and myMap.exp files and i placed them in my older backup then, i was able to load the map in the tools ( ingame was crashing after i reach some location). So, i created groups with new objects that i added in the map. Then, i copied the eds group selection files that i just created in a safe place. Then, i finally removed the corrupted map project and i placed my old project backup in the devtools workshop folder and added the .eds groups in it. So i added the new groups taken from a corrupted map into a stable map. So, if you don’t have any map backup, make a backup of your broken project and delete it from the tools then, create a new project with exactly the same project and map names. Now, copy the .map and .exp files from the broken map into your new map then load it. Now , if the map load in the tools, make object groups and it will save the groups into eds files into your project. Now if you managed to make groups of the broken project, save the eds files somewhere . Then replace the .map and .exp files again, with the empty map files and load it then put your eds group files in the stable project. Make sure to check the bak1 bak2 and 3 to see if they are stable before to try the technique above.
  20. Maybe edit the uv map and set the border of the object visible on the texture. Mark seams to control the uv map. then you will see where to draw.
  21. Can you post a screenshot of the model or problem. I don’t understand what is your problem exactly ?
  22. There’s some stuff on fbx import for dl devtools http://steamcommunity.com/workshop/discussions/search/?appid=239140&gidforum=611703709831085393&include_deleted=1&q=Fbx http://forum.techland.pl/search/ http://dldt.byethost16.com/wiki/index.php/Assets
  23. Did you ask how to import meshes into dying light developer tools? if so, you just need to add a material and one uv map to your model. Then export it from your 3d program as fbx. Then import it into the tools. Additional data can be added after the import within the tools. Except for lods and collision mesh (can’t figure how to export this) You can set the texture in the material editor, also some wind effect and other stuff.