• Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by cr1m3

  1. Hi, try to set the level ambient music to none in the level attributes :
  2. The wall run skill exist but it is disabled. By modding the game you can activate it but this is not working well with the double jump enabled.
  3. It is somewhere under tools and render options, you can set the color transparency of the selected object.
  4. I found an interesting thing about hints. The common_text_all.bin file is containing all menu, objectives, descriptions... of the game. Also the loading prompt who says that custom maps does not represent the core game quality... So, you can mod it with the Dying light bin unpack and repack exe. You need excel to edit text then repack.
  5. What you mean by night quest?
  6. Thank you Techland for including this fix into the latest update. Fast response.
  7. I added this script found in Dying Light Data0.pak data/presets and aispawnbox.pre.def file in my project, inside the data/presets folder (i added all spawnbox scripts too) then , i modded the script to add a new aispawnbox preset like this > Preset("Custom_HumanFirearm") { SetField("m_AIPresets", "Custom_HumanFirearm"); SetField("m_DiffLevelTables", "Shooter"); } Preset("Biter") { SetField("m_AIPresets", "Biter_Man;Biter_Woman"); SetField("m_DiffLevelTables", "Biter_Man;Biter_Woman"); SetField("m_BeforeSpawnSoundStartRange", "40.0"); SetField("m_BeforeSpawnSoundStartRangeMin", "13.0"); SetField("m_MinAIsToMakeSound", "4"); SetField("m_SpawnerBeforeSpawnSounds", ""); } Now, you need also to mod your HumanAI.pre file inside your project/data/presets folder. Add a new Preset id like this >Preset("Custom_HumanFirearm") { SetField("SkinName", "Default"); SetField("m_Boss", "0"); SetField("m_ConflictSide", CONFLICT_SIDE_COUNTER_PLAYER); SetField("m_ConsiderGroup", "1"); SetField("m_CrippleBonesEnable", "1"); SetField("m_CustomDataPreset", "shooter"); SetField("m_CustomLootType", "DeadBody_Human_Firearm"); SetField("m_CutOffBonesEnable", "1"); SetField("m_DialogCharacterType", "4"); SetField("m_DialogSpeakerName", "none"); SetField("m_FaceMimicPreset", "Angry"); SetField("m_ForcedBodyScaleMax", "1.07"); SetField("m_ForcedBodyScaleMin", "1.07"); SetField("m_Gender", "0"); SetField("m_HeldReleaseTime", "5.0"); SetField("m_IsVip", "0"); SetField("m_KnowledgeBasePreset", "shooter"); SetField("m_MaxLevelDiff", "4"); SetField("m_MinLevelDiff", "4"); SetField("m_ModulesPreset", "shooter_flashlight"); SetField("m_MustHaveTags", ""); SetField("m_MustNotHaveTags", ""); SetField("m_NeverHolsterWeapon", "1"); SetField("m_PlaySpeechedWithoutRayTest", "1"); SetField("m_PrimaryWeaponName", "Extractor"); SetField("m_PrimaryWeaponProbability", "100.0"); SetField("m_Seed", "0"); SetField("m_SoundPreset", "MaskedBandit01"); SetField("m_StepPreset", "Soldier"); SetField("m_ThrowableWeaponName", ""); SetField("m_VisRepresentationsPool", "Raise_Gang"); } Now the HumanAI.pre file is creating a new preset and the aispawnbox.pre.def file will link the Preset to the AiSpawnBoxNumber with this code SetField("m_AIPresets", "Custom_HumanFirearm");
  8. Aispawnboxes are spawning humanAi. Every single human or zombie that moves in the game are humanAis. It ´s just that the humanAi class is not a spawner, so spawners are generating humanAI . Just need to add a new preset to the aispawnboxnumber, i made this and it works, it is a little complicated to explain. Anyway, i guess you may not be able to use a preset phase on some aispawnboxnumber. But you can create custom aispawnbox types.
  9. I know you want to change the spawnbox zombie type live or afterward but the only thing i know you can change live is the conflict side with a quest phase. Maybe there ´s a phase to change the spawn box zombie type but?
  10. I never did zombie waves but i thought you could do multiple waves with one spawn box? So if it is the case, just place as many spawn boxes as the needed zombie types then, activate waves when you need any kind of zombie type wave. But i guess you ´ll have to trigger the waves somehow and this is the tricky part. As i see here you can use one wave spawner for multiple waves until they are disabled by a trigger or quest.
  11. You could buy the season pass, and you ´ll have all dlc content also The Following Dlc. It is like if you own the enhanced edition. I mean i have the base game plus the season pass and i have all dlc, patches, features of the enhanced edition. So if you own Dying Light (base game), you can just buy the season pass to make it like the enhanced edition, it will be the same thing at the end , it’s just the price that will change . Assuming that the season pass still can be bought.
  12. I sended a support ticket request to Techland support. Their answer: » Thank you for your feedback - it has been forwarded to the dev team for further investigation. As soon as we have more information about the issue and potential solutions, we will let you know. It is also possible that upcoming patches will address the issue you have been experiencing. Lastly, we are sorry for any inconvenience caused. Best Regards Techland Support » So people could send support ticket request to Techland for this problem too. Go here and click on the « + » icon to ask a support ticket:
  13. It seems that Techland forget the custom maps Community, even if it is small, so much effort was put into creating hundreds of maps in more than 50'000 hours of work or even more. So please, update the game to let people play custom maps again. Also fix the map list window (just two lines of code) and make this window available from game menu too so that thousand of people will know they can download and play hundred of custom maps instead of 4 of the best maps. And thanks Gedsher to explain how to start custom maps. Edited because i was upset about the situation...
  14. Sorry but the closed beta tools are not available anymore cause it was a steam key and now it ´s not downable anymore i should have made a backup but the tools are way better than before just some features were removed like fbx exporter and minimap but for other things it is better now. Now for rpack archives they seems to be zlib type but the only partial unpacker was made for dead island and you could not extract msh models with it, just textures and scripts and maybe some sounds. There ´s many free models to pickup on the net so maybe this will be easier than ripping Dying Light meshes. But one day will come when you learned ue4 when you will need to make or buy meshes if you want to sell a game cause many free meshes are stolen from games and all your efforts could be ruined if one day your team would sell a game that contain such models. So as i heard, once you become skilled in ue4 you probably will need to work with a team if you plan to create a game then make other better games that could be sold. So it is a good idea to pickup meshes and learn ue4 for now
  15. Hi, 3: There was some fbx export plugin in the beta tools but i don ´t know if rigged meshes were exportable with this pluging, maybe just basic meshes. Now the tools doesn’t have this exporter anymore. Someone exported Kyle Crane and Jade into L4 Dead but i don ´t know how. There ´s no possibilities to export meshes easily from Dying Light. Also Models creation cost a lot of money so Game studios don ´t want that users export assets into other games. When you install any game you accept the agreement licence so those materials are copyrighted. But you can extract models with rippers or with photogrammetry techniques if there ´s no other way of doing it but don ´t share any asset that you extracted since this is not legal. Except if the company allowed this.
  16. I can confirm that the ,pvp phase , as you mention above Yoko, is responsible of the infinite ammo glitch. It seems that when you place this pvp phase at the begining of a quest, the glitch appear ingame . Also the code below in the quest code is greyed out when the pvp phase is placed in the wrong place. Just need to know where to place it so that pvp works fine when needed?
  17. If you mean that you don ´t want the pause while in the menu , maybe this is possible to apply the nighmare mode in custom maps with a mod?
  18. I ´m affraid that height map textures were used in old engines. Not sure if this technology still work in DL engine. Can anyone check if you can see this texture and if it is a flat texture? This is a normal texture that was used in old engine iterations, you had to edit your terrain in the tools then the build process was saving the terrain height map in a normal texture and you were able to export your terrain in a new map. But now, the new terrain tool is different, there ´s terrain blocks that are not necessary seamless ( connected) so this new terrain is no more homogenous and each terrain block groups should have his own height map texture. But there ´s only one height map texture for each map terrain under the level attributes in the terrain field. I guess the new terrain tool have to deal with huge terrain surfaces because the old engine ´s terrain was limited in scale. I mean that the following dlc needed a huge terrain but the old technology was not capable of doing this. But maybe i ´m wrong so you can try to load some height map then restart the tools to see if it works but test this in an empty map cause this could break your map.
  19. It ´s great, you found that you can add other techniques that are not listed in the blending materials. Good job. Now this will be very useful for decals and other meshes textures
  20. Yeah, you can ´t access game meshes materials. But you can see the material techniques in the attributes window under info tab. Open the object group then select the object and open the attributes window then, info tab and look all techniques. Also i saw some smooth alpha or soft alpha setting in the material editor, maybe this does something.
  21. I know that if you make a hard shaped texture with some parts that are textured and other parts as alpha channel (background) , it works when you set the good blending option. No need to modify other settings than the blending technique. But this is not a gradient transparency texture. Also at a certain level of opacity , the texture simply disappear when you test in the tools. But i was able to add gradient transparency textures to some mesh and i can ´t remember if i just edited the material blending or something more in the material settings. This engine have problems with transparent gradient when you look the sky, it is invisible, i guess this is because the sky is not a sky box with texture, this is a dynamic weather system with decal layers that move and scale. Also the sun is causing problems. There ´s useful informations in Dying Light meshes. Put some mesh on the map and open the attributes window then, go to info tab and expand the materials. You ´ll see materials and in a small window on the left, you ´ll see material techniques used. This is hard to know which technique is used but maybe you can notice the differences when some technique is used. I know that some glasses or windows (game models) have smooth transparency textures so looking in the material info could help to identify the technique that is applied on the mesh material.
  22. Hi, you found two of the most problematic features in the tools. 1: for the transparency, import a custom mesh then, open the material editor, double click on the material name. 2: There ´s no technique to make this directly. I know it sucks. but there ´s maybe custom fx emitters if you can add your own textures to it. (Never managed to add custom textures into fx but maybe i should have to to restart the tools at the end of the tutorial to see if they were reloading)? Also the material editor should let you switch images on a surface like in the game asset screen, you can change the tv skin and you can see jade and other images appearing one after one. But on custom meshes only cause game assets are locked in rpacks. Also maybe with the quest code phase, if i remember there is a code phase to change object skins or this is in the boxobjectenabler (sensor) class or in the collisionrecievier object class (place a modelobject then change his class into collisionrecievier. Or make a movie (bik i guess ) and replace it from the game intro movie. Or maybe there ´s another way to trigger real (divx) movie when you want but maybe this is hardcoded ?
  23. I can ´t remember the name of that object but i added one in stranded map. It is really dark inside this box. I placed this under the wooden flood of the room that is on the left side of the asylum building. If you are in front of the asylum building, there ´s an open door at the left and under the floor, you have this dark area. So take a look in stranded map.
  24. Try to add the whole skills content (files inside the skills folder) to your mod, it works with custom maps, maybe this will work with game mods. I used 7zip to extract data0.pak
  25. This is sad if Techland blocked some files modding. Seems you are right like in this post: