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Everything posted by cr1m3

  1. Text tutorial ´s list: Faq Safezone and Uv light burn volatile Pvp spawnpoints fix Interior disable fog and wind Focus zoom on object Automatic door Workshop embed logo or gif or images Unlockable doors and boxobjectenabler Dialog tutorials FBX model import Reflective Puddles (Floors?) Zombie spawns delay Package sharing and audio import And pvp maps Card reader One time character animation Exploding AI Number of meshes Searchable area Portal to another map Performance Zombie activator Viewport fix Grouping objects Give weapon to player Movies Envprobe fix Triggers Assets previews Navmesh Animated spawners Quest phase examples Map migration Custom loot and credits Third person view Waves quest scripting Meconv Freezes Tips Modding: Drop attack on zombie spawners: Npc animation: Npc weapon: Objects visibility distance: Make a small hole in terrain: Searchable trash can (second post): Rendering menu: Remove huds (last post): AiDeadBodySpawnBoxAuto info(second post): Fix old maps brushes(old tools version): Floating trees when buggy touch it: Advanced quest with choices tutorial: Coop items for one player only: Zombie jump through windows: Multiple envprobes: Techland akademia basic tutorial: Sensor varlist post processing: BBCode guide for techland and steam forums: Change ai conflict side: Ai cover points: Thanks to Cabozzl, Joluk, Rickmetalster, DonSpike,Rick Grimes, Rabid Squirell And all the others who help the community.
  2. cr1m3

    Tutorials re upload

    Hey, i just re upload some tutorials on Dying Light developer tools here: Tutorials
  3. cr1m3

    Tutorials re upload

    Thanks guys ;)
  4. 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.
  5. cr1m3

    How to add weapons ?

    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).
  6. 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: 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 .
  7. cr1m3

    [FR] Help

  8. cr1m3

    Devs don't care about 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.
  9. cr1m3

    Quest/script Help

    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 » Try to install this map in your tools and see how he did the radio dialog:
  10. cr1m3

    imprting call of juarez gunsliger assets?

    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.
  11. cr1m3

    UV lights?

  12. cr1m3

    Developer tool not work.

    Did you fixed the problem ?
  13. cr1m3

    Developer tool not work.

    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.
  14. cr1m3

    Developer tool not work.

    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?
  15. cr1m3

    Spawn Weapons?

    Hi, edit the default_player_setup.scr in your project/data folder.
  16. cr1m3

    Decisions And Reactions In Movies

    Maybe this could be the answer:
  17. cr1m3

    Zombie Patrol

    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.
  18. Is there any chance that we can create custom maps for Bad Blood? I guess it will be based on another build than Dying Light engine.
  19. cr1m3

    How to fix missing textures?

    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?
  20. cr1m3


    When this standalone pvp will be out? Seems like a stupid question but i saw youtubers talking about it but never mentioned the release date.
  21. cr1m3


  22. cr1m3

    Texture Issues with Weapons

    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.
  23. cr1m3

    How to import custom Speech? In CutScene?

    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.
  24. cr1m3

    How to import custom Speech? In CutScene?

    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)
  25. cr1m3

    Urgent Help!

    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 and myMap.exp file, delete them from the map folder then, rename the myMap.bak as 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.