doomguy

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doomguy last won the day on August 18

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About doomguy

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  • Birthday 07/22/1910

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    Portugal
  • Interests
    Computer executables. Space. Fiction.

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  1. doomguy

    disable collision

    Too bad about the model. Glad you figured it out though. Cheers
  2. doomguy

    disable collision

    no idea about the floater maybe the model is too complex? or was very scaled? i dont know. it could be that the model is too complex for the tools to correctly float it..im just guessing though. if you share the fbx i can try here on my computer. could be your project is glitchy.
  3. doomguy

    disable collision

    george this eds is in the tools folder. you need to copy the selection (eds) file into your project only then you can open it. inside my project (FC5) i have a folder called "selections/dcust". i put the copied eds file in there, then in the tools i go to "selections, dcust" and i find the copied selection file (eds) put it on the map, right click in the objects window, and you should be able to open it.
  4. doomguy

    disable collision

    dont belive so - enter the selection and disable collision for items inside
  5. doomguy

    The ship is sinking! But no! Doesn't sink.

    is it a floating object? and just as a modelobject?
  6. doomguy

    Import Model - Not showing up

    Did u set the textures in the material window
  7. doomguy

    Brushes - Painting Grass

    Something here might help http://dldt.byethost16.com/wiki/index.php/Terrain_Tools#Terrain_Brushes
  8. doomguy

    opening custom door models

    a zonebox is found in data folder why not try another thing, and that is changing the mesh of an already existing door? i dont know if it's possible, but you can try modding dying light. so if you unpack the files from the game http://dldt.byethost16.com/wiki/index.php/Modding#Creating_Mods you get access to the game files, and in there, there is a file called presets/doordi.pre move that file into your data folder project (into the folder presets) that file has the visual meshes for each door. Preset("Indoor_MetalGlass_LabDoorA_Stadium") { SetField("MeshName", "lab_door_a.msh"); so, import a custom door model into dying light (my_door.fbx -> import into default folder).it creates a .msh called my_door.msh. now write my_door.msh where it says lab_door_a.msh and reload the tools then select the doorDi object on the map, select that preset with your custom door, and set the materials for your custom door. (like for the reflection example)
  9. doomguy

    problem with drawing distance

    I don't know of any issues with doors and animation. See if the "no animation" flag in attributes is checked. Or maybe make a movie and animate the door. Idk in what situation you are using the door.
  10. doomguy

    problem with drawing distance

    i figured out how to remove the reflection @George_Ars all you need is create a material file for the material of the reflection. go to a model that has the reflection, look at material list. create a .dmt material file with the same name as the material in the list, leave the texture blank, and place the file in import_default
  11. doomguy

    Teleportation

    this happens some times. try deleting the portals and adding them again. open other people's maps and see the properties each portal has.
  12. doomguy

    Cutscene help

    An example of an in-game movie is when you animate something moving across the room for example if you wanna make a horror map. There's some info on movies here http://dldt.byethost16.com/wiki/index.php/Movie_Tool Regarding the second Q, idk. You could join Dino's discord and ask around. I'm sure C.R.E.X. can give you an answer.
  13. doomguy

    Concerns about Dying Light 2

    wow, that was random Chaos_Deception. and pretty much the same description for Dying Light 1
  14. doomguy

    empty selection

    empty selections arise when you delete all elements inside a group (or "selection"). this usually happens if you make a group of custom models, and remove the custom models from the project folder (the files it creates when importing an fbx). how it could happen otherwise, (without manualy removing any files) idk