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Found 6 results

  1. techrandy

    Quest/script Help

    Has anyone gotten the following items working if not can we get devs to help us out here.. 1. Airdrops, I have the GameEventAirDrop on my map named airdrophere I even have a few more of them tied together location 1 - 5 in my quest i have ,actiondirector_event_start _ -event_name=airdrophere Nothing happens. No air drop nothing happenes. any clue? 2. random encounters, I have placed Class: Encounter::SpawnPoint with name of encounter1 and in the quest script i have ,actiondirector_encounter _ -scenario_name=encounter1 nothing happens. 3. electric traps. pursuit. I even took apart the pursuit_breaker_car_a was trying to get it to work with a switch PhysicalSwitchDI but no luck. surprised the devs didn't include more traps already built like the car one. If i can get these 3 things working that would be awesome. Devs if you guys read these sure could use some help. Or really anyone who might know this stuff.
  2. Anyone know what's going on here? My imported normal maps are only showing information along the arrow, but not perpendicular to it. The green channel is read properly. Swapping the red and blue channels doesn't seem to fix this.
  3. KNG

    Custom Audio Sfx

    Hello, I've got some questions. After doing some research (Steam Dev Forums) I found out that you can indeed use custom audio in your map. So I added my custom audio to \data\custom\sfx\myaudio.ogg In the Editor I clicked -> Refresh Filesystem, then clicked Validate and Build -> Build Audiobank. Custom Audio SFX .ogg was detected and successfully imported. Now I find out that these "custom" audio files can not be played using the SoundEmitter Classes etc. But rather using the Trigger in a objects (asset) _FIELDS_ properties. How do you set this _FIELDS_ trigger property up properly? I added the custom_sfx.ogg into the execute field: Question do you have to specify filetype like do you add: a) custom_sfx.ogg or just custom_sfx into the field? How does the trigger property work anyway? What does autoexecuteRange (default 2.5) do? What is Trigger Distance? Here is what I did. I added a cb_radio_a.msh and put the custom sounds in the trigger, which wouldnt work. The only way of making this cb_radio_a.msh "interactable" for me was to add the PhysicalSwitchDl Class, link that on to a Sound Emitter, then use the Sound Emitter to play aSoundName (which apperantly can only play the default sound SFXs etc.) TLDR; How does the Trigger property exactly work? How do you exactly play a custom SFX .ogg when i.E. interacting with some object (like pressing a button on a radio).
  4. Hello there. I'm a 3d artist, and I'm looking to run through the pipeline of importing a new 3d environment asset into Dying Light. Are there any guides on importing a mesh and textures? Is this possible with the current toolkit? Where are the .msh files located? The in-editor 'Show In Explorer' seems to not be functional, as are neither of the Perforce options. The attributes window only gives the location as "meshes/[mesh name]" Where are the textures and material stored? Is there an asset editor/browser, where I could do things like change materials? Or is this all handled by scripts? I appreciate any helpful, constructive responses. This toolkit is really exciting! I only really have art skills to contribute to mods, though, and I'm anxious the toolkit does not (yet) allow it. Edit: Did a bit of digging, and while I couldn't locate the editor options button, you can access it via an error prompt from Source button on the animation tab. Within the options, there are flags for Material Editor settings. Yet, no material editor. The mystery deepens.
  5. WereWolfSteam

    Custom Audio In Quest

    I want to have a NPC say something to the main character. I have It now to go to him, but could not figure out how to play a custom audio file.
  6. bsnooch

    Custom Items

    Well I got custom weapons working last night finally. I boot it up today to test and they are no longer working Anybody having any similar issues?