Michał Napora

The Official Modding Tools Thread

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I think a ton of gamers are basically looking for someone to sell them an engine, and then also pump out content for us ON that engine that we can then use to mod ad infinitum. Why limit your DLC to Dying Light or Zombies? You can have a community following you around making and inspiring content of all genres.

But I mean, if your main love is Zombies, by all mean focus on that as your DLC, but let us also do what we want with the engine...

That's my dream.

I totally agree. Edited by cr1m3

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Hello

 

did anyone experienced the same problem as me and can help ?
tool version : "devtools_beta_03_23_2"
game version : "workshop_beta_03_23"

no matter if i use a new map or example map => i see no object from the game except gizmos 
i even dont see the object in the "asset preview" window (just the 3 colors axis)
i can see the skybox around.
i was thinking this is a rendering problem and upgraded my video drivers but result is the same

dl_non_models2.png

then wandering around the tool i pressed Refresh > Reload Textures
suddenly i have a massive amount of error boxes (basically one per texture of the game)
the tool dont seem to find and be able to load ANY .dds file

notextures_DDS.png


any idea how to solve this ? what am i doing wrong ?



 

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Hello psypol

 

Try to delete devtools local content in steam

Properties then reinstalling the tools.

Maybe this will fix something?

 

And for the dds i have the same problem.

 

Please report the problems or bugs on

Techland devtools mail.

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i reinstalled the whole tool but no difference.
now im wondering if im supposed to copy the models/textures from the game install folder to the tool folder or something ..
or maybe OPEN and create maps in the game folder instead of in the tool folder ..
 

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i reinstalled the whole tool but no difference.

now im wondering if im supposed to copy the models/textures from the game install folder to the tool folder or something ..

or maybe OPEN and create maps in the game folder instead of in the tool folder ..

 

 

no. there's no need to copy anything manually.

 

I installed both, Dev Tools and the game with workshop patch and it worked without a problem. 

 

Also I don't have missing textures like you said and no missing *.dds files. That seems to be the problem here.

 

X1l4Rwd.jpg

 

 

I'd recommend uninstalling everything and then doing a fresh reinstall of the game (with workshop patch) and the dev tools. 

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On my pc the textures work fine in the

Editor but when i clicked on refresh all

I had hundred of missing textures errors.

I reported this to devs but maybe it is a random

Bug or as you said KNG an install problem.

 

But since this problem i have disabled both game

And tools beta in properties and steam updated

Something.

Maybe some fixes or the data was reloaded

But since the update the tools behave better...

Edited by cr1m3

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any console commands are available in the games engine Chrome Engine? unfortunately I know about 7 console commands, and nowhere on the internet can not find the information which console command can list all console commands? (similar as in CryEngine can list all commands using the command "dumpcommandsvars").

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Hi Everyone!

Just a quick question. How do I get my hand on these mod tools? 

And as far as Mod Tools go, is it possible to make total conversions with these mod tools? Being able to create new stories, program different scripts, use custom assets, and having a workflow between Chrome Engine 6 SDK and AutoDesk tools would be fantastic. Also, being able to create an entirely new project out of the game engine will make the mod tools even better. I would love to make a live, vibrant, and breathing city using my own assets and scripts to parkour through rather than an undead one. Literally Chrome Engine 6 could be the new Unreal Engine or Source Engine for developers to create projects with. Also the engine can be used to create open world projects because it supports file streaming. 

Edited by Toastedjambread

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Hi Everyone!

Just a quick question. How do I get my hand on these mod tools?

And as far as Mod Tools go, is it possible to make total conversions with these mod tools? Being able to create new stories, program different scripts, use custom assets, and having a workflow between Chrome Engine 6 SDK and AutoDesk tools would be fantastic. Also, being able to create an entirely new project out of the game engine will make the mod tools even better. I would love to make a live, vibrant, and breathing city using my own assets and scripts to parkour through rather than an undead one. Literally Chrome Engine 6 could be the new Unreal Engine or Source Engine for developers to create projects with. Also the engine can be used to create open world projects because it supports file streaming.

 

To get your hands on the tools follow this

Topic :

http://steamcommunity.com/games/239140/announcements/detail/239028491661230380

 

But this is a closed beta and maybe it´s

Too late...

And for the total conversion it´s not possible

With the actual tools version.

Edited by cr1m3

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To get your hands on the tools follow this

Topic :

http://steamcommunity.com/games/239140/announcements/detail/239028491661230380

 

But this is a closed beta and maybe it´s

Too late...

And for the total conversion it´s not possible

With the actual tools version.

For the 3D models import this will be possible

With the stable release of the tools

As described here in the apocalypse topic:

http://forum.techland.pl/topic/3615-the-official-modding-tools-thread/page-6

 

 

As I understand what apocalyptic wrote is just something he would like to "have". Not some features that are actually planned or have been confirmed. As far as I understand there is no official word from Techland yet what else they might add to the dev tools in the beta. I mean how would he know?

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I thought apocalypse was in the devs team

Because of his profile icon.

My mistake.

Hello, I know that you are the author of some training videos on this engine, I have to ask you - could you write the tutorial on how to import from 3DS Max in chrome engine of (call of Juarez) model with more than one material, ie . multimaterial models.

http://www.youtube.com/watch?v=gEV9MHB-6_Y

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Hello, I know that you are the author of some training videos on this engine, I have to ask you - could you write the tutorial on how to import from 3DS Max in chrome engine of (call of Juarez) model with more than one material, ie . multimaterial models.

Hi,

Did you mean call of juarez bound in blood?

 

This forum would be better to talk about

Call of Juarez:

http://forums.ubi.com/forumdisplay.php/168-Call-of-Juarez-Bound-in-Blood-Modder%92s-Pack

I mean this one is for Dying Light...

 

There ´s many ways to do it, multi sub materials with

Channels (not perfect for bullet collisions in multiplayer)

Also creating one material then drag it on the model part in polygon edit mode

Then rename the mat and drag it on another model ´s part...

But i ´ll do a tutorial with all steps.

 

There's a part of the answer in the bottom of this page:

http://forums.ubi.com/showthread.php/743892-Export-objects-from-3ds-max-to-chrome-editor-4-with-animation-tutorial/page2

Edited by cr1m3

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I have already finished the game and there's not much to do now. I've just been running around doing silly stuff like trying to find the weapon mods that I haven't found yet. What would be really cool is if the air-drops actually started again. If someone could code it / mod it, atleast there would be something to do after the game is over. Old town still has some of the supply drops after the game is over, but It would be great to have this.

 

Even the side quests could have various levels as you finish them. The ones marked on the map with the Virus symbol.

 

Techland Rocks. Diying Light Rocks even more.

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this is tje best news i've heard in ages, but i need to know does this also include god mode, infinite ammo and everything (for offline use ofcourse) just developer tool for dead island?? by the way i'm a huge fan of techland zombie killing game.. dead island took me a year to get bored and hell i'm still playing it.. and now dying light.. definately worth my money buying it.. dont know how long i will stuck on this one

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Dying Light is an awesome game, but I felt that it missed a lot of cool opportunities...

 

This is what I would want to be able to make with the modding tool;

 

 

 

1- Armored bus escort;

We see some abandoned armored buses in the Slums, which tells a story in itself but... It would be awesome if there are 'protect the bus' missions where you drive from a safezone to a safezone with cargo or people to protect, so you have to be on the roof, shooting zombies, activating traps, defend from Rais's thugs, move destroyed cars out of the way etc to make sure that the bus gets safely to a destination.

 

2- Military;

There is not a single tank in playable Harran... why is that ? It would also be cool if there existed patches of soldiers keeping their own safe-zones and giving side quests, for example:

tag virals at night with tracer guns so you can figure out where they nest and then blow them up.

tagging destroyer zombies for the same purpose to find out if there is a pattern in their behaviour...

Secure a tank in the streets long enough for engineers to scavenge a heavy machinegun for use against destroyers

 

3- New sidequest line which makes a player setup his own managable safezone, which would go like this...

Jefferson guy wants to talk to you about how Infamy bridge would be a perfect base of operations in the city because the zombies can attack from only one side, you can easily build a 'retreat bridge' to the other side through the blown up segment, and if that fails, you can jump in the water and escape. Also, it is chock-full with medical equipment and supplies, and there are lots of weapons in the police vans. The top of the support towers(?) is also the safest place in Haran probably, and fishing for food will be easy. Also, there are plenty of UV lights there.

 

But there are hundreds of zombies on the bridge...
So first, you have to close it off. Jeff plans to park two armored buses so they form a 'wall' on the bridge. First you have to secure two buses and then wait for Jeff to upgrade them. Then, you must do a bus escort mission to the bridge where you finally park them so they form a wall.

Now is the time you have to kill hundreds of zombies on the bridge...

After that a temporary safe zone is set on the top of the bridge towers. The bridge is now walled off and zombie free but there are literally tons of corpses on it... So the next quest is to go find some fresh hazmat suits from the quarantine zones and bring them back to the bridge, and pay 15 000 $ to a group of guys in the fishing villages to clean up the bridge.

After a few days you intercept Rais radio communication where he is ordering a hunt for some of his deserters, calling them 'pu**ies' for refusing to be brutal. Jeff reasons that if you save those people, they would probably be willing to join in your base, so you go to the location, kill Rais thugs and rescue the deserters, who agree to join your base.

 

So now you have made the Infamy bridge safe-zone and Jeff proclaims you the major while he remains a colonel.
So your base now has a few properties : Food level, security level, medicine level, housing space and antizin supply. 

Infamy safezone starts with a high medicine level due to all of the medical equipment found there, but low on other factors.

You need housing to be able to accomodate a number of people.

Food dictates how many people can be permanent residents with jobs.

Residents die to outside threats based on your security level. The lower it is, more people die.

Antizin supply dictates how many runners can you employ.

Medicine reduces runner casualty rates and injury down-time.

 

Initially, people will live in the tents on the bridge, with a 'kitchen' tent with barrel on fire somewhere on the bridge, there will be chemical wc-s and a couple of guards on the buses. 

 

You can hire more people by saving survivors or hiring mercenaries, and some even come by themselves depending on how well off Infamy outpost is.

However there is a limit how many people can live in the outpost based on food and housing.

Housing is increased by spending cash to pay someone to turn a van or a bus into livable space, and as housing is increased, more and more bushouses and vanhouses will appear on the bridge.

Food is dependent on how many fishermen, farmers or scavengers are currently active.

Fishermen have a ladder and a boat to fish from the base of the bridge and each food guy provides food for 2 or 3 other people in the outpost.

Runners are scavengers and they get injured a lot. However, they stock the shopkeeper with stuff(and string!), bring food, and sometimes even airdrops(instead of 'airdrop stolen' sometime it would be 'runner secured the airdrop'). When they get injured, they are inactive, but still eating food and taking up space. Their downtime is reduced with medicine level.

There could also be quests which increase their respective levels;

get fertilizer for a garden;

Scavenge security cameras;

Find medical equipment:

get parts to put barbed wire on support beams so volatiles cant climb them;

Find a sniper rifle and have a sniper nest on the support tower.

Buy antizin with cash from Rais.

and so on.

 

I know that this is probably not going to happen but that is my wet dream, to have a 'GECK' with such capabilities to mess around with....

 

 

4: Airport quest about building a helicopter like the one from FC4 so you can fast travel between bigger safe zones.

 

 

Anyway, that is what I would like to see a modding tool capable of.

Sry for the long post

Edited by Viktor_Vertex

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Nice ideas,

Especially for the armored bus.

I had a similar idea with a driving

Armored bus you can see in DL.

 

I have the beta tools and i have à ton

Of ideas to implement in DL but

The zombies are dropped by spawners

And as far as i know, you can ´t

Make them behave as you want.

I mean they spawn and then they

Follow the precalculated navmesh path

So you can ´t control their path or what they ´ll

Do.

It´s more like The Sims game when the characters

Have an auto pilot.

 

I wish there will be action control like in

Chrome engine 4 where you was able

To make all sort of custom actions like

Making appear an enemy in a marker

Then make him animate or speek even

Fly...

The possibilities were almost unlimited

But the DL dev tools does not have

Action control, there ´s just a quest

Wizzard where you need to code the

Mission targets.

Also there ´s vehicle classes in the model

Browser but i can ´t use them.

As i understand the tool, you can make

Buildings, put npcs and zombie spawners

Then you can make custom quests

Like killing a particular enemy that is shown

In the player ´s hud and once the zombie

Is dead, you can activate another mission

And so on but there ´s no tutorial

On the quest tool for now and you can

Only see one example quest

Within the "kill" GOON code.

I hope there will be plenty of different quest

Commands but for now, there ´s only the kill

Command and go here...

Edited by cr1m3

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Hi everyone

there's a post on Steam (http://steamcommunity.com/app/239140/news) stating that the Editor was released officially today, but i couldn't find a link or likely.

But...

Been searching too far as it seems, the Editor is available direct within steam (Library --> tools --> Dying light developer Tools) 

Looking forwards to make my first steps in this... :)

Edited by rdeubi

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screen_grab.png

 

This is what I did to the example map.  I stripped it down to the ground and rebuilt the entire thing.  It's actually at night and in the rain.  Large tower.  No grap hook.  Screamers, volatiles, virals, the works.  Zones you see there are dozens of overlapping Deadzones.  Hundreds of zombies line the streets. I had fun coming up with unique safe areas.  There is A LOT of extra stuff hidden in the editor.  Weapons, enemies and models I've never heard of.  So far so good.  Would like to see this map up and running off Steam Workshop so others could try it out.  It has one objective. It's just that objective is insanely hard.

Edited by Rick Grimes

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i'm sad. i still have the problem seeing absolutely no models, only gizmos and skybox.

i tried installing the tool first and then the game.
then i installed the game and tool => same result.
this was at closed beta time.

then once the tool was available for everyone on steam i made the update but i still dont see models

help  :unsure:

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i'm sad. i still have the problem seeing absolutely no models, only gizmos and skybox.

 

i tried installing the tool first and then the game.

then i installed the game and tool => same result.

this was at closed beta time.

 

then once the tool was available for everyone on steam i made the update but i still dont see models

 

help  :unsure:

 

I know with other editors the path to the models might have to be the same for anyone using the tools.  I'm not sure if there is a way to set your install path to the editor. If you installed Steam on a different drive letter or location it may not have the path to the models correct.

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I know with other editors the path to the models might have to be the same for anyone using the tools.  I'm not sure if there is a way to set your install path to the editor. If you installed Steam on a different drive letter or location it may not have the path to the models correct.

 

I could find much Stuff and some weird Enemies aswell by searching it just by the Name, but i have installed My Steam to E and not to C or D like it is comon, may i have the same Issues i can not Edit Skins or Mesh Folders, the Tools just dont react and i can not switch them to do custom Content for My Maps, or to add some Things to the actual Game, if that is possible but should be, Expansion Set of Maps for the actual Campaign whould be interesting with new Content.

 

I whould install Steam again just for the Developer Tool, if it realy helps cause by Enemies i can just see the Zombies and only by the Mesh Folder, the NPC´s and i have to use Atrribute Option to make them Bandits or Guys with Rifle s.

The same for NPC, has to click on Mesh Folder type in "NPC" found Npc, place a Black Guy click on Him, than go to "Attribute" Option and search for the NPC, i want him to become for Example i tested Jade,Rais.

 

May you are right Rick, cause i just seem to have the Develper Tool data and can not change or custom the actual Game Content and the Download of the Tool were just 500 MB, i dont know if that was right..

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All msh models except for menu folder are

In rpacks and you can ´t acces to them.

 

Maybe they add max import script later

But for now, there ´s just export to fbx stl

Options but it´s a non sense because models

Are copyrighted.

 

(I did not tested the export option )

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All msh models except for menu folder are

In rpacks and you can ´t acces to them.

 

Maybe they add max import script later

But for now, there ´s just export to fbx stl

Options but it´s a non sense because models

Are copyrighted.

 

(I did not tested the export option )

 

 

I Understand the Copy Rights, but i serously dont think the Mod Community should be censored to use them and if atleast be possible to add Custom Models for Example...

 

I could see some are in the Rpack File,Folder yes and i could not find much Information, how to open those and edit them seems to be complexe.

 

Import Script later whould be a good Start, but i seriously see there a Problem for the Mod Community if we are not allowed to use the Mesh, or atleast to change the Skin for more Easy Animation and Bone compatiblity.

 

Bethesda Game Studios allow to Mod almost Anything so far, what is i guess the Reason, why People love to Mod Skyrim so much..

Edited by RinXair

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