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FX CONDITIONALS
FX_NONEFX_EXPLOSIVE_ARMEDFX_EXPLOSIVE_UNARMEDFX_VEH_START_BOOSTFX_VEH_STOP_BOOSTFX_VEH_START_BOOST2FX_VEH_STOP_BOOST2FX_VEH_START_BOOST3FX_VEH_STOP_BOOST3FX_VEH_START_PUSHFX_VEH_STOP_PUSHFX_VEH_START_MONSTERBASHERFX_VEH_STOP_MONSTERBASHERFX_CAPTURE_SKULLFX_STA...
Importing Custom Models
Required Tools: Doom Eternal Model Importer by SamPT - DownloadConverts .OBJ format models into the .LWO format used by DOOM Eternal.BlenderĀ - DownloadOpen-source 3D modeling software. Blender is highly recommended, but other 3D-modeling software may also wo...
idTrigger_Teleporter & idInfo_TeleportDestination
The idTrigger_Teleporter entity defines the location where the player can teleport from. The idInfo_TeleportDestination entity defines the location and orientation where the idTrigger_Teleporter takes the player. idTrigger_Teleporter entity { entityDef in...
idEntityFx
An entity that will play FX. Usage entity { layers { "game/pvp/slayer_team" // give the FX a layer } instanceId = 4206901337; // give the FX an instance ID so it can easily be attached to a timeline. originalName = "left_func_fx_slayer_portal_1"; ...
idTarget_FirstThinkActivate
An entity that will execute on map load. Usage entity { entityDef first_think_activate_1 { class = "idTarget_FirstThinkActivate"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = true; disableAIPooling = false;...
idProp2
An entity that will spawn a pickup or barrel. Health entity { entityDef pickups_pickup_health_large_1 { inherit = "pickup/health/large"; class = "idProp2"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = true;...
Section 2: Editing an encounter: Adding
I'm going to be frank, I think ProdeusDoom does a much better job of explaining it, check it out here: https://www.youtube.com/watch?v=HgzoFr9Zaf8
Attaching Static Models to Animated Models
Hiding Animated Models: Find material2 decls for what parts of a model to hide. Replace everything in the decl with the following. { inherit = "template/editor/worldeditor"; edit = { Parms = { texturemap = { filePath = "art/tile/common/nodraw...
EternalMod JSON
This .json file allows mod makers to define information about their mods, such as mod name, author(s), description and version number. This feature is only available for zipped mods. You can not place an EternalMod JSON file at the root of your ~/Mods/ direct...
Section 2: idAI2s and spawns
Before we edit an encounter, we need to know about the behind-the-scenes elements going on. Specifically, this section will cover idAI2s and spawns. idAI2s Earlier, I said that: An .entities file purely consists of defined entities, or entitydefs. Entityde...
OVERVIEW
An fx decl is found inside generated/decls/fx/ each fx decl is made of n elements each element can be the following type FX_PARTICLE bread and butter of all FX you'll encounter, it calls on a particle decl that contains particlestage elements or cust...
Section 2: Editing an encounter: Replacing
Most people who want to make level mods, myself included, first got to the "let's open the .entities file" part of the process, saw the unorganized chaos it presented, and backed out. With our pre-requisite knowledge, perhaps now it won't seem as overwhelming...
Section 2: Let's begin modding
Just as a refresher, this section assumes you have an editable .entities file in the correct place in which you can make changes on the fly. Here, we are going to do the very core of level modding, editing encounters. The full walkthrough will include: Lea...
Section 1: Required tools part 2
Now that you have the needed tools, let's go over how to use them to set up your level mod. Don't worry, you'll be editing encounters in a step or two. First, do the following: Make sure you have the mod injector and all of its related contents installed bef...
Section 1: Required tools part 1
Now that we know that the file we actually edit to create a level mod is the .entities file, we will need a way to edit it. And not just edit it, but find a way to edit it on the fly so we don't need to re-compress and re-inject the file after each and every ...
Section 1: What is a level mod?
In order to untangle the mess that is teaching the pre-requisite knowledge of being able to create level mods on your own, it is best to lay down the process step by step. This is something I've noticed this wiki does not do. It may have a lot of useful docum...
Section 1: Before you begin modding
Section 1 will cover everything you need to know before you can begin editing or making your own enemy encounters. There will be non-essential steps that you don't technically need to do, but it will streamline the modding process and be good in the long run....
EntityDef/Pickup
Not all pickups can be spawned in every level. They can only be spawned in the levels they normally appear in. For example, a Mega Health cannot be spawned in Hell on Earth. Base Campaign pickup/armor/large pickup/armor/medium pickup/armor/small pickup/he...
EntityDef/AI
Each AI may only be spawned in their respected campaign AND anything released after. For example, Spirits can be spawned in any TAG1 or TAG2 level, but not in the Base Campaign. Base Campaign ai/ambient/buffpod ai/ambient/tentacle ai/ambient/zombie_cueball...
idInteractable
An entity that is interactable with a melee input. Some of these entities only work in specific resources. You will need to pull assets from other levels if you want to use them in a level where they normally do not exist. Skull Switch entity { entityDef ...