Getting Started

Basic Setup

Let’s start with getting the character in our scene and making sure it works properly.

  1. Create a new scene in the Dreamshaping menu.

  2. In your toolbar, click search, type in “Doom’s First Person Shooter Template”, and stamp it in the scene.

  3. Move the character to where you’d like it to start/spawn.

  4. Enter play mode and test everything out.

Adding your own custom weapons

This process has been designed to be as streamlined as possible. Make sure you’ve found a weapon model you like.

Setting your weapon up correctly

Found a model? Stamp it in the scene.

After you’ve brought your weapon into the scene, grab it and put it in the same group as the puppet’s right hand. Open the weapon’s settings using L1 + Square and power it off. Keep that canvas open. You’ll need it in a second.

Make sure you also delete the weapon model that was included with the engine.

Configuration

Scope back out until you get to the puppet logic microchip. Open it, find the weapons microchip inside, and open that one. Delete the white chip that’s wired to the selector. You will make your own.

There will be another white chip at the bottom named “Template (gun)”. Copy it, name it to whatever you want to call your weapon, and wire it into the first port of the selector. Open it up.

You will be met with a large amount of keyframes, variables, and wireless recievers. What we’re looking for is the red keyframe named weapon settings/parameters. This is what controls all the stats and options for your weapon. Hover over it and press L1 + X to edit it. Still have that canvas open from before? Power the weapon back on while editing the keyframe; this will make it only visible when it is activated.