#dusk-modding
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gman's employers are actually Nyarlathotep
gonna toot my own horn here and say im actually astonished at how well this couch turned out
like genuinely it's like i just modeled it and slapped it into tb
but nope it's just a bit of brush work
little stumped as to what I'm gonna do for this larger lobby area but I have some ideas
mainly just texture choice cuz there's SO MANY TO CHOOSE FROM AAAUGH
hey thats some really good detail work
When is the Egypt map pack dropping?
hell if i know lol
im genuinely addicted to making this map now
not too keen on the lighting in the main lobby just yet but overall i like how it came together
THERE we go yeaaaahh
Bro nice! This looks sick
it's a super weird process but yeah, you have to convert your models into the .iqm file format for them to work, and a few cant get replaced currently but most enemies can (nyarlathotep and the turret are the ones you cant replace yet, i forget the third one though)
and then animations, if you give them any, have to match certain names that the sdk looks for
Nice skybox
Its better when you see it in full
I have it as my phone background
Hot
I think its the best one in the pack
to add on to this (cc: @gentle lagoon )
You can export your work to .iqm using a Blender plugin, the format is decently supported since it's used in a bunch of quake source ports (iqm stands for inter-quake model)
Animations as Aqua mentioned have to use the expected names for them to work.
Usually these are "Walk" , "Idle", "Attack", "Pain", "Death" - if you open any of the DUSK enemy .iqm with a text editor you'll see a garbled mess, but it also shows the bone names (that you don't have to match) and the animation names
If you have any questions feel free to ping me, I'll share any insight required 😌
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
'ere you go
im no professional but it worked for me
sry for the shit quality i did this on an old laptop
i dont remember if i mention it in the vid but
we cant replace ALL enemy models rn
some of them are made of 2 parts which arent done in a single iqm yet
like cartdog, leatherneck, nyarl for some reason
i've also had issues replacing chomper a long time ago but i think i fixed it
dont remember exactly
erm
If I set the scarecrows spawnflags to ambush will it remain inanimate until the player gets close?
Nah
The ambush flag
- Doesn't work
- Doesn't work like you think it does even if it did
Its supposed to be "not alerted by soubds of combat/untill alert state is triggered"
But we dont have the capability for that yet
You can just use the scarecrow post with some wall toggle parenting + a breakable for the effect + a scarecrow teleporting in
And a trigger around the whole thing to make it acticate upon player approach
Oh, it had the deathknight model
Wait i think thats because it doesn't work so i never bothered porting it
But check just in case, im not at pc rn
Try adding a property to it called angles then using the rotate tool
I can rotate it on the x axis with the angle property but not on y to get it standing up
more very soon :) or should i say soon™️
a cozy place to stare at each other in the eyes while pissing in a hardcore manner
and MIRRORS
pretty sure they did this in duke nukem 3d iirc
i like how the effect turned out a lot lol
one more for the road
Add sex mod
DIY
Does _sunlight work in Dusk SDK?
It should
Sunlight is a beast that needs tackling
Sunlight is nightmarish. If you have any kind of colored light on the map, get ready to suffer. You wanted to use sunlight to cover your map in moonlight? Cool. Those lanterns you made that give off a yellow glow? Too bad. Now theyre giving off a green tint. Dont even get me started on adding BOUNCE to sunlight
Thays why you do subn first
Also ive neber had those kinds of issues
Always liked working with sunlight
Is there a way to make a breakable to can only be broken by explosives?
Ok
When I make a light_environment I just get a little patch of light at its location
Am I doing something wrong?
Im not sure light_enviroment works properly in Dusk
Try lifting it off the ground though
yea it doesnt
if you want a fill light, use normal lights with delay/wait adjusted
if you want sunlight, it's a whole different story
but i can guide you through if you want
I'd appreciate it
it works just like in quake - by emitting sunlight from any sky brushes
the best way imo is to have it in 2 components, first one being the actual sunlight, second being a fill sunlight that prevents your shadows from being fully pitch black
Like the light and _sunlight properties?
yea, but _sun on light sources is a way better option imo
to go over the first one
the easiest way to do it imo is to have a light entity with a property _sun set to 1, and make it target an info_null
all the properties of your light entity will be what the sky brushes emit in the same direction as the sun is targeting the info_null
sry
but if you want your map to have both sunlight and avoid awful pitch black shadows, you also need _sunlight2 as a property on worldspawn
the value will determine it's intensity, and _sunlight2_color does exactly what you think it does
nope, from the sky brushes
you'd set the angle with that if you were to do it the hard and manual way of doing all the _sunlight bullshit on worldspawn
this is just much more handy and simple to visualise
Ah, so it can be done either way
yup
Cool, thanks
you do it once and u cant go back
well i used to spend a good hour or two with the manual option trying to set everything right
this is just a simple movement of a light entity to put an angle exactly how you want it to be without numbers
and the light entity is easy to edit
Ah, yeah. That does sound pretty nice
I noticed some of the transparent textures cut a hole in other brushes if they are touching them and as a result you can see through walls and shit
Just fixing it with a 1 unit gap for now
yea you need to make them a func but i forget what func
Oh that sounds better
imma look through, 1 moment
Cool
but a 1-unit gap is like
easy go to yea
nice
Decals do cause so lighting issues on walls though
Maybe I can just stick a light right in front of it
what kind of issues?
Like it's casting a shadow
there was a way to make a func_ not cast shadows i THINK? but i need to dig around again
try func_detail_illusionary
that's a thing
havent used it once but who knows
or wait
Not func_detail_wall?
i think adding a property _shadow set to 0 should work?
i know you can set that to 1 on a func_detail_illusionary to re-enable shadows as it doesnt cast them by default
but it's all theory i never tried that
lots of options here
You're missing the second part of this meme 😢
No im not
No one cares about duskworld 😎
😭
new and improved shitroom™️
man the scientists are stupidly powerful on cero miedo
they can fucking twoshot you lol
wish i could have like a damage key in tb to modify that
also vents :)
Does door_rotating work?
Yes
a little fucky to use
the actual door needs to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place which you want the door to rotate around and have a "distance" property that decides how far the door goes
You can also add a "speed" property for obvious thing
well it's not like, exactly at 0 0 0 but rather
the door will appear next to the "origin" point relative to how you place the door to xyz 0 0 0
I see
so imagine xyz 0 0 0 as the pivot which is transferred to your origin point property
awful to use
How do I find the coordinates to set the origin to?
i just use a point entity and grab it's coordinates from the "origin" thing
i think so, yea
maybe set the speed to a negative?
ah
Yeah, maybe speed
They work but not for changing direction
Positive values didn't open at all
Whoa
It's spinning in a circle
lmao
neat but not the desired outcome i suppose
wait
place it on the opposite side of the axis
just in case dunno
Already did that
No wait
I understand what you mean
That didn't fix it
It's a spawnflag lol
It just hit me that I have to do 12 more doors
But I'm really happy that my gates are rotating
daym lol
Hmm, teleporter exits telefrag monsters without going through them
probably because they teleport them to the same spot or smth
since those take you nowhere
How do I take screenshots in the SDK?
Oh, never used that
Starting to look pretty cool
lol churbot
hell yea man
i'd advise replacing candles with normal lights
they tank performance a little
for ppl with not-as-powerful setups
looks sick as hell
Looks fire. Coming along great
I couldn't see this message on desktop
Only just got it on my phone
Good to know
I'll get rid of them
custtom levels how
In short - by using a level editor named Trenchbroom
another one why not :)
hell yeah
if only i could modify the flashlight to not be a gross candescent and also make it less bright
How do we make jump pads?
They're a placeable object, amd a property "amount" with a number as a value divtates how far up u go
2 is ROUGHLY 2x jump height in my experience
Don't you mean 0.2? Wouldnt 2 take you into the stratosphere?
Oh, sweet
No?
This jump pad has the amount set to 2 and it's giving me some radical air
yeah the jump pads didn't get their amounts tweaked for scale lol
divide your intended value by 32 to get the proper value
hey i saw an old developer post saying the dusk models are available in here somewhere?
i love you
Don't love me, love the developers who made it possible and those who posted the filepath before I did
😌 ❤️
That's ome way to get them
I got all of them and more as blends
Thanks to devs
Dm if want
dividing by 32 doesn't seem right for the jumppad either
Getting there
I just put 0.5 for the jump pad
It's like a 4x jump
oooh looks nice
LONG table
0.5 sends you up a little over 256u
Yeah, that was my guess
Now it looks like something out of HL2
ok this is the LAST image im posting for this specific map
Among Dusk
Will enemies be able to pass through open doors in the upcoming SDK update?
why are you asking for career options for enemies
Get in on the ground floor. Build your portfolio 
Can't wait for Duskman to meet Gordon Freeman
Where do I upload this map for you fine folks to play?
Sweeet, thanks
How do you make an trigger_changelevel end the episode and take you to the menu?
can't
Ah
aighte booting it up
done
i'll tell you all the feedback in dms and upload the vid there too
There's a workaround for monsters not walking through doors?
yes, it's similar to what we did to that blue door
exactly like it actually
or red door, well whatever
Oh, that's going to get confusing with rotating doors but good to know
released
have fun
(for as short as it is)
Castle hard
But I am getting used to the tools
Nice
You could unify some of those wall brushes for optimization
Bottom row of brushes for example
Oh how do I do that?
Select them and hit ctrl+j
Oh ty
Its a great tool overall
You can make easy rocks or natural terrain by placing a bunch of brushes in random spots and ctrl+j'ing them
You went out of soft map bounds
Remove them in the "Map" tab, they're at the bottom i think
They're there for reference for quake mappers cuz thats the quake map limit
Oh I got it
Nice castle
Thank you :)
@honest stag no textures in your map :(
i forgor the palette, shit
ah k
enable some other mod of yours, it should work if it pulls from there
i'll update later
leak
not a leak, i skipped all tex manually
so it's likely one that's visible which i put by accident
aite
thx
you can probably dm me any bugs u find lol
gonna upload an update fixing all of that + add a source .map file cuz i forgot
also going to add some more detail and lighting aroudn the place
also there's a doog bug i keep trying to fix
i got an idea tho
found a critial bug
shit, this didnt happen before
😧
found a fix for a couple bugs, update soon
also added some secrets
lit up the key areas too
BIG update basically
uploading the update
done
I will check it out today
How do I do coloured lights?
simply put a _color property on your light source, then click on it and there will be color picker options below
then, when your map is compiled, it'll create a .lit file next to your .bsp, you need to put that into your mod folder alongside the map itself
well not really ,no
actually
you can put an invisible breakable brush that triggers what you need
or an invisible button
I made some pretty significant updates to the Chapel of the Damned today
It's really close to being done
Eyyy nice
If you made gameplay changes i can re-record it
Otherwise i'll just enjoy it again lol
There are more enemies and other stuff yeah
Got it, will record
I will upload my play of Baptism by Blood and send it over later
Thankyyy
Have you tried giving it a health property and shooting it with crossbow?
Yes, doesn't seem to work
crossbow doesnt work on breakables too
found another critical bug in my map that i somehow didnt notice last time
another big update with lots of changes coming
hell
gonna unlist the map untill i figure everything out
did a ton more shit to it
Dusk HD texture progress: 153 textures finished, 200-ish to go
Average rate: roughly 11 to 15 textures per week
Update on object textures: the resolution of props and in-game objects is actually similar to the HD textures (pixel-per-world-space), so the need to make them look better is low-priority, and gets a big 'ol "eh it'll be fine" from me. If people really want it I'll reconsider it
awesome
wait, objects like, NEED separate tex?
i thought they were mostly re-used from other stuff
maybe my memory is fuzzy
in the SDK folder, object textures are separate, and each texture is unique. There are some world objects like trees and such that reuse the general textures.
yea yea that
also a bunch of objects re-use tex between each other
like the coin bag and the couch
so that's less work ig?
pretty much. I'll judge each thing on a case per case basis. Right now I'm focusing on the main texture folder and only worrying about things that look like they could use improvement. Surprisingly, some og textures look just fine to me, so I'm not worried about them
I will redo "objects/tornado.png" though. Soon
Good god. I didnt realize the base game had that many textures. Literal god among men for taking up the task.
looking at baptism by blood rn
beautiful lighting, must have taken forever to tweak
Yea especially considering i was making it on my shitty laptop
Any compile took foreverrrrr
Nice target
staying true to ur word i c

how many skipfaces in the map i forgot
a lot? all by hand
had to squeeze every last bit out of it for the sweet seconds of compiling time reduced
i could do a bit more but it's not worth it, like 10 faces or so left
jesus bro ultrakill most popular game of my view
you could try the built in compile for trenchbroom
Isnt that just a shortcut for ericw's tools anyway and you need to specify them
yeah, but you can omit layers
i learned that by the point i got around to finishing this map, which was just recently when i got a new pc
and omitting layers wasnt needed anymore
- i dont use layers and i'd have to go around layering things
i bet, but i just either 1) forget the use them at all or 2) make everything in 1 layer anyway because i forgot to switch them
i dont even use them for props
just put a huge brush and ctrl+t them
or select manually
suboptimal i know
Sickening that this is one layer
juan layer...
i technically do have layers in the map
but i used them to rush a patch so i didnt have to copy complex props manually
Ahhhh i see.
if you add them up, it'll count up toooo over 5000
Less horriifying than the reality of 5k brushes on 1 layer.
vast majority of them are small details and at once point it was over 6k (at an early stage no less) with really tiny shit but it completely killed performance
imma find an example i scrapped hold on
if i can
this kind of cursed shit
now the skull is fine
the shit on the right is absolutley not
yes this is brush pixel art
yes each pixel is a separate brush
and there were several of those in one spot
yeah...
you used func_detail, right vriska?
shit forgot i don't think it'd even matter that much
wouldnt matter really, i dont compile vis anyway
well actually sorry it didnt kill the map performance
it was fine
it did kill my compiling times
that's fucked
lighting
This is truly Vriska pilled
what about the lighting?
they do though?
in hindsidght they could have been optimised a lot and used after all, but it's too late now
that's news to me
i guess i never really used transparent tex too much
they look too flat anyway
actually i have some in the map, lemme check if they cast proper shadows
wow they do, not exactly noticable but nice
also i really love playing with saturation/brightness/contrast and i hope we get ways to change that for the player
above is adjusted, here's default
Id make a custom texture with that pattern and put one brush with it there instead of a morbillion little pixel brushes
Oh, didnt fully read
How to make mods for dusk?
depends on the kind of mod you want to make
a custom level? a texture replacement? a model replacement?
anything else
Level
we're using a program called Trenchbroom, it's a level editor initially made for quake
we make the levels there, compile them, shove them into the game folder and boom you got a mod
check pins for guides and helpful stuff
Thanks
playing quake maps in dusk is exactly the type of thing younger me wouldve loved to do with any other game, i think its super cool
You'll be able to play way more than just Quake maps in the next update too, it's actually pretty silly lol
The list of games you can load maps from is ridiculously long
no way. can't wait for quetoo support then
So how tf is that even possible lol
Is it just because fundamentally all the supported games are similar in their format or did you painstakingly do it by hand
oh my god stop giving me more things to be hyped about
do eye divine cybermancy maps work
Tons of games use BSP and most of them don't make massive changes to the format
So I just do a bit of analysis on each game to see what's different and then just support those extra features/changes in the loader
Awesome
So... yesn't, it's partially by hand
but not enough for it to have been a waste of time
inb4 i can load tf2s ctf_2fort in dusk
You can, sort of
Most of the map isn't going to load because the game isn't going to load Source engine models or displacements, but most other stuff will
Here's an older dev screenshot of the first map of HL2 loaded in dusk
wow
IS THERE A MOD THAT MAKES DUSK LESS FUCKING TERRIFYING!?
You're an asshole
that still scared the shit outa me
Im pretty sure that mod fucks up your game DO NOT DOWLOAD
No like, I'm pretty sure the XML file isn't properly formatted and it messes up the game
yes, me, new mapper, will definetly continue mapping in ~~godot ~~dusk
it's a real shame i couldnt import my dusk maps into godot in full with all the light limits it has
would have been so cool to walk around them in a different engine
the lights get imported too, in all their glory
for realz
however it doesnt account for things like sunlight, surface lights, delay/wait etc etc
just your basic light entities with light/color levels changed
i'm wondering if this actually can be used as a light preview cuz importing a map takes SIGNIFICANTLY less time than compiling/booting it up
same, the only bad part
So you can make changes in godot and export the .map again to be used in TB?
now THAT i'm not sure about, i havent tried and i dont think it's doable
but i can definetly see tinkering with lights and using the same changes back in tb
yeah i dont think qodot lets you do that, just an importer meant purely as a level editor type thing for godot if im reading the docs right
bit of a shame but at least you could definitely use it as a light preview in some capacity which is sick
the light values scale differently when converted to godot's light entities but with some tweaks you get roughly the same results
But when will Lower 2 drop?
no brush props. who hacked vriskas account
not yet
but also godot opens up the wonderful opportunity to start placing blender models and have them fit in just fine
this is actually a remake of the guardians head
monke...
anywho
oh hey, planning to re-imagine dusk guns? i've also got a pack of them sitting in my backlog for 2 years now
theyre old and i've vastly improved with blender since then, so i'll likely remake them, but i'll send them in dms just so you see at least the concept i was going for
Sure thing
Goddamnit. Then it wont account for the 11 suns I have in play on the field.
i am here
hello dusk mods chat
sup
What it do
Things
i have several redesign some what
his name is Brick and his only purpose in life is to die when he's clicked on :(
oh wait wrong channel
force of habit
oops
Blocked out the next map
Nice, looks like a skyrim dungeon
i think u need to activate windows
also nice, cant wait to play
what's deez
what's deez
oh yeah this
Don't worry it has better enemy variety than a Skyrim dungeon 😏 🔥 🔥 🔥
bro
this is so annoying
cant post pics
I want to post pics but I need to reach some arbitrary sent messages number
I forget what happened to your old account?
Imgur time
hang on did you say you are devolping a videogame?
Yeah?
what i ment to say what type of game, i might be interested in being hired
You should hire me too Vriska I can be the royal food taster
My portfolio is: i made dusk drip
(but unironically that sounds cool, i'd be interested in working with you)
Looking for playtesters if anyone is so inclined.
u know who's ready
Pog
Hi, does anyone know which tool Dusk uses to import .map files into Unity?
.maps arent imported into unity by dusk
custom maps use .bsp files, which are made from the .maps
i dont know if there's such a tool myself, but you can definetly export a map as a .obj which can then by imported into unity i think
it wont be pretty though
godot howver has a tool for working directly with .map files if you're looking for that
Yeah, i was testing trenchbroom with godot and i really liked, so i was looking for a similar tool for Unity and since you can make dusk maps in that level editor, i was wondering how it worked
can't you just... unwrap a model after you're done with it
why do it over again
and how does forgetting to uv-unwrap a model prevent you from... working on it?
isn't it as easy as going to the uv editor tab selecting the whole model and pressing U to unwrap the model
yea even if that somehow was a problem, just letting blender to auto-create a uv map for you (even if a messy one) would fix whatever problem you'd have
cave level, anyone?
this lighting fucks
i had an epiphany with the purples lol
color theory achieved
the top used to have more muted greens, swapped it for a neat strawberry-ish color instead
and i just realized it helps ease into the purples
and then into the blues
like aaaaaaaaagh im a genius
suffering from success
will probably have an even cooler screenshot in like, 2 days
id say tomorrow but i aint rushing this next part at ALL cuz thats the one part thats been stuck in my head for days now
i gotta get it PERFECT bros
Forbidden Beer Books screenshot?!?
thats so cool
Yo bro what light/wait/delay settings do you use on your lights?
where can i find dusk mods
This site
is it just levels?
theres retextures as well
how do i install any of these?
This'll tell you how to install the SDK. Most mods will tell you how to install them on their page
You essentially just unzip into a certain folder
i used the default values lol
i just messed around with where they're placed in the level
the water is a surface light tho
obviously I changed the light value a little here and there but I usually don't mess with wait and delay
Im making one too!
but its like
cave-ish
open ceiling
that's a canyon
no
yuh-uh
its a big cave with a hole in the roof, not a fully open top
so like a well
suit urself
could always go to the abandoned jam server and post there so all the active-ish mappers see it
and not literally everyone
wait are you even in there
I dont think so
Out of curiosity, on a scale of nier to quake 1, how easy is it to put mods in this game?
Quake 1
sweet
eventually you will have the optimized version
eventually
that looks insanely cool though
did you turn up the saturation by any chance?
oh wait
i recognize that little building on the 2nd screenshot
how long have you been making this what the fuck
you've shown that sooooo long ago
HOLY SHIT
That's so awesome holy shit
holyyyyy fuck that looks hot hot hot!
In more ways than one
I took an extended break from it
I started somewhere around july this summer
I think
Oh I see what you mean now, it was taken from an old map
I scrapped it due to various problems I had with it
back in 2020 or so
YOooo GOG crystal texture finally being used
and no I didnt
It's only used in the GOG exclusive endless map
didnt know that was a thing
is there video of it
O
I found
god that is fucking mindblowing
i love the aesthetic
i love the use of fires in the magma pit
I am having a bit of trouble
I made a new map and I forgot how to make it into a bsp so the map works
And it's not showing up in the game
The simplest way is just to drag the .map file into qbsp
That should output a .bsp version of your map file that you can then play
Alright and then I put the bsp where? I forgot
Should be something like this C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\YOUR MAP\maps
So YOUR MAP would be the mod folder
And the subfolder called maps is where the bsp goes
Oh alright
The mod folder can be called whatever but the sub folder needs to be called maps
Thank you
Powerful jump pad and no lighting lol
Drag your .map over the light application right above qbsp to get lighting
would suggest getting the FGD in the pinned messages
If you do not already have it
It makes it easier to place entities
Yeah I already have
Noice
I made some changes to the map and it isn't applying
I put it in the qbsp
I put skybox brushes and then environment light, and some weapons in spawn
The environment light doesn't work unfortunately 😓 Are you sure the sky brushes didnt spawn? They would be invisible but still be solid.
As for the weapons im not entirely sure
Could you show how they're placed in editor?
So when you spawn in there are none of the weapons in your inventory? I would try spacing them out instead of spawning them all very close to each other.
As for the skybrushes can you walk through them?
They should be solid but invisible
Yeah I can walk through the skybox
I forgot to mention that I lowered the power of the jump pad
And that felt the same every time
Hmm seems like it might not be compiling correctly?
Maybe I could screenshot what I did for the settings
Have you tried deleting the bsp your playing rn and compiling another version?
and trying to play that one?
Cause it seems like you're making changes but then it isnt compiling them
So you're left with an old version of the map?
I see
The output folder field doesnt work usually
Is there a bsp in your working folder?
Lemme see
The output folder only works like 50% of the time
You can check inside your mod folder it'll say the date the bsp was modified
That way you can tell if it's being replaced by a new version or not
If not I would clear the output folder field and just drag the bsp in the working folder into your mod folder when you wanna play the latest version
That's how I do it
Idk if that makes sense???
Yep!
Aight I got the weapons
No lighting though
And I can't walk through the skybox, also the jump pad is good
Nice it works
No lighting probably because the enviroment light entity doesnt work
This is a diagram of how I usually transfer the files from my working folder into my directory
But yeah output folder not working is a classic issue with that program
Oh
Alright I think I got the process down, I gotta update the working folder and mod folder and then it works
Exactly
When it compiles the new version goes into the working folder
Then you just drag it over to the mod folder
For some reason lighting isn't working though
is there a .txt file called "light" in your working folder?
Nope
Nope
Yeah the log file
oh
It might tell you what's wrong
Oh my b it's not .txt it's .log 😳
Usually there's one just for the geometry and one for the light
So what am I looking for?
Does it say if there are any errors?
What was the warning?
Oh yeah dont worry about that
Did you place any light entities in the map? (not light_enviroment just normal light)
That should be harmless too
What are the settings on the lights?
If it's just default grayed out 300 then try putting it in yourself
Default values are often 0 even if they say a number
So fun
Weird
Yeah it's annoying
Whats this? kinda random
Oh
It's not essential though
Clean.
👌
Ok well I know the map is updating but still not light which is weird
Also this isn't grayed out so
It's not outputting a light.log?
Uhh idk
should be in the working folder if there is one
Nah try reading it and seeing if it has any errors
The log files are just to be read
Can you post it in this channel?
Hmm everything looks normal
How high up are your lights? It could be they're too high to touch any of the brushes
Like they're too far
Maybe you forgot to move the latest version from your working folder into your mod folder?
All of the date modified times are close together so idk
BSP in mod folder is 5:37
BSP in working is 5:58 because I put the file in there a little bit after mod folder
And I know it's updating cause I add something to make sure
Seems to be compiling fine. Can you show me all the properties for your lights? Like all their settings in TrenchBroom?
Sup
Wuts happenning
@gentle lagoon ypur lights aren't working?
Send your map and i'll see what's wrong
.map specifically
Gimme a minute
Ok
lights shouldnt be forced into brushes like that btw, gotta raise them a little
i'll do that and compile
works on my end
For me they weren't in the ground like that
They were just touching the ground
But idk why my lights aren't working
are you absolutely positive you're compiling the same version you're currently on
and not some outdated one
I can do it again right now
yup try it
Hm
try placing a cube in the map and see if it updates
Alright
That's the textures right?
i mean the palette.lmp file in your mod folder
it shouldnt matter, but who knows
also you're using necro's gui, correct?
Yeah I have that
Uhhh I don't know who that is
this?
try also placing the dusk_transparent.wad into the same place where your palette file is
so when u compile a map it should put out these files
in your working folder
can you send the .log file
I think I was forgetting the prt
Oh
you know what how about i send you a map and you compile it
see if it has lights
tiny one
1 moment
Ok
no need to open it up in tb or anything just compile it as-is and launch
wait
it's missing player_info_Start
1 moment
there, use this one
you can put the .bsp in the same place where your current map is, no need to delete the old one
they'll both show up
?
is your .bsp in the same place as your other map .bsp?
as in, in your maps folder
the bsp doesnt need to be put in the working folder, the compiler should do that by itself when the map is done
I just had a mods folder no maps folder
how did your map even launch without that lol
I dunno but it worked
what is your output folder set to
id1/maps
Output folder works?
also can you screenshot your mod folder and the maps folder
yea there
just plop the .bsp in there
and the palette and the dusk_wad files shouldnt be there
they should be outside the maps folder
so inside of OurModHoldingFolder
but not in maps
see
like this
well there you go, now try your actual map
Aight
Now it's a older version of my map Imma reupdate it
Imma try this a little more tomorrow
it didnt work?
It's loading a older version without the block or light posts
Yeah
it'd be easier for you to just disable your previous mod and make a new mod folder where everything is set up correctly
instead of us trying to figure out whre you misplaced your file
Alright I think I can set that up tomorrow
got it
You have a good day
👍
can't walk through the gap but can ride through on a platform
dont ask the why the whole map is a door
What does it all mean?
I have some good news
god I really want to finish one episode of like 4-5 maps
Nice
That map is beautiful
having so much fun playing with a sort of ancient greek/roman/dante inspired interpretation of hell and combining it with a very gritty 19th century industrial style
Nice it works
What is this level called?
All 3 of those go hard
where do i find the dusk models?
i found a steamcommunity post asking for fbx or stl files of dusk stuff and david oshry said to join this discord or look at the sdk when it releases (this was before the sdk released)
The can access the models by opting into the SDK beta on Steam
It will give you access to all of the game's assets
yep ended up figuring that out
I can just send you the .blend files
Will that be suitable
I assume you'll export them from there easily
Damn. I mean DAMN my dude
model view and extraction tool
O wait
is it the thing you use when making models for quake etc
I think I used it before
It's for many many formats
I've used it heavily for the FGD
Juggled .obj .iqm and .mdl around
Really cool thing but a little brokey sometimes
pov all the lava textures emit red light
with _surface
I dont even use bounce lighting on the map
yes
thank you so much
i want to make a 3d print of some of the dusk guys
siiick
if you want @honest stag you can just post the models here and I'll pin it so you don't have to manually send it to people every time lol
no vis