#dusk-modding

1 messages · Page 1 of 1 (latest)

alpine depot
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woops i think im mapping for the wrong game

high magnet
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gman's employers are actually Nyarlathotep

alpine depot
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gonna toot my own horn here and say im actually astonished at how well this couch turned out

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like genuinely it's like i just modeled it and slapped it into tb

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but nope it's just a bit of brush work

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little stumped as to what I'm gonna do for this larger lobby area but I have some ideas

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mainly just texture choice cuz there's SO MANY TO CHOOSE FROM AAAUGH

crimson patrol
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hey thats some really good detail work

crisp raven
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When is the Egypt map pack dropping?

alpine depot
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hell if i know lol

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im genuinely addicted to making this map now

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not too keen on the lighting in the main lobby just yet but overall i like how it came together

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THERE we go yeaaaahh

half dust
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It's so confusing

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My brain is like... this is Dalf-Lusk

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Looks great though

gentle lagoon
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Can you replace enemy models?

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And also how I'd like to learn

worldly aspen
alpine depot
# gentle lagoon Can you replace enemy models?

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

gentle lagoon
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Oh ok

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Thank you for the help

honest stag
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lookin for playtesters for a very short map

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this one

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dm me if want

crimson patrol
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Nice skybox

honest stag
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Its better when you see it in full

crimson patrol
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I have it as my phone background

honest stag
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Hot

crimson patrol
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I think its the best one in the pack

honest stag
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There are badass looking sunset/city skybkxes

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Also a really good sunny desert

quaint heath
# alpine depot it's a super weird process but yeah, you have to convert your models into the .i...

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

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If you have any questions feel free to ping me, I'll share any insight required 😌

honest stag
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oh wait

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i got a little guide on it

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it's a little old but

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hold on

honest stag
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'ere you go

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im no professional but it worked for me

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sry for the shit quality i did this on an old laptop

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i dont remember if i mention it in the vid but

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we cant replace ALL enemy models rn

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some of them are made of 2 parts which arent done in a single iqm yet

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like cartdog, leatherneck, nyarl for some reason

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i've also had issues replacing chomper a long time ago but i think i fixed it

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dont remember exactly

crimson patrol
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erm

half dust
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If I set the scarecrows spawnflags to ambush will it remain inanimate until the player gets close?

honest stag
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Nah

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The ambush flag

  1. Doesn't work
  2. Doesn't work like you think it does even if it did
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Its supposed to be "not alerted by soubds of combat/untill alert state is triggered"

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But we dont have the capability for that yet

half dust
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:<

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Yeah, I used it in quake maps before

honest stag
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You can just use the scarecrow post with some wall toggle parenting + a breakable for the effect + a scarecrow teleporting in

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And a trigger around the whole thing to make it acticate upon player approach

half dust
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Theirs a scarecow post?

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I don't see it

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Or you mean make something with brushes?

honest stag
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Should be an object?

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I think?

half dust
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Oh, it had the deathknight model

honest stag
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Wait i think thats because it doesn't work so i never bothered porting it

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But check just in case, im not at pc rn

half dust
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Okay

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Also how do I rotate the forklift

crisp raven
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Try adding a property to it called angles then using the rotate tool

blissful lion
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does rotate work on angles?

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i remember just making an angle property

half dust
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I can rotate it on the x axis with the angle property but not on y to get it standing up

blissful lion
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yeah

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use angleS

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edit the numbers

half dust
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Oh angles

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Cool

alpine depot
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would you sit in the brush office chair

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free "coffee"

desert crane
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tweetededed

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nice work.

alpine depot
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more very soon :) or should i say soon™️

alpine depot
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a cozy place to stare at each other in the eyes while pissing in a hardcore manner

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and MIRRORS

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pretty sure they did this in duke nukem 3d iirc

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i like how the effect turned out a lot lol

alpine depot
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one more for the road

slim plume
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Add sex mod

honest stag
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DIY

slim plume
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Too stupid, too lazy

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And also I don’t actually want a sex mod bro 😭

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Please no

half dust
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Does _sunlight work in Dusk SDK?

high magnet
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I don't want a sex mod anymore

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I just want to be happy

high magnet
half dust
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Sweet

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Oh there's an entity

honest stag
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Sunlight is a beast that needs tackling

muted glacier
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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

honest stag
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Thays why you do subn first

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Also ive neber had those kinds of issues

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Always liked working with sunlight

half dust
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Is there a way to make a breakable to can only be broken by explosives?

half dust
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Ok

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When I make a light_environment I just get a little patch of light at its location

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Am I doing something wrong?

crisp raven
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Im not sure light_enviroment works properly in Dusk

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Try lifting it off the ground though

honest stag
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yea it doesnt

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if you want a fill light, use normal lights with delay/wait adjusted
if you want sunlight, it's a whole different story

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but i can guide you through if you want

half dust
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I'd appreciate it

honest stag
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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

half dust
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Like the light and _sunlight properties?

honest stag
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yea, but _sun on light sources is a way better option imo

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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

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sry

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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

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the value will determine it's intensity, and _sunlight2_color does exactly what you think it does

half dust
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Cool

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So the light originates from the light entity with _sun 1 property?

honest stag
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nope, from the sky brushes

half dust
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Is the angle set with _sun_mangle?

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Ah, okay

honest stag
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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

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this is just much more handy and simple to visualise

half dust
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Ah, so it can be done either way

honest stag
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yup

half dust
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Cool, thanks

honest stag
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you do it once and u cant go back

half dust
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You mean this technique?

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It's just that good

honest stag
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well i used to spend a good hour or two with the manual option trying to set everything right

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this is just a simple movement of a light entity to put an angle exactly how you want it to be without numbers

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and the light entity is easy to edit

half dust
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Ah, yeah. That does sound pretty nice

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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

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Just fixing it with a 1 unit gap for now

honest stag
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yea you need to make them a func but i forget what func

half dust
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Oh that sounds better

honest stag
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imma look through, 1 moment

half dust
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Cool

honest stag
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try func_detail_fence

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but im not sure

half dust
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That would make sense

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Gonna try it out

honest stag
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but a 1-unit gap is like
easy go to yea

half dust
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I'd rather avoid it if possible though

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Fixed

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Looks great

honest stag
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nice

half dust
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Decals do cause so lighting issues on walls though

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Maybe I can just stick a light right in front of it

honest stag
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what kind of issues?

half dust
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Like it's casting a shadow

honest stag
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there was a way to make a func_ not cast shadows i THINK? but i need to dig around again

half dust
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Illusory maybe?

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Or detail

honest stag
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try func_detail_illusionary

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that's a thing

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havent used it once but who knows

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or wait

half dust
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Not func_detail_wall?

honest stag
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i think adding a property _shadow set to 0 should work?

half dust
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Oh

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Is that a thing

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But I also want it to not have collision I guess

honest stag
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i know you can set that to 1 on a func_detail_illusionary to re-enable shadows as it doesnt cast them by default

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but it's all theory i never tried that

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lots of options here

half dust
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Huh

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Lets try that

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Yep, func_detail_illusionary works

honest stag
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awsum

crisp raven
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You're missing the second part of this meme 😢

honest stag
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No im not
No one cares about duskworld 😎

crisp raven
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😭

alpine depot
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new and improved shitroom™️

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man the scientists are stupidly powerful on cero miedo

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they can fucking twoshot you lol

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wish i could have like a damage key in tb to modify that

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also vents :)

half dust
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Does door_rotating work?

honest stag
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Yes

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a little fucky to use

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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

half dust
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Okay

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How do I know if the door is exactly at 0 0 0?

honest stag
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well it's not like, exactly at 0 0 0 but rather

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the door will appear next to the "origin" point relative to how you place the door to xyz 0 0 0

half dust
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I see

honest stag
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so imagine xyz 0 0 0 as the pivot which is transferred to your origin point property

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awful to use

half dust
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How do I find the coordinates to set the origin to?

honest stag
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i just use a point entity and grab it's coordinates from the "origin" thing

half dust
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Ah, yeah

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And a negative distance rotates in the opposite direction?

honest stag
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i think so, yea

half dust
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Cool

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Negative values don't work

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I wonder how to change direction

honest stag
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maybe set the speed to a negative?

half dust
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No wait

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Nagative values do work

honest stag
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ah

half dust
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Yeah, maybe speed

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They work but not for changing direction

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Positive values didn't open at all

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Whoa

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It's spinning in a circle

honest stag
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lmao

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neat but not the desired outcome i suppose

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wait

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place it on the opposite side of the axis

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just in case dunno

half dust
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Already did that

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No wait

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I understand what you mean

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That didn't fix it

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It's a spawnflag lol

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It just hit me that I have to do 12 more doors

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But I'm really happy that my gates are rotating

honest stag
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daym lol

half dust
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Hmm, teleporter exits telefrag monsters without going through them

honest stag
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probably because they teleport them to the same spot or smth

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since those take you nowhere

half dust
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Self telefrag?

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My brain

half dust
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How do I take screenshots in the SDK?

honest stag
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Just f12 should work no?

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or whatever is the steam default

half dust
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Oh, never used that

half dust
honest stag
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lol churbot

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hell yea man

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i'd advise replacing candles with normal lights

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they tank performance a little

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for ppl with not-as-powerful setups

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looks sick as hell

muted glacier
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Looks fire. Coming along great

half dust
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Only just got it on my phone

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Good to know

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I'll get rid of them

lunar edge
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custtom levels how

honest stag
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In short - by using a level editor named Trenchbroom

alpine depot
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another one why not :)

quiet niche
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hell yeah

alpine depot
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if only i could modify the flashlight to not be a gross candescent and also make it less bright

half dust
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How do we make jump pads?

honest stag
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They're a placeable object, amd a property "amount" with a number as a value divtates how far up u go

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2 is ROUGHLY 2x jump height in my experience

crisp raven
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Don't you mean 0.2? Wouldnt 2 take you into the stratosphere?

half dust
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Oh, sweet

honest stag
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No?

crisp raven
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This jump pad has the amount set to 2 and it's giving me some radical air

ancient depot
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yeah the jump pads didn't get their amounts tweaked for scale lol

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divide your intended value by 32 to get the proper value

daring pulsar
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hey i saw an old developer post saying the dusk models are available in here somewhere?

quaint heath
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this should get you started @daring pulsar 🫂

daring pulsar
quaint heath
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Don't love me, love the developers who made it possible and those who posted the filepath before I did

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😌 ❤️

honest stag
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That's ome way to get them

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I got all of them and more as blends

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Thanks to devs

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Dm if want

gritty forge
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dividing by 32 doesn't seem right for the jumppad either

half dust
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Getting there

half dust
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It's like a 4x jump

alpine depot
alpine depot
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LONG table

alpine depot
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mmmm light ,

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trying not to show off too much but god its so tempting lmao

gritty forge
half dust
half dust
alpine depot
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ok this is the LAST image im posting for this specific map

muted saddle
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Among Dusk

crisp raven
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Will enemies be able to pass through open doors in the upcoming SDK update?

honest stag
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why are you asking for career options for enemies

crisp raven
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Get in on the ground floor. Build your portfolio tothetop

quiet niche
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Can't wait for Duskman to meet Gordon Freeman

half dust
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Where do I upload this map for you fine folks to play?

gritty forge
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mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOON™

half dust
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Sweeet, thanks

half dust
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How do you make an trigger_changelevel end the episode and take you to the menu?

gritty forge
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can't

half dust
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Ah

half dust
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Have fun

honest stag
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Hell yea

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Gonna play/record in an hour or less

half dust
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Sweet

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I just updated with a small fix

honest stag
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aighte booting it up

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done

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i'll tell you all the feedback in dms and upload the vid there too

half dust
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There's a workaround for monsters not walking through doors?

honest stag
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yes, it's similar to what we did to that blue door

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exactly like it actually

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or red door, well whatever

half dust
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Oh, that's going to get confusing with rotating doors but good to know

honest stag
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released

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have fun

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(for as short as it is)

gentle lagoon
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Castle hard
But I am getting used to the tools

honest stag
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Nice

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You could unify some of those wall brushes for optimization

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Bottom row of brushes for example

gentle lagoon
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Oh how do I do that?

honest stag
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Select them and hit ctrl+j

gentle lagoon
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Oh ty

honest stag
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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

gentle lagoon
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Sounds good

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Everything is orange what happened

honest stag
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You went out of soft map bounds
Remove them in the "Map" tab, they're at the bottom i think

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They're there for reference for quake mappers cuz thats the quake map limit

gentle lagoon
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Oh

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You mean the console at the bottom?

honest stag
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Nah to the right

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Shiet im not at pc

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Hold on ill find a screenshot

gentle lagoon
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Aight

honest stag
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There

gentle lagoon
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Oh I got it

half dust
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Nice castle

gentle lagoon
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Thank you :)

blissful lion
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@honest stag no textures in your map :(

honest stag
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i forgor the palette, shit

blissful lion
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ah k

honest stag
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enable some other mod of yours, it should work if it pulls from there

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i'll update later

blissful lion
honest stag
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not a leak, i skipped all tex manually

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so it's likely one that's visible which i put by accident

blissful lion
honest stag
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is this behind the altar?

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or the tower

blissful lion
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next to it

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ah damn

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z-clipping models

honest stag
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aite

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thx

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you can probably dm me any bugs u find lol

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gonna upload an update fixing all of that + add a source .map file cuz i forgot

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also going to add some more detail and lighting aroudn the place

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also there's a doog bug i keep trying to fix

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i got an idea tho

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found a critial bug

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shit, this didnt happen before

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😧

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found a fix for a couple bugs, update soon

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also added some secrets

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lit up the key areas too

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BIG update basically

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uploading the update

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done

half dust
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I will check it out today

half dust
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How do I do coloured lights?

honest stag
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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

half dust
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Cool

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Is there a property to make buttons shootable through walls?

honest stag
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well not really ,no

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actually

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you can put an invisible breakable brush that triggers what you need

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or an invisible button

half dust
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Ah, I see

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It's not essential but that is a good solution

half dust
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I made some pretty significant updates to the Chapel of the Damned today

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It's really close to being done

honest stag
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Eyyy nice

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If you made gameplay changes i can re-record it

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Otherwise i'll just enjoy it again lol

half dust
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There are more enemies and other stuff yeah

honest stag
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Got it, will record

half dust
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I will upload my play of Baptism by Blood and send it over later

honest stag
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Thankyyy

crisp raven
half dust
blissful lion
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crossbow doesnt work on breakables too

honest stag
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found another critical bug in my map that i somehow didnt notice last time

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another big update with lots of changes coming

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hell

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gonna unlist the map untill i figure everything out

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did a ton more shit to it

honest stag
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it's live again

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NVM ONE MORE BUG

half dust
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Big update, new screenshots and videos

worldly aspen
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Dusk HD texture progress: 153 textures finished, 200-ish to go
Average rate: roughly 11 to 15 textures per week

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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

honest stag
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awesome

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wait, objects like, NEED separate tex?

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i thought they were mostly re-used from other stuff

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maybe my memory is fuzzy

worldly aspen
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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.

honest stag
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yea yea that

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also a bunch of objects re-use tex between each other

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like the coin bag and the couch

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so that's less work ig?

worldly aspen
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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

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I will redo "objects/tornado.png" though. Soon

worldly aspen
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one stunning example

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ah. exquisite.

muted glacier
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Good god. I didnt realize the base game had that many textures. Literal god among men for taking up the task.

gritty forge
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looking at baptism by blood rn

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beautiful lighting, must have taken forever to tweak

honest stag
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Yea especially considering i was making it on my shitty laptop

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Any compile took foreverrrrr

crimson patrol
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Nice target

gritty forge
honest stag
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how many skipfaces in the map i forgot

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a lot? all by hand

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had to squeeze every last bit out of it for the sweet seconds of compiling time reduced

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i could do a bit more but it's not worth it, like 10 faces or so left

trim sable
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jesus bro ultrakill most popular game of my view

honest stag
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missed the channel a little i think lol

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ultrakill is two blocks up

gritty forge
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you could try the built in compile for trenchbroom

honest stag
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Isnt that just a shortcut for ericw's tools anyway and you need to specify them

gritty forge
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yeah, but you can omit layers

honest stag
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i learned that by the point i got around to finishing this map, which was just recently when i got a new pc

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and omitting layers wasnt needed anymore

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  • i dont use layers and i'd have to go around layering things
crisp raven
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But layers are great

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For the first 30 mins you remember to use them

honest stag
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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

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i dont even use them for props

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just put a huge brush and ctrl+t them

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or select manually

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suboptimal i know

muted glacier
honest stag
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juan layer...

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i technically do have layers in the map

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but i used them to rush a patch so i didnt have to copy complex props manually

muted glacier
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Ahhhh i see.

honest stag
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if you add them up, it'll count up toooo over 5000

muted glacier
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Less horriifying than the reality of 5k brushes on 1 layer.

honest stag
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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

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imma find an example i scrapped hold on

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if i can

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this kind of cursed shit

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now the skull is fine

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the shit on the right is absolutley not

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yes this is brush pixel art

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yes each pixel is a separate brush

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and there were several of those in one spot

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yeah...

gritty forge
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you used func_detail, right vriska?

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shit forgot i don't think it'd even matter that much

honest stag
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wouldnt matter really, i dont compile vis anyway

gritty forge
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dying no vis

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god why why why

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why not just use a fence texture

honest stag
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well actually sorry it didnt kill the map performance

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it was fine

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it did kill my compiling times

gritty forge
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that's fucked

honest stag
crisp raven
gritty forge
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what about the lighting?

honest stag
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a fence texture wouldnt cast a shadow

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these would

gritty forge
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they do though?

honest stag
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in hindsidght they could have been optimised a lot and used after all, but it's too late now

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that's news to me

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i guess i never really used transparent tex too much

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they look too flat anyway

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actually i have some in the map, lemme check if they cast proper shadows

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wow they do, not exactly noticable but nice

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also i really love playing with saturation/brightness/contrast and i hope we get ways to change that for the player

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above is adjusted, here's default

crimson patrol
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Oh, didnt fully read

oblique eagle
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How to make mods for dusk?

honest stag
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depends on the kind of mod you want to make

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a custom level? a texture replacement? a model replacement?

#

anything else

oblique eagle
#

Level

honest stag
#

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

oblique eagle
#

Thanks

next halo
#

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

ancient depot
#

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

gritty forge
#

no way. can't wait for quetoo support thenleon

honest stag
next halo
high magnet
#

do eye divine cybermancy maps work

ancient depot
#

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

honest stag
#

Awesome

ancient depot
#

So... yesn't, it's partially by hand

#

but not enough for it to have been a waste of time

next halo
#

inb4 i can load tf2s ctf_2fort in dusk

ancient depot
#

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

next halo
#

wow

void wing
#

IS THERE A MOD THAT MAKES DUSK LESS FUCKING TERRIFYING!?

high magnet
void wing
#

that still scared the shit outa me

crisp raven
#

Im pretty sure that mod fucks up your game DO NOT DOWLOAD

high magnet
#

It does

#

It puts doug walker's face into the game

#

DO NOT DOWNLOAD

crisp raven
#

No like, I'm pretty sure the XML file isn't properly formatted and it messes up the game

honest stag
#

hello guys, new mapper here, looking for feedback on visuals on my first map

quaint heath
#

Has its charm. Lots of videogaming.

#

Keep at it!

honest stag
#

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

crisp raven
#

So you made the geometry and imported it into godot?

#

Poignant

crisp raven
#

👁️

#

No way

honest stag
#

the lights get imported too, in all their glory

crisp raven
#

It gives a preview of the lights?

#

For realz?

honest stag
#

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

crisp raven
#

yoooooo

#

The #1 thing I hate about lighting

honest stag
#

same, the only bad part

crisp raven
#

So you can make changes in godot and export the .map again to be used in TB?

honest stag
#

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

alpine depot
#

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

crisp raven
#

But when will Lower 2 drop?

gritty forge
#

no brush props. who hacked vriskas account

honest stag
#

not yet

#

but also godot opens up the wonderful opportunity to start placing blender models and have them fit in just fine

hot moon
#

this is actually a remake of the guardians head

honest stag
#

monke...

hot moon
#

anywho

honest stag
#

oh hey, planning to re-imagine dusk guns? i've also got a pack of them sitting in my backlog for 2 years now

quaint heath
#

oo

#

post

#

I want to see

#

( please )

honest stag
#

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

quaint heath
#

Sure thing

muted glacier
crimson canopy
#

i am here

gritty forge
#

hello dusk mods chat

honest stag
#

sup

glass hound
#

What it do

onyx bramble
#

Things

hot moon
honest stag
#

oh wait wrong channel

#

force of habit

#

oops

half dust
#

Blocked out the next map

hot moon
#

what guns does this thing look like

crisp raven
honest stag
honest stag
#

also nice, cant wait to play

alpine depot
#

I think u need to activate deez

#

:^)

high magnet
#

what's deez

honest stag
#

what's deez

hot moon
crisp raven
tight hedge
#

bro

#

this is so annoying

#

cant post pics

#

I want to post pics but I need to reach some arbitrary sent messages number

crisp raven
#

I forget what happened to your old account?

honest stag
#

Imgur time

hot moon
honest stag
#

Yeah?

hot moon
honest stag
#

Im gonna need some kind of portfolio first

#

Send me your best works

crisp raven
#

You should hire me too Vriska I can be the royal food taster

sharp trail
#

(but unironically that sounds cool, i'd be interested in working with you)

crisp raven
#

Looking for playtesters if anyone is so inclined.

honest stag
#

u know who's ready

crisp raven
#

Pog

sterile python
#

Hi, does anyone know which tool Dusk uses to import .map files into Unity?

honest stag
#

.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

sterile python
#

Ohh i see

#

Much appreciated

honest stag
#

godot howver has a tool for working directly with .map files if you're looking for that

sterile python
#

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

hot moon
#

know i knew what i was doing wrong i forgot to unwrap the thing so i did a do over

honest stag
#

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?

vernal garnet
#

isn't it as easy as going to the uv editor tab selecting the whole model and pressing U to unwrap the model

honest stag
#

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

alpine depot
#

cave level, anyone?

high magnet
#

this lighting fucks

alpine depot
#

i had an epiphany with the purples lol

high magnet
#

color theory achieved

alpine depot
#

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

muted glacier
crimson patrol
#

thats so cool

crisp raven
void wing
#

where can i find dusk mods

crisp raven
#
mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOON™

#

This site

void wing
#

is it just levels?

crimson patrol
#

theres retextures as well

void wing
#

how do i install any of these?

crisp raven
#

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

alpine depot
#

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

tight hedge
#

but its like

#

cave-ish

#

open ceiling

honest stag
#

that's a canyon

tight hedge
#

no

honest stag
#

yuh-uh

tight hedge
#

its a big cave with a hole in the roof, not a fully open top

honest stag
#

so like a well

tight hedge
#

im working on another level rn tho

#

more inspired for that one

honest stag
#

guess what ur mook now

#

post pics

tight hedge
#

do I want to though

#

I guess I do but

#

I like to make it a surprise

honest stag
#

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

crisp raven
#

I dont think so

woven oracle
#

Out of curiosity, on a scale of nier to quake 1, how easy is it to put mods in this game?

crisp raven
#

Quake 1

woven oracle
#

sweet

tight hedge
honest stag
#

Sick

#

My computer will die

still raptor
#

eventually you will have the optimized version

#

eventually

#

that looks insanely cool though

honest stag
#

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

alpine depot
#

HOLY SHIT

crimson patrol
#

That's so awesome holy shit

sharp trail
high magnet
tight hedge
#

I started somewhere around july this summer

#

I think

tight hedge
#

I scrapped it due to various problems I had with it

#

back in 2020 or so

crisp raven
#

YOooo GOG crystal texture finally being used

tight hedge
#

true

#

is that thing even used in vanilla

tight hedge
crisp raven
tight hedge
tight hedge
#

is there video of it

#

O

#

I found

alpine depot
#

god that is fucking mindblowing

#

i love the aesthetic

#

i love the use of fires in the magma pit

tight hedge
#

I used to have the anomalies to make little lava splurts

#

but it tanks performance

gentle lagoon
#

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

crisp raven
#

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

gentle lagoon
#

Alright and then I put the bsp where? I forgot

crisp raven
#

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

gentle lagoon
#

Oh alright

crisp raven
#

The mod folder can be called whatever but the sub folder needs to be called maps

gentle lagoon
#

Thank you
Powerful jump pad and no lighting lol

crisp raven
#

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

gentle lagoon
#

Yeah I already have

crisp raven
#

Noice

gentle lagoon
#

I made some changes to the map and it isn't applying
I put it in the qbsp

crisp raven
#

Hmmm

#

What changes were made?

gentle lagoon
#

I put skybox brushes and then environment light, and some weapons in spawn

crisp raven
#

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?

gentle lagoon
crisp raven
#

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

gentle lagoon
#

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

crisp raven
#

Hmm seems like it might not be compiling correctly?

gentle lagoon
#

Maybe I could screenshot what I did for the settings

crisp raven
#

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?

gentle lagoon
#

Yeah I am just left with a older version

crisp raven
#

I see

#

The output folder field doesnt work usually

#

Is there a bsp in your working folder?

gentle lagoon
#

Lemme see

crisp raven
#

The output folder only works like 50% of the time

gentle lagoon
#

It's in, and I replaced the files again

#

So now just ctrl c in the gui?

crisp raven
#

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???

gentle lagoon
#

Uh kinda

#

This stuff is confusing

#

This mod folder?

crisp raven
#

Yep!

gentle lagoon
#

Aight I got the weapons

#

No lighting though

#

And I can't walk through the skybox, also the jump pad is good

crisp raven
#

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

gentle lagoon
#

Oh

#

Alright I think I got the process down, I gotta update the working folder and mod folder and then it works

crisp raven
#

Exactly

#

When it compiles the new version goes into the working folder

#

Then you just drag it over to the mod folder

gentle lagoon
#

For some reason lighting isn't working though

crisp raven
#

is there a .txt file called "light" in your working folder?

gentle lagoon
#

Nope

crisp raven
#

Hmmm

#

Is there a text file that's just the name of your map/bsp?

gentle lagoon
crisp raven
#

Yeah the log file

gentle lagoon
#

oh

crisp raven
#

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

gentle lagoon
#

So what am I looking for?

crisp raven
#

Does it say if there are any errors?

gentle lagoon
#

Lemme see

#

Also this

#

I saw a warning though

crisp raven
#

What was the warning?

gentle lagoon
crisp raven
#

Oh yeah dont worry about that

#

Did you place any light entities in the map? (not light_enviroment just normal light)

gentle lagoon
#

I put a lot

#

Also this

crisp raven
#

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

gentle lagoon
crisp raven
#

Yeah it's annoying

gentle lagoon
#

Whats this? kinda random

crisp raven
#

Of that's just a chart of the wait and delay properties

#

You can put them on lights

gentle lagoon
#

Oh

crisp raven
#

It's not essential though

gentle lagoon
#

Clean.

crisp raven
#

👌

gentle lagoon
#

Ok well I know the map is updating but still not light which is weird

#

Also this isn't grayed out so

crisp raven
#

It's not outputting a light.log?

gentle lagoon
#

Uhh idk

crisp raven
#

should be in the working folder if there is one

gentle lagoon
#

It's there

#

Should I put it in the mod folder??

crisp raven
#

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?

gentle lagoon
crisp raven
#

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

gentle lagoon
#

Oh I'll move them to the ground then

#

Sad
Imma take a break for a bit

crisp raven
#

Maybe you forgot to move the latest version from your working folder into your mod folder?

gentle lagoon
#

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

crisp raven
#

Seems to be compiling fine. Can you show me all the properties for your lights? Like all their settings in TrenchBroom?

honest stag
#

Sup

#

Wuts happenning

#

@gentle lagoon ypur lights aren't working?

#

Send your map and i'll see what's wrong

#

.map specifically

gentle lagoon
#

Alright

honest stag
#

Gimme a minute

gentle lagoon
#

Ok

honest stag
#

lights shouldnt be forced into brushes like that btw, gotta raise them a little
i'll do that and compile

#

works on my end

gentle lagoon
#

For me they weren't in the ground like that

#

They were just touching the ground

#

But idk why my lights aren't working

honest stag
#

are you absolutely positive you're compiling the same version you're currently on

#

and not some outdated one

gentle lagoon
#

I can do it again right now

honest stag
#

yup try it

gentle lagoon
honest stag
#

try placing a cube in the map and see if it updates

gentle lagoon
#

Alright

honest stag
#

also do you have a palette file in place

#

shouldnt matter i think but still

gentle lagoon
gentle lagoon
honest stag
#

i mean the palette.lmp file in your mod folder

#

it shouldnt matter, but who knows

#

also you're using necro's gui, correct?

gentle lagoon
#

Yeah I have that

gentle lagoon
honest stag
gentle lagoon
#

Yup

honest stag
#

try also placing the dusk_transparent.wad into the same place where your palette file is

gentle lagoon
#

Alright

#

Then compile again?

honest stag
#

nah

#

just boot up the map

#

it really shouldnt matter but worth a try

gentle lagoon
#

Didn't work

#

Imma see if another one of my maps work

honest stag
#

so when u compile a map it should put out these files

#

in your working folder

#

can you send the .log file

gentle lagoon
#

I think I was forgetting the prt

honest stag
#

it's not needed

#

dont worry about it

gentle lagoon
#

Oh

honest stag
#

you know what how about i send you a map and you compile it

#

see if it has lights

#

tiny one

#

1 moment

gentle lagoon
#

Ok

honest stag
#

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

gentle lagoon
#

Alright

#

I did something wrong

honest stag
#

?

gentle lagoon
#

It's not showing up

#

I put the bsp in working and mod folder

honest stag
#

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

gentle lagoon
#

I just had a mods folder no maps folder

honest stag
#

how did your map even launch without that lol

gentle lagoon
#

I dunno but it worked

honest stag
#

what is your output folder set to

gentle lagoon
#

id1/maps

crisp raven
#

Output folder works?

honest stag
#

also can you screenshot your mod folder and the maps folder

gentle lagoon
honest stag
#

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

#

like this

gentle lagoon
#

Oh ok

honest stag
#

well there you go, now try your actual map

gentle lagoon
#

Aight

#

Now it's a older version of my map Imma reupdate it

#

Imma try this a little more tomorrow

honest stag
#

it didnt work?

gentle lagoon
#

It's loading a older version without the block or light posts

honest stag
#

your mod folder setup has got to be a little messed up lol

#

needs a cleanup

gentle lagoon
#

Yeah

honest stag
#

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

gentle lagoon
#

Alright I think I can set that up tomorrow

honest stag
#

got it

gentle lagoon
#

You have a good day

honest stag
#

👍

honest stag
#

can't walk through the gap but can ride through on a platform

#

dont ask the why the whole map is a door

crisp raven
#

What does it all mean?

gentle lagoon
#

I have some good news

tight hedge
#

god I really want to finish one episode of like 4-5 maps

honest stag
#

Nice

tight hedge
gentle lagoon
#

That map is beautiful

tight hedge
#

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

crisp raven
tight hedge
crisp raven
#

What is this level called?

tight hedge
#

thinking about naming it the city of dis

#

/ iron dawn / titan complex

crimson patrol
#

All 3 of those go hard

raven badge
#

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)

crisp raven
#

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

raven badge
#

yep ended up figuring that out

raven badge
#

crap
screw me ig for not using an os that noesis works on

#

does anyone have an stl?

honest stag
#

Will that be suitable

#

I assume you'll export them from there easily

worldly aspen
tight hedge
#

Whats noesis

#

Better SDK?

quaint heath
#

model view and extraction tool

tight hedge
#

O wait

#

is it the thing you use when making models for quake etc

#

I think I used it before

honest stag
#

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

tight hedge
honest stag
#

My guy what the fuck

#

That will explode my pc

tight hedge
#

pov all the lava textures emit red light

#

with _surface

#

I dont even use bounce lighting on the map

raven badge
honest stag
#

siiick

ancient depot
#

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

honest stag
#

good call

#

actually hold on i'll drop the trees and some other bs not in the zip