#dusk-modding
1 messages Β· Page 5 of 1
@crisp raven @blissful lion
PEAAAAAAK
christmas 2021 (+2) is real!
IT'S REALLY REALLY REAL CHRISTMAS 2021(3)
DUSK SDK... DOES EXIST
@ancient depot THANK YOU!!!!!!!!!!! I AM SO HAPPY

we are SO BACK
coop is also coming christmas 2020
WOOOOOO CHRISTMAS 2020 LETS GO
i am so happy you fuckers have 0 clue
omg it's finally almost here
it's honestly unbelievable
5 long long years

dusk sdk has become real
honestly im kind of glad i got into this game relatively recently, waiting all this time would have drove me insane
*driven βοΈ π€
:0
Will we be able to load custom maps in Duskworld too?
Dusk SDK in 30 day
dusk sdk, just a week away
Dusk sdk, hey hey hey
My body is ready
Day of Reckoning
modding tools
or rather modding support
proper that is
dusk currently has modding support but it's limited
It's the second coming of Christ
this update is gonna be the REAL sdk
Dusk hunting mod where you just kill deer with shotguns and rifles.
How to play Dusk with half life maps? I tried looking pretty much everywhere to least obvious to most.. Could not find anything
also main site doesn't seem to work for the How_do_I_run...
yeah I can't seem to access https://dev.newblood.games/index.php/Dusk:FAQ#How_do_I_run_Quake_maps.3F
Copy the valve folder from Half-Life into SDK/mnt/local/
Thanks
I think I tried that but it didn't work. Will try it again but less recklessly
Make sure you also go into the modding menu and turn on the mod
Otherwise the maps won't be listed
Only problem I noticed is I start with no weapons and no weapons spawn for me and a lot of things are broken like the big doors and tram as well
Anyway to start with weapons?
thanks
The STATE of this channel (good)
so now that the sdk has a confirmed release date is there any info on the confirmed capabilities of the sdk like scripting and what about existing maps and if they require updating
Scripting won't be there at launch, but there's limited functionality for making your own entities.
Some maps may require updates, more details on that will come later
69 DAYS REMAIN FELLAS
Will the update allow for enemies to walk through open doors?
i was gonna add that dusk hd was gonna be a big joke of a mod if not for garumin
nah the enemy models and weapons were bussin
lol
dom did a great job
I'm continually surprised by just how big the demand is for dusk hd
reposting this
Thanks Jakob for keeping in mind that the devs are human
What do the names of bestselling Steam games have in common? Words like Manager, Tycoon, Remastered, and HD. https://t.co/D3l8lnwRiR
the HD alone is enticing enough
Vriska out here thinking anyone besides the mappers themselves care about or play Dusk custom maps π
The unfortunate reality I've learned is that these days people are much less likely to even look at mods if there isn't an easy Steam Workshop "install" button
My mistake was not pushing right for workshop from the very start there
I like how textures in the game are easily accessable so I was able to make my guns look like they have cool heated blue finish on them
used gimp to do it
I've used quite a few Dusk textures in the 3D Maze screensaver.
oh ok, I checked online on gamebanana for mods and there is only one dusk mod which contains a texture change, moddb had a couple more mods and nexus has one which makes all textures 4k
for some reason nexus only has one mod posted online
I could turn my gun textures into half life scientist.. I could change the sound as well probably
each shot is a scientist scream/stop
Sounds silly!
Yeah the goal was to try and mimic the simplicity of doom modding
Is the one guide in the pins for making Dusk maps still a good place to start or are there any other resources?
Or should I just wait for the full SDK lol.
if scripting is out of the picture for now then custom multiplayer maps is probably also a no then
Multiplayer is a ways off
We're merging Duskworld into the SDK as part of the co-op stuff, which begins next year
sadly yeah
except for skins in fighting games
don't worry, I'll make the nude mods for Dusk
is there a dusk vr mod?
Dusk but you die irl when you make a mistake
Omg ask update???!?!? this means I need to quit procrastinating, and add actual gameplay elements to the level instead of just focusing on the map itself
OMG HI!!!!!!!!!!!!!!
STRISSEL HIIIIII!!!!!!!!!
all the real ones are coming back
I FORGOT TO PING SKADE
@tight hedge
SKADE THE SDK UPDATE IS COMING SOON!!!!!!
I also haven't opened trenchbroom in months
So glad to see everyone returning
Hi Vriska!!!!!!!!!
still gotta fix me map
the foken texture machine broke
all black
:(
kinda lost my motivation bc of it
in editor or in game?
in tb rather
@mild juniper idk if u still care my man but i remember u really wanting that sdk update
So are we going to be able to change UI elements? (E.g. different hud for bullet counts, etc.)
only zombie can say
I mean
editor?
Idk probably in game too
lol
doesnt matter its still impossible to work on
by editor i meant trenchbroom specifically
guys
would you mind sending me the .map if you have the time?
I have a custom weapon I made for dusk
I can do it tomorrow
π will be waitin
it's a fangame haha
I rly wanna get back to that map I was working on
it was honestly so nice
I was really proud of it
sure it wasnt optimized in terms of geometry
but
visually it was great
i hope to see it come to release
it will if I get the textures fixed
but I have some reworking to do
and lots of balacing and enemy placements
- secrets
and its only partially done
fhttps://cdn.discordapp.com/attachments/586508960128040961/1017915688276475924/unknown.png?ex=651d361c&is=651be49c&hm=75b60cbc233ffddcb69bc7c42ea4b57a83b7edad8e9584a06632dde500cfffae&
https://cdn.discordapp.com/attachments/586508960128040961/1017915758937915493/unknown.png?ex=651d362c&is=651be4ac&hm=f58cdcb6c964be1c5cce7659443c6cba4499b2df053981714e692ecafd9fc7cc&
https://cdn.discordapp.com/attachments/586508960128040961/1017915824150954184/unknown.png?ex=651d363c&is=651be4bc&hm=457ce0dfc94f6432d4a3194dd3f06de0c9fc4b9c86c6119d23e2fc29509f1b47&
https://cdn.discordapp.com/attachments/586508960128040961/1019679216792522783/unknown.png?ex=651db1c6&is=651c6046&hm=028a6e3ce1b65f4cd4a69684f3fd068f96dad103af877da58c2ba315b74e1970&
https://cdn.discordapp.com/attachments/586508960128040961/1019679436922163230/unknown.png?ex=651db1fa&is=651c607a&hm=fd5ee499329e364b3542078b2533f420e72d9231fb59a3b9244bfafeb0f38145&
i remember all the screenies
ppl were losin their minds over how this map looked and deservedly so
would be a great addition to the initial workshop drop
yea
nekravol inspired + some art I found about hell + my visit to rome
funny combo
I wanted to make it look like some chaotic timeless conglomeration in hell where ancient structures meet with new buildings and industry
hence the roman arches and with brick buildings and columns next to factory chimneys and giants chains and pipes
real life architecture inspiration is based as hell
some of my best visualls come from that
It was very superficial inspiration
More of the vibe rather than using references
Only to the extent of replacing the graphics
I specifically like this for some reason
the shadows hitting off the funnel are really good
and the little bits of ambient occlusion by the edges of each ring, really nice
But is there support for custom enemies and weapons? :O
To a minimal extent
And if so, will there be a template/original enemies to modify
You can make new monster entities that function like reskinned/slightly edited base enemies
For example you can make monster_penis that is a bone ball with a different model and 9999 health
But you can't add new behavior that doesn't already exist in the game (yet)

It was supposed to be a 4-5 part experience set in Roswell, New Mexico, in an old timey western town, but as you progress, you navigate the mines and a sewer system beneath the town
(because in like 2021 I think Vriska said all sewer levels were utter dogshit, and I thought it was hilarious)
And all the hidden areas were Wolfenstein themed (although maybe I've grown less edgy and will remove the windmill flags to not scare people away) and it culminated in a sick ass arena fight, but I stopped working on it because I wanted to come back to it when I had learned more.
Well it's been like 2-3 years,and I've learned more. And it was literally the first TB project I had ever attempted, so it's unoptimized as hell. No way it will be done for the SDK release, but maybe that's a good thing. I'll get to utilize new SDK stuff.
me very excite to see the new stuff u make
textures fixed
we are so back
though it looks cool without textures in game ngl
ambient occlusion my beloved
Dusk hd with Ray tracing
hi bros!!! 67 days remain
how do you get ambient occlusion
Sorry for pinging but I can't contain myself, will the new SDK have particle, fog and baked entity lighting support? π₯Ί @ancient depot
What the fuck
You beat me to it. I was gonna ask about fog. Vis support as well?
ππ₯Ήπ
particles and fog yes, by baking entities do you mean like, lightmaps on the dusk objects? In that case no, it's not something the SDK itself could add since it's more of a map compiler thing
What about multiplayer map support?
No vis at launch, but it might get added in a patch. Especially if we consider porting the SDK to Switch or something
Basically every other BSP feature is implemented now though
In time...
Must get time machine
I'm not sure if this is the answer to another question I have, but what about light styles? Or is that the same thing and I'm dumb?
Light styles are in, believe it or not
You can now have your flickering lights
Funnily enough some dusk maps were compiled with light styles in them (like duskstein), so they have a few subtle flickering lights now for things like flames
What I thought you meant was like, placing a dusk tree and having it get shadows in the map
Can enemies pass through open doors π₯Ί
Still being experimented with and it's kinda jank rn so we'll see
But it'll at least be better than it was
π₯Ί
Oh, I thought that would be the main thing. You can't really call the SDK complete without it. Kinda scary tbh π€
True but the SDK wasn't going to be complete after this update anyways
Oh, okay. But still workshop and everything is kinda meaningless if enemies still can't walk through doors. Who's gonna play a map like that?
π
There are options I've tried that "worked" just not to a standard I liked but we'll probably just go with one of those if a more foolproof method doesn't come about
tl;dr yes they can walk through doors, it's just that it's not perfect yet
What is wrong with the methods you've tried?
I hope you find a solution you're satisfied with
Consider that doors and moving platforms are the same thing and you can probably imagine
@ancient depot also are func_illisonaries fixed so you can shoot through them? And if youβre not toally done adding features and if itβs not too hard to implement Iβd love it if there were a trigger to change fog properties
You guys could always just do the fuckery that I do, and have all the doorways open at the start, and have a button the player triggers when they spawn that teleports all the doors into place.
Enemies freely walk through doors. the only caveat is, if you close a door after an enemy sees you and starts chasing you, they phase through the door I'm pretty sure. So it's a one time thing. It's been awhile, so I don't remember exactly.
God, I'm so excited for Friday night when I get off work. Putting my baby to bed and opening up Trenchbroom for a night of map making

same
well not exactly
I just use spawnflag 33 so it starts open and has toggle, then I put a trigger once that closes the doors at the start of the map and then when you open the doors again the maps AI pathfinding grid thingymajing will have calculated all the doors to be opened so it works
and enemies cant phase through solid brushes or see players through those doors anyway so its just an objectively good solution
only issue is you cant make doors open with E you have to use a button or trigger of some sort
where can I find dusk.wad
Use this one. It's the same but has transparency on the appropriate textures
Put a rectangular invisible button that's a little bit thicker than the door in the same space as the door, so it emulates just opening it?
Also, how do you make the lights on the building stand out so much? Emissive textures?
my guess is they're fullbright yellow cubes behind a fence texture
gives a similar effect, if not exact
thx
how do I get ne_q1 compiler?
ne_q1 isnt a compiler, it's UI for the compiler
we use ericw's tools to compile maps
oh sorry wrong thing
here
i have been on github for years and I still dont know how to download something without being prepackaged
foun- thank you
ok but how would you walk through it?
unless you can use skip brushes for that
just assumed it doesnt work
its a water texture thing
they display as fullbright
well this one at least
I think so? I don't remember exactly. If you give me like 8-10 hours, I can give you an answer. But Vriska's correct; you should be able to parent the button to the door and they'll both move out of your way, regardless of whether it has collision.
66 DAYS REMAIN BROS
Also, yum.
Emissive fullbright Piss water
yea I was thinking abt that too
but it just seems a little too much for your average application
only good sometimes ig
maybe for swing doors once we get those
usually the metal doors make more sense to open with buttons
garage doors would also be cool to use that method with
When the SDK update comes out, all the map makers get 1000x
NewBlood Bux.
i think theres something like trigger start that i used
also i think i tested it, they dont phase trough the door even if they have seen you
its trigger_auto
you parent every door to a func_wall_toggle that has spawnflags 1, meaning its off when the map loads, and then the trigger_auto sets it to on
You need the door to have toggle to in order for it to work Iβm pretty sure
Didnt work for me with spawnflag 1 only
the func wall toggle is the one with the spawnflag
you just parent all the doors to that func wall toggle
so doors arent even there when the map is loaded
how do I playtest a duskworld map? (justme)
duskworld isnt supported in the sdk rn
well the sdk is the only way to load custom maps right now
Aight?
Levels cannot be added to Duskworld unless you're a dev of course
But you cannot mod new ones in
so how did they make Forge?
A very rare favour
yea or you just give it spawnflag 33 and then it will be opened by default and toggleable
less work
a dev went out of their way to recreate the map that community made for use in duskworld
i guess Ill wait another 15 morbillion years for the duskworld sdk update
see you guys in 1305 G.C
You know, I never thought of that. It would be fun to make a map for duskworld, and just not upload it until that future update comes out.
i dont understand your approach
if you set the door to start open but in the map it will appear closed the enemies wont be able to go trough once you open it
it will
if its set to start open the compiler will ignore the door in the nav mesh
or SDK idk what creates the nav mesh
the compiler has shit to do with the nav mesh
its unity whcih does it, and if the object is there when you load the map then it will think the object is always there
idk i remember trying this and it didnt work
you can try it on the doors of my map crimson cesspool
not all of them have it
but many do
many of the bigger main ones
theres no trigger when you load the map that makes the doors close?
there is
wait so every door has a tagetname
so you cant open them yourself
i mean whats wrong with my method
you set a parentname for each door instead of targetname and have an extra func_wall_toogle
and you can open the doors yourself
thats cool
I misunderstood and thought your method also didnt allow you to open them yourself
ok cool
We out here
Looks sick af
a magic container
No way its the red mesa facility
Love how it looks
Please tell me that containers move
They do not ποΈ
is there even any easy way to get them to move
func_door.........
i believe if they move fast enough they insta-gib anything in their path (assuming dmg values are set in the entity) however im not sure if that mechanic extends to the sdk lol
i think it does, to an extent, iirc
Func door wouldn't look right
It would have to loop one direction
Something like func_train would be more appropriate though Im pretty sure that isn't functional in the current SDK version
its a %90 chance thats a ZIP bomb
How do i make Dusk maps?
Found it
Is there any way i don't need Quake to do this? I have Quake II i thought i had Quake but i do not
are we getting custom model support for props in new sdk?
Yes
@ancient depot do i need Quake to make maps for DUSK or can i use something else?
You don't need Quake nah
How do i make maps? I was following the guide i found on Reddit
Same process as for Quake, grab TrenchBroom or any other editor of your choice
Make your map, save it as a .map file, then use ericw-tools to compile it into a .bsp
I'd explain in more detail but I'm currently on my phone working at our PAX booth lol
np!
Really PAX expo?
Yeah, PAX Australia
didn't even know that was happening π
Where is it? I live in Australia
Wait i found it
Melbourne Convention Center
How do i make the map? With everything
Idk if it will use the Dusk files
can you send a video on how to do it? Idc if it takes a while since you're busy @ancient depot
Bit confused sorry
I've made Maps for Goldsrc and Source 1 and 2
I checked threads ill check pins now
@ancient depot i found this but it says its outdated ill look some more "https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941"
Reading this message by the Developer himself

Btw dusk can load goldsrc maps so you can actually just follow that same setup too
Several dusk mappers do!
alr ik how to set that up
ill try that
i got the Dusk Wad and the Tools
Anyway i can make different profiles for J.A.C.K because i want to keep my HL1 Profile 
Realizing what was left of my western map from 2021 got wiped when my computer storage was corrupted last year

Probably better that I start fresh anyway. It was unoptimized garbage, but boy did it look cool.
I have a version that was last saved June 1st, 2021. And I hadn't done much of anything to it yet. The Wolfenstein area didn't even exist.
Sigh
Lost media I guess. My poor dynamite contraption π©
And the only person I ever shared it with was Q-dude and our DMs just don't exist anymore? He dropped off the face of the earth and deleted his discord.
i remember q but yes he deleted his various discords several times
i may try to reach him on steam
idk what was up with that
It's no big deal to me, but it was a nice project to look at as my first even if I'm going to start fresh. I talked to Q In the quake mapping discord a few times and then here quite a bit
THE STATE OF DUSK MODS HAS NEVER BEEN BETTER
Catacombs? More like, cata-cooms!
seriously, that is so atmospheric it makes me sick
Kinda gives Bloodborne Chalice Dungeon vibes. Love it. Can't wait to see it

gonna finally stop procrastinating and actually get to it
especially with dusk hd coming up
getting a very basic map out by the end of this year
mark my words
How big we talking
not e1m1 basic
but nothing too ambitous for now
- im lazy so it def wouldnt be done in a day
Do u mean complexity or size
complexity
i might cave in and settle for making a super baby map for my first time though
Do it
we'll see β₯οΈ
noted
Im gonnna dm ur ass in 24 hours if i dont hear back
will the sdk have endless mode support?
Yeah, just no multiplayer stuff at launch
oh boy I get to make those duskmentium survival maps after all π
trying to make my map a bit more defined because a lot of the textures and red coloring blends
so Im adding some defining textures to break things up and also experimenting with some orange fill lights
luckily when we get fog its gonna help massively
thinking about a subtly purple or brownish red fog
Sweet! Maybe someone can port the Switch map to PC.
How do I trigger a music change again guys?
You need a trigger to target to music change trigger
So you need to trigger the trigger essentially
okay gang. help me. booted up the sdk and for some reason, I dont have the dusk folder in my local file anymore, so I have no textures in game. where/how do I get that back?
to clarify, i navigated to SDK>mnt>local> and there used to be a "dusk" folder there, which is gone now, and im assuming thats my issue

that worked.
thank you!
now I can go back to modeling nsfw Jacob makes DuskDude a smoothie
okay, I ended up having to follow the steam guide to setup my folders and downloads for TB and everything, but when I compile everything it doesnt compile lights. I vaguely remember having an issue with this back in 2021, but dont remember how to fix it.
and on top of it, Ive never used the necros compiling gui, which is where I think my confusion is coming in.
they should release my planned map mod for the dusk big box edition as an included DLC 
that would be soooo funny and hilarious and giggly-goo inducing
fr
whats gonna be the name?
@honest stag
not 100% decided yet
Bruh you best step up else we grab this d00d for nbk
I saw his maps for that I like em a lot
Chernobyl
god Im so excited to release this map
it has so many cool features and gameplay gimmicks
cool doom map
also lmfao the sheer amount of STUFF in this pic
Some very nice greebling there
I fear running this on my computer.
The beginning of the journey. Good luck!
Thank you my good friend.
i still have to find out how the fuck doors work
after that i'll probably try to create babys first dusk map
will func_vehicle be real in the new sdk
back on my shit
actually oops my brightness is lower than it should be
...or wait is it just my second monitor
yea it is
CURSE OF RA
How will we setup waves for endless? Scripts or intergrated into the sdk
So I make a trigger that the player walks in that targets another trigger with a "music" key? I guess we can't use the intro on the transition before the loop can we?
you could fire the trigger with a delay
set to whatever is the delay before the loop starts
what i mean is
play the intro, switch to an intro-less ver. of the track when x seconds pass
So the trigger would trigger another trigger after a delay
yea
Cool
been a while since i touched trigger bullshit so idk if you can put a plain delay on the first trigger
but you should? seems basic enough
How do I make one?
just spawn any other point entity and rename it to that
Rename it to what?
to trigger_changemusic
That works great
Now I just need to work out how to get it to change back to ambience after the fight
well
the immediate simple solution is a trigger_counter to check when all the enemies are dead
but it'll cut to the ambience track very sharply
unless you do some serious fuckery and switch to the end part of the combat track, then with a delay to ambience
Oh, counter. I thought that's what multi_manager was.
There is something called e1m2_action_transition. I wonder if that's supposed to be used when transitioning back to ambient.
multi manager is for triggering multiple things are once or with delays on some
Oh
No I don't think that's right. So it will just abruptly switch back to ambient as you say. Probably disguised by the sound of the last kill a bit at least.
That's awesome. I just don't want the counter to display a message then it'll be perfect.
Yep, just set it to 1 I think.
yup
@ancient depot Are rotating doors going to be easier to implement?
Yea I wanted to go a lil more complex than standard dusk maps
oh
I used a hacky method for this in one of my maps I forgot which
I just send an empty message right as the message triggers
its really janky
I still get a sequence complete message
are you putting the message property on the end trigger or the trigger_counter itself
I didn't put any message property but I guess it would go on the counter
That didn't fix it
try putting a message on whatever you trigger then
Or maybe it needs to be message -1 or something?
i thought it'd be just a space
That worked. Putting a space in the message field of the entity the counter is targeting.
I have a button that opens a bunch of doors and triggers a bunch of teleporters. How would I get that button to change music as well?
Is this where I'm supposed to use a multi_manager because I can't find any info on them.
yea that's a multi_manager
here's how it works
multi_manager is a point entity, you add the targetnames of the entities you want triggered as the keys
and then the values of said keys are any number, which will be the delay of whatever is it you're triggering
here's how it looks
one sec
[cat:Tutorials]
[cat:Intermediate Tutorials]
[cat:Goldsource Tutorials]
[cat:Mapping]
[file:multimanager.zip|Download attachment]
= Multimanager
This tutorial assumes you have a basic working knowledge of Worldcraft/Hammer. If you have familiarized yourself with Andy's [i]"In the Begin...
It would make sense to use these instead of multiple triggers for delaying the loop and playing the intro/transition
ey there u go
lol this is what I did
never used multi manaher
manager
it's a lifesaver sometimes
always just use multiple trigger multiples that use the same targetnames
u can do megacool shit with it
maybe I dont understand what multimanager is tho
Im guessing its just a way to trigger many things with the same target?
thats cool
It's working well so far. I haven't done it for the button that activates a billion different things yet though.
I noticed the message was still displaying for a split second. Maybe that's unavoidable. Going to try something.
yea that was my issue too
I think there was some other hacky thing
like \n in messages breaks the message to the next line?
so maybe if you spam \n\n\n\n\n\n
it will move the text down?
idk
not sure
I forgot
Oh God
But won't it still take a second to overwrite the default
Why doesn't the spawn flag work
Curse you spawnflag!
oh right Im dumb
aint nun u can do cuh
fr
πΌ
UGHHH
I hate making new big areas for maps
its so daunting
once I get a good foundation its fine but like
the first 10% is torment
I have 2
i remember some weird shit happening when i gave two objects the same targetname so i always use multi managers
nevr had an issue
New map coming along great
Why..
i think god should kill you
Vriska, liven up the chat. I'm bored at work. How many days til the update?
61 days
Nice. I've got about 20 days then to procrastinate before putting together something mid.
any suggestions for starting on dusk mods?
depends on the type of mods you're looking for
and do u mean start making or start playing with mods
like custom maps ig or in general
I just want some suggestions to try and find the types of mods
also i mean playing mods
go to dusk.mod.io and that provides all ways to sort mods by type and download count
usually includes instructions
You cant make maps for endless mode yet
Cannot wait for endless mode maps. I will finally be able to put Nacht Der Untoten to use.
That first one looks like an album cover
honestly, yeah, I can see it, pretty cool
so does anyone knows if my old ass map made with the first version of the SDK will work on the full release, or will I need to do some changes, been out of the game for a while
Most stuff will continue to work
It's mostly things like texture & sound mods that'll need changes, since the folder structure etc has changed
cool, doesn't sound too bad
dude!! I love it!
When zipping a mod to upload it for others, am I putting the skybox textures into the id1 folder like you would with Quake?
This is how my mods are structured and it works
The top folder is where I put the skybox textures
Thank you so much. Just restructured all of my dusk/Trenchbroom files for mods, and I'm a bit rusty.
Get into my swamp?
make a creepypasta map with this
will we have to redo all textures? :(
In your custom maps? No
I'm talking about mods that replace textures in the base campaign
They just need to be renamed
Well, those are already "easy" to do -- the issue is just that TrenchBroom doesn't allow you to change the origin afaik unlike Hammer & JACK
I've tested a few different approaches as workarounds (i.e. letting you place an entity that acts like an origin modifier) but the real fix would be for TB itself
Funnily enough, an issue report for TB was just opened about this a few days ago: https://github.com/TrenchBroom/TrenchBroom/issues/4347
Oh shit! So TB is inferior.
For this singular thing, yeah lmao
Note that currently you should still be able to use origin brushes to achieve it in TB
Create a little cube brush as part of the rotating door entity, and texture all sides with a texture called origin
Put that brush where you want the pivot to be, and ericw-tools will recognize that and compile the door brush with that in mind
So the middle of that brush would be the origin?
yeah
Dope
origin.wad?
I thought that was just the default way to do it lol
Is that not something used often by Quake mappers? In HL it's all over the place
(re: origin brush)
It is, yeah. The issue was just that TrenchBroom doesn't have a proper tool for setting the origin, hence the special "origin brush" you have to add to the entity as a workaround
(specifically referring to the more modern Source/Hammer workflow)
you can't just do that
because of that .map loader i've been sharing in #1054772705867608115 i tried making my own barebones dusk map
Oh yeah. Suicide by Cowgirl π₯΄π₯΄π₯΄
i figured out how to light shit!!!!!
the massive urge to just incorporate every single idea i can think of is so huge tbh
only a few years until i figure out how to incorporate the third dimension into my map layouts
Nothing quite like the first map π© π
it will be so shit in the best way possible
:3
does anyone know the name of the "Beans" texture?
Can't post screenshots, but its the one used in alcoves in the upper areas of e3m2
Yooo, castle themed! Pretty awesome
i have absolutely no idea what aesthetic i wanna go for
only thing i have is a few vague ideas of locations i'd like to make and thats it
just need to somehow weave all of that together into one map
nvm I got it, just called "weird"
Use this wad for the trees. It makes them have slightly less transparency so it's closer to the texture in the campaign
It would become playable
I just had a thought
will we be able to make custom particles with the new SDK update too?

just download unity and make custom dusk
Oh my God.
What the fuck
"Someone made the whole 'The Legend of Zelda' in Dusk"
*Lz
"How do I turn off Numlock"
"BRO"
"HOW"
"NUMLOCK WONT TURN OFF"
lol

Certified NewBlood Translator. 
@acoustic quest from what I remember, when you're on the Vegas strip, after you leave Mr. House's casino the first time, you get approached by a ranger that will lead you to an ambassador to join. But yes, wrong server π
The NCR guy just gives you a letter telling you to go see the ambassador
wha

is there something like sdk to create mods for dusk?
or yall just manage game files?
read pins for info
Should probably wait till next update though, more SDK stuff is coming
ok, thanks
so the SDK wil be like a map creating tool like Trenchbroom or Hammer?
nope
it'll just support more features so that we can make more complex maps/mods using tools like that
will it make compiling easier?
it's already easy
or do I need to download external software?
you need to do that and will need to do that to make mods/maps, yes
that's....
uh
bit disapointing ngl
but atleast were gonna be able to do endless maps
it would also add years and years of dev time
wdym
making a level editor is very difficult, why bother when there's already a fantastic, flexible and intuitive variety of tools out there
i mean trenchbroom is a bit 2 diferent than Hammer or Radiant (which ive been using for years now), i mean just moving something vertically on trenchbroom is a pain in the bum
and something that really just annoys me for some reason is the fact that I need another software to compile maps
but thats a me problem ig
also a lot less documentation which is weird since the quake engine has like double my age
you just need something that can output a quake/half life bsp in the end
source will be supportd too iirc
aight guess its time to bruteforce Trenchbroom tho
you dont need to use trenchbroom if you dont want to?
people already made maps using hammer
fr?
or J.A.C.K if you're into that
you dont need quake compiling tools, you can just use whatever is it that you use for half life maps
Hey thanks for clearing this up
i think im gonna try trench a few more times and see if I prefer it over Hammer
last question: how do I make it less cunbersome to move an object on the y axis
i mean
we pretty much all use ericw's tools
and i personally along with quite a lot of people use necro's gui to make it easier
for moving things up and down I usually hold alt and just drag the mouse but page up and down works too or using the viewports. Furthermore if you wish to have objects lock to a horizontal axis you can hold shift while moving them and they will lock to that direction.
For the compiling which are you using and how are you going about trying to compile the .map file?
If you're using Trenchbroom you can always hit f1 to open the manual
im using ericw's with necros gui
And it's only outputting those two files?
yup
Can I see how you have the fields filled out? Like working folder source map etc
Output folder field doens't work sometimes so try keeping that empty. Also Quake doesn't need to be filled out either
so nothing in the engine dir?
so about the output dir
I keep it empty. Filling it out breaks the program because it's old and cursed
so where does the bsp and such go?
Working folder
I make it go into the same folder as my .map file
and then just move it to the Dusk directory
But people do things different ways
For the tools folder is it pointing to \ericw-tools-v0.18.1-win64\bin or just \ericw-tools-v0.18.1-win64?
In that image I cant tell if it's cut off or if that's the whole thing
and its fixed
π
lmao thanks
Np have fun
any tips and tricks before I go in?
Don't forget about the manual and dont hesitate to ask questions π π
Do you have texture wads?
yup all that set up
Noice π
btw are the Altar ents present in the game?
Yes
ive never seen them?
Wait I might be wrong
where are they present
I think Im wrong actually
Has anyone ever made a jump academy map for the riveter and stuff?
There is like one single rivet map and it's 2 or 3 years old now.
how are you guys able to make maps
i sketch out the layout in paint and then i decide everything is wrong and start over again
if you parent a trigger_hurt to it, i suppose yes
splendid
how does light_env work?
O YEA
will we get the ability to make scrolling textures for maps too?=
like lava movement and water and blood and stuff
I wanna make one but it will have to wait
Im a bit of a tf2 rocket jump afficionado
so
maybe apply some of the stuff from that game to a map
It doesn't
You can only get so far from sketches. Though they are helpful they're only a starting point. Things will change sometimes drastically from the original layout. That's normal. To get something done the best thing you can do is just get in there are start creating.
The process will only get easier with experience
so how do I make outside lighting?
like sunlight on the entire map
and how do I change the rgb values on a normal light source?
So
Sry for late response but
You're supposed to use sky brushes
sky brushes are basically a block in the sky that works as a celling with any texture that has to start with sky
to have that brush emit sunglight - have a light entity with a property _sun set to 1, and make it target any info_null entity
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
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 of it will determine it's intensity (works the same as light intensity on normal lights), and _sunlight2_color does exactly what you think it does, changes the color of this ambient light
what _sunlight2 does is put an ambient light on all outside areas basically
@void crescent
k thank you so much
so its just a big directional light inside skybox brushes like in Source
gotcha
I've dabbled yes
what
Nothing :)
dusk desert bus,,,,
duskert bus...
can you add scripts in dusk mods or are dusk mods strictly maps until the sdk comes out
Strictly maps for now
Scripts won't be in the update either, but you'll be able to create custom entities to an extent
You can inject fully custom scripts using regular Unity modding tools though, it's just not officially supported
that's what i meant
After 3 years of this map sitting in my backlog, 80% finished, i finally decided to come back, crank out the last couple of rooms and release
The ending might admittedly be rushed as i've completely lost the original concepts and ideas i had for this map and just didnt want the rest of it to go to waste
Enjoy :)))
i have a few minor nitpicks
you can stare straight into the abyss if you stand ontop the broken pillar in the starting room, the button on the right from the starting room has some z fighting going on once you press it in
and chests shatter like glass
otherwise was a little confused as i had no idea what exactly i was accomplishing by pressing the buttons and completing the sequence
very fun map though
also pretty sure saving and loading fucked some stuff but that's just a dusk problem i'd assume
4-2
π₯ SOMEONE CALL THE FIRE DEPARTMENT π₯
π NEW MAPS JUST DROPPED π
π¦ GET EM WHILE THEY'RE HOT π¦
π» HAPPY HALLOWEEN π»
@honest stag
holy fuck these look so good
No there are none
love that i got the game a week ago barely any new mods and thought that mod comnmunity is dead as disco and now 3 cool maps in 2 days
if you got it a week ago, there's still a massive backlog of things to check out
and i do mean massive
yes true but also cause i consider maybe making a mod eventually
even if its just some texture or audio mod
later might be nice since i do sound design apprenticeship now
but ye more if people still check out mods
which would be the case if people still make them
what would u say are the essentials? in terms of levels or maybe instead of essentials ur favs @honest stag ?
Imo, play Shadow of Strelok
Black Industrial Misery
Duskstein is a fantastic map that doesnt get talked about but idk if it's playable
I really like Taiga, very underappreciated but fun level albeit a bit on the "newbie" side
Bad hospital is the most technically advanced one probably, very impressiive especially once you play a bunch of "standard" maps
Old waters is another cool underappreciated map with a nice twist to it
i REALLY like Frostbite as well
and an honorable mention to Lower
AVOID: Criadus, horrifically unbalanced to be borderline impossible to play on purpose
Map jams are usually a good time
shadow of strelok i played already a bit
rest i didnt
sadly i feel like on many maps u cant really save
I'm very proud of Trespasser
that is true for all maps and it's an issue with dusk itself
so its the dark souls experience i guess
or rather the current version of sdk
haha
micro
but i mean maps on this game are usually fast paced so yeah
so a bit like endless but on a map and not endless
I will finish my map when the sdk release grows near, prolly
is ur mod?
I made a bunch of other maps of... varying degrees of quality
is it hard making a map? like i did maps back then with wc3
Not really
warcraft 3
it's pretty easy actually
takes a bit to set up everything but the process itself is simple thanks to the map making tool we use
workflow wise on trailer


