#dusk-modding

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weak prawn
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ah jes thats the one i found

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i also make droney modular music which could be cool as an ost for a map

bold orbit
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JACK is superior in all regards

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:)

honest stag
weak prawn
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haha whats the joke? that it some diehard tool?

bold orbit
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The joke is that vriska is in denial

honest stag
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if it's soo good why dont you make the ultrakill track with it

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thought so

weak prawn
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^^'

honest stag
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jackcels seething over trenchbroomchads

bold orbit
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If tb is so good why did u make all the dusk tracks with blender huh

honest stag
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oh i could do that

bold orbit
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Why didn't you though

honest stag
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because then trey would go nuts

bold orbit
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:)

weak prawn
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thanks for the tips

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btw

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i wrote it down

honest stag
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my best maps are Trespasser, Tomb terror (latest) and Insomnia (map in one of the map jams. 2021 i think?) if i may shill my work

weak prawn
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i liked tomb terror

honest stag
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had any trouble with the puzzle?

weak prawn
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have to finish it but reminds me of playing wolfenstein et maps which are egyptian themed

weak prawn
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i sorta got it but getting back after button hit i didnt

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(and u can always shill ur work lol)

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and yes insomnia is 2021

weak prawn
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trespasser rocks

honest stag
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thanks man

weak prawn
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bad hospital is to scawy :'3

weak prawn
honest stag
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no

weak prawn
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works very well though

crisp raven
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CRIADUS deniers belong on the cross

silent gale
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Can't wait to dusk around in the software dusk kit

bold orbit
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Software duskvelopment kit

high magnet
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We are so back, duskbros

bold orbit
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The STATE of DUSK-MODS

crisp raven
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The Bunker with HD textures and models here we go

sharp nest
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wait did the SDK drop?

honest stag
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no but it will on dec 11th

eternal spear
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hope i dont have to relearn everything

sharp nest
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dec 11 ๐Ÿ’€

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i've heard that before

bold orbit
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But for real this time

crisp raven
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Can't wait for this channel to be flooded with people and Vriska will have to help all of them while I watch from the sidelines

honest stag
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christmas 2021 bros

weak prawn
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does anyone know how to finish repent map?

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killed all enemies but didnt discover all secrets and im at a part where it looks like its the end of level but there is no trigger

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nvm i figured it out

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great map

bold orbit
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๐Ÿ‘

void crescent
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how do I create light flares in TB?

crisp raven
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Im not sure what you mean by light flares

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Does something like this help?

honest stag
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Nope

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They can only be changed in dusk settings

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Not in the map

crisp raven
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Ooohh like on keys and stuff

ancient depot
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I regret not implementing func_ladder properly originally lol

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Because some maps will break in the new SDK now that it works as it should

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(func_ladder is a trigger, so the brush it's attached to is not supposed to block the player or be visible, so maps like say, Enclave, which have visible func_ladder brushes, will have those ladders be invisible and harder to climb because you can walk through them)

honest stag
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oh hey i have a map that wont break with this

ancient depot
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as long as you follow how half-life does ladders, your map'll be fine

honest stag
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i made the ladder out of brushes and then applied an invisible func ladder over it

ancient depot
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yep, that's the correct way

honest stag
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hell yeah

void crescent
honest stag
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that is the light flare settings in dusk yea

void crescent
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how do I make one in TB?

honest stag
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you dont, it's a graphical setting like motion blur

void crescent
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So Uh

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k then

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:c

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hopefully comes with the sdk or smthing

honest stag
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just put something that gives off a light flare where you want one to be

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but take note if a player has that setting disabled they will not see it

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coins, small health pickups for example have that glint

tight hedge
eternal spear
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so once the sdk updates i'll have to make two brushes and put the func_ladder ontop of the normal one??

honest stag
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just do that now

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future proof

eternal spear
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i'll just refrain from using func_ladders for now

honest stag
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why lol

eternal spear
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good question actually

honest stag
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just do it the way it will be used later, it works now and will in the future

eternal spear
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i think i'm just afraid of somehow fucking it up

tight hedge
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just update the map then

ancient depot
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it works in the old sdk and new sdk

eternal spear
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very stupid question probably but is there a way to make a brush invisible to the player

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assuming i just have to apply a texture for that

ancient depot
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In the new SDK, triggers are automatically made invisible.
In the old SDK, if something uses a trigger texture it is made invisible.

crisp raven
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Is there anything else that will break going into the new SDK?

eternal spear
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trigger texture?

ancient depot
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A texture with a specific name, let me check which ones the old SDK recognizes

ancient depot
eternal spear
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so once the sdk comes around ladders should look like this?

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gore bricks being the actual ladder in this case

ancient depot
ancient depot
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that will work in the old SDK too

eternal spear
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assuming there's another wad for these?

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or am i being stupid

ancient depot
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They are probably in another wad

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dusk_transparent is a community wad that only contains dusk textures afaik

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no tool textures

eternal spear
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thanks

crisp raven
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This has the proper textures for key door indicators (the coloured metal things) but the blue is off because the Quake palette is small and weird

eternal spear
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am i still missing anything?

crisp raven
eternal spear
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incredible

crisp raven
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Oops one sec I'll fix it

eternal spear
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what makes it so essential?

honest stag
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You need it to

ancient monolith
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It's essential, get it.

lost blade
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hmmmm.... im trying to change the attack script's weapon fire speed using a mod but FindObjectOfType<AttackScript>().firespeed = 3 is outputting a bunch of errors in melonloader

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"cannot load file or assembly assembly-unityscript"

blissful lion
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truly beautiful

eternal spear
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๐Ÿฑ

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i should learn how to make wads for my very own cat themed secret

crisp raven
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Dowload makewad from the pinned messages

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Follow these instructions

honest stag
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actually that reminds me

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@ancient depot will we have that autofgd maker thing with the update? or an official fgd

eternal spear
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fgd?

honest stag
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entity defintion file

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the thing you got from pins and installed into tb to see dusk enemies and props

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it's currently cutsom-made and would need to be updated with the new sdk i assume

eternal spear
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o

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yea i just forgot

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mb

desert basalt
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huh

void crypt
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Dusk fortress

ancient depot
sick comet
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i'm trying to make a custom map but whenever i run the map in dusk it is completely pitch black, despite having placed lights in trenchboom. does anyone have any advice? i'm not sure wether i'm doing something wrong in trenchboom or if its to do with loading the map in dusk.

haughty slate
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hey guys

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back to modding Dusk waiting for the Workshop update

honest stag
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@sick comet

haughty slate
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can I ask a question?

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Is there any way for a map to NOT need the quake palette file

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and just run off the BSP?

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thanks

honest stag
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im pretty positive we're palette limited for now but im not sure

haughty slate
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Alrighty

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thanks!

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Has anyone played any of my maps?

honest stag
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Which ones are yours? I've played pretty much every one on the website

honest stag
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oh shit it's you!!!

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it me vriska

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welcome back

haughty slate
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mind you, White Mesa and The underworld arent made by me

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I just converted them

honest stag
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yup i remember

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i did play them, yes, was a long time ago tho

haughty slate
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I went to even contact White Mesa's author on GameBanana for permission smh

honest stag
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yea i remember all that now

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played and enjoyed iirc

haughty slate
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I wanna make a new map

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with all the experience I guess I gained in the past 2 years

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I moved games a lot

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My dusk maps are pretty amateurish cause its the first stuff I ever made

honest stag
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hey power to you, would be glad to see more new blood pour into the mapping scene

haughty slate
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Yeeah been waiting for the HD update

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Guess its time to get trenchboom back

ancient depot
haughty slate
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Thanks!

haughty slate
honest stag
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we could do that all along

ancient depot
honest stag
haughty slate
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Can I ask what is it?

ancient depot
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let me check

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lol

haughty slate
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thank you so much!

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I just type it in here

ancient depot
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-notex for qbsp

haughty slate
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thanks!

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very kind of you

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Now I need Wally to convert my textures

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Oh waiiiiiit

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another question

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Wad3 means Halflife textures?

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can I just use Halflife textures?

ancient depot
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Yup, WAD3 is the GoldSrc version of WAD

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WAD2 is Quake

haughty slate
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Got it thats great!

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I have a lot of of those

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this is the quake101 WAD, converted in WAD3

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if anyone needs it

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I really like Quake textures for Dusk maps

void crescent
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are there any other monster's properties apart from health, that I can change in TB?

honest stag
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you can change boss names

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and i THINK, might be totally wrong, but i think someone a long time ago lightsource parented enemies to have them change their color

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like make them hued red and shit

ancient depot
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health, bossname and lightproxy are the properties recognized for dusk entities

honest stag
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yes that

void crescent
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thank you :3

haughty slate
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does freeroam not work

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?

weak prawn
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is it normal that the winter(?) 2021 jam has like no music?

haughty slate
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all fo them?

void crescent
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what strings do I use in lightproxy

weak prawn
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first 2

honest stag
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are you sure oyu dont have music at 0?

haughty slate
honest stag
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altho i think a couple actually dont have it

weak prawn
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nope

honest stag
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ot

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it's in pins

honest stag
weak prawn
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the one u run

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now flesh factory

honest stag
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wait, my map?

weak prawn
honest stag
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lightproxy property is placed on an entity the color of which you want changed, and the value of it is the targetname of an entity that is colored with the light you want

void crescent
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what entities can be the target of such?

honest stag
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oh a lot of things

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like func_doors! props and objects may work but im not sure as i havent tested myself

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but func_doors have been the coolest to pair it up with

void crescent
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why so?

honest stag
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because doors can move

void crescent
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so rgb bosses?

honest stag
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and as they move the color of the lightproxied thing changes

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hahaha maybe

ancient depot
# void crescent how do I use lightproxy?

Basically you put an entity in your map near a light and give it a name
Then if you set lightproxy to that name on another entity, it'll be lit as if it were the lightproxy entity

void crescent
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targetname right?

ancient depot
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yeah

void crescent
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k,

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does jakob always become invincble at 500 hp?

honest stag
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yea

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jakob is unkillable for now

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i dont think even telefrags can kill him

void crescent
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k

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hopefully more enemy customizability comes with the sdk

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but scripting is gonna be a thing right?

weak prawn
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ye i finished the maps and no music

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was cool though

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maybe meant to be spooky

ancient depot
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scripting won't be a thing with the new update

weak prawn
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its like dark trippy collections

ancient depot
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it's in future plans because scripting needs to be designed alongside multiplayer

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if we expose scripting in a way that doesn't work well with multiplayer, then the experience will suck

void crescent
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ah k

weak prawn
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ye i loaded another map and there is musci

void crescent
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but more enemy customizability right?

weak prawn
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the folder is called sinners_trial where music didnt work

ancient depot
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there is more customizability yeah

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it'll have basically the same amount of customizability that the base game has

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since the campaign needs to use those entities too

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basically things like health, speed, attack range, attack type, etc

void crescent
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awsm :3

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One more thing, how will we setup the endless mode waves?

ancient depot
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there is a game mode property for worldspawn which defines the default game mode for the level

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a map can support both modes though, and there's special triggers for making certain doors, walls, etc only spawn in a certain mode

void crescent
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yes, but like the enemies, how do we choose what enemies spawn when and where?

ancient depot
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spawner entities

void crescent
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ah k thx

eternal spear
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are things like enemy pathing and aggroing them through triggers planned or are those things simply not possible to implement?

ancient depot
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pathing no for now, aggroing yes

void crescent
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what about enemy drops?

ancient depot
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that's customizable too because it's functionality the base game has

rough smelt
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is there possible to me to get dusk world Fussilade map as a model? (fbx, blend, etc.)

void crescent
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How do you make skyboxes again? Like can they be normal or func brushes?

honest stag
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make a celling brush that has a texture the name of which beings with "sky"

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oh hold up

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you mean like

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replacing the default dusk skybox?

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cuz that's different

void crescent
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i just wanna add a skybox so I can have sunlight

honest stag
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you need sky brushes - basically a block in the sky that works as a celling with a 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
illustration of how sky brushes emit sunlight

void crescent
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now I have to do all other sides?

honest stag
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no

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the skybox texture change is an entirely different subject

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what i described just adds sunlight

void crescent
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k, 1st I wanna change the skybox

honest stag
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you need to add some worldspawn properties (worldspawn is what u see when u dont have anything selected)
a total of 6, for each side of the sky cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
imma show how the folder looks

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here's an example

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also

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im pretty sure left and right are actually swapped

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you'll see for yourself and adjust as needed

void crescent
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so I need to get the png files?

honest stag
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there are skybox sides already present in the dusk folder if that's what you'rel ooking for

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you can just reference those

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so for example

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you'd have smth like this
"sky_back" "textures/skybox_sunset_back.png"

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but for each side

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no need to move any pngs if you're just going to use the already-present dusk skyboxes

void crescent
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uh ok :3

honest stag
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no

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do not

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one sec

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all sky brushes turn invisible when you compile them and boot them in dusk

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they should act essentially as extensions of your rooms, like walls and cellings of an outside area

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imagine you make a room, but the top half is sky brushes instead of walls and shit

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when you encase your map in a fashion similar to what you've shown, you lose all the cool benefits of sealing your map

void crescent
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what about big open maps?

honest stag
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then you just have a big room with a tall celling

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the reason i had to raise it so high is this building

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otherwise i could lower it like this

void crescent
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hmm, are they actual ceilings that the player can hit?

honest stag
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no, but if you touch them they act like water brushes for some reason for now

ancient depot
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that is how they behave in goldsrc too, I believe

void crescent
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uh thats weird

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does scaling mater?

honest stag
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scaling of what

void crescent
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the textures of the skybox brushes

ancient depot
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nope

honest stag
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they will turn invisible

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it doesnt matter

ancient depot
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they're like holes that lead directly to the sky

void crescent
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so i have the x_f texture

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the x_r is to the right of the x_f?

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x being skybox_blabla

void crescent
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yea, what do I gain by suffering?

void crescent
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I have no idea

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maybe TexMex has a .map to .obj converter?

honest stag
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if your map is sealed, every single face that is not visible to the player (for example, the bottom side of a floor that touches the void) is cut from lightmapping making the process faster

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It also runs better

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As a result

void crescent
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so just optimization?

honest stag
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We noticed that non sealed maps are prone to rare, but annoying bugs where entities would spawn below ground

void crescent
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ah k

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well unless one day I make a campaign map

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im just making a box around the map, source style

honest stag
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Ew

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Smh

honest stag
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See the thing is

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That TECHNICALLY seals your map

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But you once again lose all benefits of a properly and neatly sealed map

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Actually wait a source map will just refuse to compile if there's a leak

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am i remembering right

eternal spear
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so i should try to make my sky brushes take up as little space as possible?

void crescent
void crescent
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ok, just to make sure

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sky textures have to be correctly (and relatively) positioned to each other

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facing forward is the forward texture and behind is the back texture?

void crescent
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the map is just on fullbright now

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problem for tomorrow me

crisp raven
# void crescent the map is just on fullbright now

Possible you have light set high. Once you want to light your map the light field should be left empty. It just makes the entire map a flat brightness. It could also just be that you set sunlight super high

crisp raven
# void crescent

If your map is going to be floating (like an island in the sky sort of deal) I would also add _sunlight3. It makes sun come up from the bottom of the skybox

crisp raven
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So make sure you set the right texture to the left and vice versa

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The others are fine however

void crescent
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lights are working now

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just not the skybox

eternal spear
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which part of the skybox?

void crescent
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its just the default onr

eternal spear
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are you sure you spelled the name correctly?

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the directory?

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did you maybe forget the .png by any chance? (i did)

honest stag
#

can you send me your .map file

void crescent
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uh k

honest stag
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i'll investigate

void crescent
honest stag
#

one sec

void crescent
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its probably just some stupid mistake

honest stag
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this is not how it should look

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here's an example

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one moment

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in your case, that would be

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"sky_back" "textures/skybox_sunset_back.png"

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etc

void crescent
#

so is it the name of textures of .wad or the in game files?

honest stag
#

game files

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specifically as provided in the example

void crescent
#

but the in game files are called skybox_x_left/right/front/etc?

honest stag
#

im not sure i see what you're talking about

void crescent
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yep

honest stag
#

yea and you jsut use those

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by inputting them as mentioned above

void crescent
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can you send my map file with the skyboxes done?

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im a bit confused

honest stag
#

ok, i'll try to run it down one more time

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the way you change the skybox in dusk has nothing to do with wads or things you place inside the map

you will not see it change in trenchbroom, and it doesnt matter whether you have sky brushes or how they're textured

the skybox in dusk is a cube with textures on each of the sides, and the way to change it is by referencing a .png file texture for each of those sides individually

the game will look inside all the enabled mod folders for the things you reference, and the "dusk" folder in your mods already has some .pngs for skyboxes neatly cut up into parts for you to use

so, we're going to use those and let the game know we want each side of the cube textured with each individual of those .png files

for example, you want to use the red/orange skybox. you go into the dusk/textures folder and look for the images that you need

found them! they're called skybox_sunset_back.png / skybox_sunset_front.png and so on

now we need to make the game know they're the ones we need, and to do that we add properties to worldspawn, and assign each texture to each side, by referencing the folder they're in and the full file name

ancient depot
#

Yeah skyboxes are external textures, unrelated to the BSP itself

void crescent
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thats what I did? What went wrong

honest stag
#

you didnt specify the folder they were in, and didnt specify the full file name

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compare

void crescent
#

also someone should pin that for other newcomers

ancient depot
#

There is a different kind of skybox texture that does get embedded in the BSP/WAD, and that's the scrolling Quake sky textures:

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The old SDK doesn't support these though

honest stag
void crescent
#

oh, the directory

honest stag
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this is how you have them

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this is how they should be

void crescent
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ah, I didnt know I had to specify the folder

ancient depot
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Yeah it's a path relative to your mod folder

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You can technically put the textures anywhere you want

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the textures folder is just the standard

honest stag
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yea
if you, for example, have a bunch of custom tetxures just laying in your mod folder, then you might not need to specify the folder path
like, for example, if i have my skybox tex just laying in my mod folder and not in "textures" then i can specify them outright without the "textures" folder

ancient depot
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Yup, it's disorganized but it works

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A mod folder is largely just a bag of assets, the SDK (usually) doesn't care where the files are inside it

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The main exceptions being .wad files (must be in the root), maps (must be in the maps folder) and the palette file (must be in the root, and in the new SDK, it must be in a gfx folder)

void crescent
#

Peace at last

honest stag
#

nic

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e

void crescent
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thank you for putting up with me

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:3

honest stag
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not my first rodeo

honest stag
#

there are shorter explanations out there lol

ancient depot
#

There's proper documentation in the works for this stuff

crisp raven
#

Vriska you should save these responses for the next time you need them

honest stag
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I remember when i give them and copypaste often

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I just search them up by keywords

eternal spear
#

why not just copy the message links?

honest stag
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because that feature sux and on mobile it makes u jump to the og message

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which is inconvinient

eternal spear
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fair

muted glacier
#

Yeah especially when that OG message was 3 years ago cursed

tight hedge
#

wait so @ancient depot is the new SDK gonna support dynamic lighting better? I assume so since we're getting light styles and all that but it would be nice to know if I can put candles in my level now

honest stag
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@not_jial

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fuck

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wrong chat

ancient depot
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light styles work and you can place dynamic lights

tight hedge
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how much is it gonna affect performance?

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Like rn its almost impossible to use candles

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in a full level

ancient depot
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No real change there, that's a Unity thing

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When vis is implemented at some point that might improve

void crescent
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can I copypaste items/brushes from a .map to another .map?

tight hedge
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yea

honest stag
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yes

tight hedge
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thats how I transfer my objects

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I reuse things for consistency

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I recommend making your own generalized custom objects and transferring them over every map

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adds a lot of continuity and character

honest stag
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i have a map with a bunch of shit i made from various maps

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and just copypaste it

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may have lost it though

void crescent
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it doesnt keep the textures in place :c

honest stag
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you just re-add the wad with the textures you had

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and they should still be there

void crescent
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theyre there, just not correctly scaled and offset

honest stag
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here's my prop map. outdated horribly but i reuse a lot of stuff from there

void crescent
#

Sterlok

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oh

#

If I dont group them the textures stay in place

#

I made the average american school bus

#

but it was supposed to be this thing

#

Im keeping the normal bus now tho

#

best boi :3 (old picture)

honest stag
#

it looks cool but be careful, dont fall into the trap of making a single prop for too long

#

it increases map dev time exponentially

void crescent
#

ive finished the truck quite a few days ago

honest stag
#

and how long did it take ya

void crescent
#

uhm 2 days

#

mostly just experimenting with textures

#

heres the png if someone ever makes a better bus

eternal spear
#

currently glueing together a bunch of rooms so i can at least say that i made a full complete playable dusk map at some point

#

WILL try to make something that actually looks pretty next year

honest stag
#

the most valuable thing you can have to improve your mapping is players

#

make stuff that is short, yet simple

#

get people to play it

#

it's the most fun part

eternal spear
#

my ultimate goal is probably an 8 minute long level tbh

honest stag
#

it doesnt take long to make a map if you're really getting into it. took me i think less than a week to makre tresspasser

#

minutes arent the best time spent counter

eternal spear
eternal spear
#

cant really think of a better one at the top of my head though

honest stag
#

try to aim for "longer" or "shorter" when it comes to describing map size

eternal spear
#

good thing i don't need to worry about that yet breen

#

still learning the basics

eternal spear
#

just need to memorise it now

#

changing the skybox texture went smoothly

#

i daresay i might be actually learning something for once

echo escarp
#

Can't wait for a dusk horror mod scene to emerge.

eternal spear
#

the ability to aggro wendigos using triggers is gonna be huge

echo escarp
#

Really hope that the dusk mod scene flourishes after the sdk.

#

I could imagine a dusk mod that is a hunting game with deer and stuff

#

Brutal Dusk?

#

What is the file that dusk uses? Is there anything comparable to a wad file but for dusk?

honest stag
eternal spear
#

putting one around a corner and using a trigger is a lot less work than teleporting one in

honest stag
#

i wouldnt say a lot

#

it's a difference of 15-20 seconds at most

haughty slate
#

hey hi

#

how do I uh

#

setup trenchboom to run Wad3 textures

#

do I need to set the game as generic?

crisp raven
last talon
silent gale
void crescent
ancient depot
#

Fixed something that's annoyed me for the longest goddamn time. Now you'll only "leap" out of water if you actually exit above it (so now you can't be trapped inside bodies of water that you can only exit from the bottom)

honest stag
#

EYYYYYYYYY

#

that means exiting water from the side wont make you jump up

#

like from sewer pipes

ancient depot
#

That still happens, but I can fix that too

#

I'm just trying to avoid behavioral changes from the original game unless they're softlocks like this

tight hedge
#

Wouldnt it be sick if the SDK had like a โ€map of the monthโ€ rotation thing or something

ancient depot
#

The workshop's popular mods category would probably cover that

tight hedge
#

True

#

Would just be cool if it were in game

#

Im legit hyped to just add fog to my maps

#

Im a simple man

honest stag
#

for now....

ancient depot
#

z_testbox.bsp will be the top map forever

blissful lion
#

sorry there was nothing else this month

#

whats the info about fog now?

gritty forge
#

cant wait for sdk update

void crescent
#

btw whats the best transparent glass texture?

crisp raven
# void crescent btw whats the best transparent glass texture?

For glass I use the vanilla dusk glass texture then make it a func_breakable and give it these settings. renderamt changes the transparency of a brush if rendermode is set to 2 (2 is for textures) The range for renderamt is 0 to 255 with 0 being completely invisible in this case

void crescent
crisp raven
#

The happy nice skybox that you almost never see beegpog

honest stag
#

yea actually that is a skybox you dont see often
IT'S USED IN TRESPASSER THO ๐Ÿ˜Ž

#

good geometry man

#

cant wait to see the map in full

hardy torrent
#

Hey could anyone link me to some info on how to replace sounds with mods?

void crescent
#

these stairs were a fricking nightmare to make

#

like half an hour for the geometry of some stairs

#

ยป:c

#

(leathernecks are to help with scaling)

honest stag
#

Cant fuckin remember what it is tho

crisp raven
crisp raven
# void crescent

for this I'd try and extrude the shorter ones and then cut along the face of the one sticking out. Should make everything line up

#

Idk if that makes sense without any visualization

void crescent
#

Green house basic geometry done

bold orbit
#

Ay holup

crisp raven
#

Baller

void crescent
#

small changes to garage

lost blade
#

myhouse in dusk

muted glacier
# lost blade myhouse in dusk

Already something I tried to put the effort into but got burned out on. Something like that I feel like is too unique and personal to copy 1 for 1.

crisp raven
#

Original stuff is cooler anyways

lost blade
#

fair

#

i once saw a recreation of myhouse in meet your maker

echo escarp
#

I have this idea for a level named "The Tower of Babel". Its basically just a level where you ascend the stories of the babel.

unkempt elbow
#

thought it would be a replica of a doom level

void crescent
#

how do I make it so skybox brushes dont get hit by bullets and stuff

#

also, how do I make it so there are no extremely dark spots, like under the roof

last talon
#

u have to go fullbright ๐Ÿ˜Ž

honest stag
#

and are you using bounce lights

void crescent
#

Yep

honest stag
#

what is _sunlight2 set to and what is the intensity of the main sun

#

show da values

eternal spear
honest stag
#

it's a setting on light.exe to simulate light bouncing off of walls

#

like rtx, but calculated once and baked into the map

#

often prevents these dark areas

plush hemlock
#

that's not so retro tho.......

honest stag
#

Here's how it looks

#

no bounce lights

#

bounce enabled

#

it's subtle, but lights spreads much better

void crescent
honest stag
#

then try using bounce lights

void crescent
#

how do I do that

honest stag
#

add -bounce to light.exe compile settings

#

it will increase lightmapping time

#

but it's worth it imo

void crescent
#

how do I add it?

#

doesnt let me click on it

honest stag
#

are you using the GUI

#

?

void crescent
#

yes

honest stag
#

1 sec

#

try this then

void crescent
#

yep its taking longer to compile

#

yep, helped a LOT

honest stag
#

bounce lights are great

#

i use them in all my maps

#

the extra lightmapping time is worth it

void crescent
#

def gonna turn it off during most mapping

#

patience is not my virtue

crisp raven
#

Could always just make your maps fullbright while you're building the geometry

void crescent
#

I guess

stoic venture
#

Does anyone know if you can play the dusk custom maps on Mac

muted glacier
crisp raven
#

Update drops in one month!!

honest stag
#

YEAAAAAAAAAAAAAAAAAAA

unkempt elbow
scenic bluff
lost blade
honest stag
#

some dude left a comment on my map that is a link

#

and it's this

#

???

#

what?

last talon
blissful lion
#

lol

void crescent
#

Wtf lmao

crisp raven
eternal spear
#

did he torment this chat as well?

bold orbit
high magnet
#

I want to 4get

void crescent
eternal spear
#

let me find the thing vriska posted

#

misremembering it seems

#

watching things unfold in that chat in front of my eyes was funny while it lasted

#

i think the guy rejoined again lol

bold orbit
#

He's still in that minecraft model editor discord

eternal spear
#

i miss his way of speaking

cunning oar
#

a

languid temple
#

Playing the American nightmare

#

Hey anyone remember the map where you jump in the pool and when you come out the whole level is snowy, enemies everywhurr

crisp raven
crisp raven
languid temple
crisp raven
#

๐Ÿ‘

void crescent
#

how does the "music" setting in the worldspawn entity work?

ancient depot
#

It's a mod relative path to a sound file

void crescent
#

like skybox textures?

ancient depot
#

Yup

void crescent
#

any way to make music loop?

ancient depot
#

It should already loop

void crescent
#

oh thank God

#

And how about like looping a "playlist"

#

that would require triggers tho

ancient depot
#

Not supported in the old SDK

void crescent
#

new feature?

ancient depot
#

You could maybe use a timed trigger and a trigger_changemusic in the old sdk

#

In the new SDK there are music playlist entities (mostly for endless maps)

void crescent
#

what filetypes can it read?

ancient depot
#

in the old SDK I think it was flac, ogg and wav

crisp raven
#

Is the save system less cursed in the new SDK?

void crescent
#

Yellow house basic geometry done!

#

twas tough but I think it came out really good in the end!

honest stag
#

eyyyy

#

looks great

void crescent
#

heres the .map if you wanna have a look

honest stag
#

thanks, i will later today

#

oh you packed the compiled bsp too

#

neat

void crescent
#

lighting only has bounce tho, no soft or extra

#

you can recompile, obviously

muted glacier
#

What version of Nuketown are you doing? OG or 2024?

void crescent
#

its not 1:1, cus you know, very diferent genres

#

(ignore the music)

muted glacier
#

Yeah you kinda have to make maps scaled alittle bigger in dusk because of the movement/movement speed.

void crescent
#

how many units does duskdude jump?

dapper granite
#

oh nvm

ancient depot
#

If anyone doesn't own Half-Life on Steam somehow, it is currently free

honest stag
#

Oh right the half life birthday is soon

void crescent
#

Im making a secret room and I want something in it

#

Anyone got any ideas

#

Literally anything

ancient monolith
void crescent
#

and most are sketches

#

I HATE painting

ancient monolith
#

Time fot a visit!

void crescent
#

I dont even know if they're there

#

Actually what about an hidden song?

#

Cod Zombies style

ancient depot
void crescent
#

Weird

ancient depot
void crescent
#

Maybe it was a test for the bday

ancient depot
#

could be

ancient monolith
#

it was broken, you couldnt claim

high magnet
ancient monolith
silk slate
#

:dread:

alpine depot
#

HLS fans rise up ๐Ÿ’ช

muted glacier
ancient monolith
#

Why would anyone hate it?

silent gale
#

HLS is unlisted from the steam store

last talon
honest stag
#

interesting

last talon
#

issues the original never had

honest stag
#

first i hear of someone encountering that

#

i only had one issue and even that was multiplayer

last talon
#

like sometimes I press mouse 1 but it wont shoot omegahuutis

#

and I checked if its my mouse

#

its not

honest stag
#

vsync shit maybe

last talon
#

could be even tho I had that off

#

then again the game enables mouse acceleration in windows settings too :)

#

because why not

honest stag
#

they'll probably push a hotfix for that kind of stuff

#

only came out yesterday

last talon
#

yeah sure

#

played till I was like 1 or 2 maps away from lambda complex, game crashed and corrupted my saves :)

#

not gonna play again

#

all it did was remind me on how badly half life has aged

#

its like the most influental game of my youth but jesus fuck

honest stag
#

it didnt age too well, i agree, but tbh this update made me like it a bit more than i used to after i played again

last talon
#

oh I was hyped

#

until all the issues

ancient monolith
honest stag
#

i like how they made bhopping easier

#

reverted the nerf

last talon
#

thank fuck for that

#

first thing I noticed

void crescent
#

"map exceeds node leaf limits. please -bsp2"

#

wtf

#

help?

honest stag
#

you're not using -bsp2?

#

just put it into the compile settings for qbsp

#

there is no reason not to use it for any map

void crescent
#

fixed :3

void crescent
#

is there a way to correctly rotate stuff that doesnt like to be rotated ie exploding car

crisp raven
#

Yeah trying adding the angles property to the object then using the rotate tool

void crescent
#

either way doesnt work

blissful lion
#

angles

#

you maybe need to imput the vaules yourself, there are three: x y z, so it would be angles: 0 180 90 or something

void crescent
#

they rotate but the editor and ingame dont align

#

ill just waitfor the sdk or smthing to make an exploding car or smthing

honest stag
#

just make a breakable car that spawns in 2 jerry cans into the same place

#

once it breaks

#

causing a telefrag explosion

void crescent
#

lil teaser

honest stag
#

make a breakable object
make the breakable object target a trigger_teleport that has 2 jerry cans in it
put the teleport destination at the car position

#

done

void crescent
#

wdym "that has 2 jerry cans in it"

#

i still havent used tps

honest stag
#

2 exploding cans inside of a trigger_teleport

void crescent
#

everything inside the brush teleports?

honest stag
#

those 2 specifics object inside one trigger_teleport

void crescent
#

yep, phisically inside the brush

#

method works

#

is there a way to teleport brushes?

#

or move them at lightspeed to a position

honest stag
#

you can enable/disable them instead iirc

#

with func_wall_toggle

void crescent
#

how do I uh

#

yknow do that

honest stag
#

you just target it

void crescent
#

how do I make one, the worldspawn entity appears instead of the brush

honest stag
#

just make like a func_door or smth and then rename it into func_wall_toggle

void crescent
#

gotcha

#

how do I make something target 2 objects

honest stag
#

use a multi_manager

#

multi_manager is a point entity, and the way it works is you add the targetnames of the entities you want triggered as the keys

so your breakable/button/trigger would target buttmanager here, and buttmanager would trigger "anothername" "button1" and "buttondoor" all at once

#

bad explanation and bad namingi know

void crescent
#

got it

#

im just having trouble with the wall toggle

#

doesnt wanna work

#

actually it works

#

it turns invisible when triggered

#

im going to use it, I just want the opposite

#

OK I think I have found a workaround

honest stag
#

you can make it strat invisible

#

with a spawnflag 1

#

start*

void crescent
#

yeah that also works

#

i had mispelled spawnflags

#

so it didnt work

#

truck :3

late seal
#

Ay, tourist from general modding here. Is there any where I can look at the raw textures and models of DUSK? I'm trying to make a game with a similar artstyle and would like some reference material

bold orbit
#

hey uh

#

does anyone know if the texture that the Mortar weapons worldmodel uses

#

is in the SDK

ancient monolith
#

models are here, textures you can get from game files when you download the sdk or extras i forgot which @late seal

late seal
#

Ok, thank you catsup

void crescent
#

btw where i can find skyboxes for use?

void crescent
#

WHATS THE THING WITH TEXMEX F*CKING UP THE COLORS!? I WANT GREEN GODDAMNIT GREEN NOT GRAY

crisp raven
#

Probably because it uses a limited colour palette

void crescent
void crescent
#

like one that doesnt "filter" a color pallete

void crescent
#

@ancient depot seems to know about this

#

fuck I didnt meant to ping

honest stag
#

(he meant to ping)

void crescent
#

i wanted to turn off the @ thingy

#

that sends a notifcation

void crescent
#

I managed to get green baby!

#

but uh

honest stag
#

fireblu moment

void crescent
#

can I not use green on my map?

#

am I locked to the dull quake pallete?

ancient monolith
#

^

honest stag
#

that's the quake palette

ancient monolith
#

oh lol

#

does dusk limit itself to quake palette?

void crescent
#

fr, can I not use another palette?

blissful lion
#

yeah you can

#

you can also use half life wads idk how they work tho

void crescent
humble crescent
junior mauve
#

does anyone know how to activate cheats in dusk?

bold orbit
#

Type them in during gameplay

junior mauve
#

so just t-h-e-m ?

eternal spear
last talon
junior mauve
#

oooh

#

that makes more sense

eternal spear
#

you'll find all of the cheat codes in your goodies folder

last talon
#

its like old pc shooters from the 90's

#

just type em in when ur loaded into a save

junior mauve
#

thats pretty cool, thanks

eternal spear
#

will non-sdk dusk ever see nbclip added,,,

bold orbit
#

Idk

last talon
#

what do you mean with non-sdk dusk?

#

aint this coming patch supposed to unite regular exe with the mod one?

honest stag
#

hope so

last talon
#

it's taken so long at this point that one might think its some david's spaghetti code reason that these two halves cannot be combined

ancient depot
#

We decided against the SDK replacing the main game wholesale for a few reasons, but mostly because we didn't want to deal with complaints about save games and configs breaking

#

Maybe in the future we'll add support for that stuff in the SDK just for the sake of parity and then it can replace it

honest stag
#

still gonna have to switch to the beta branch for mods?

ancient depot
#

Right now the plan is to make it a free DLC

#

And the DLC adds a Steam launch option

#

That may change, but that's what we're considering rn

honest stag
#

that actually sounds hella good

last talon
#

ahh aite

#

so I was running on old impressions ๐Ÿ‘

last talon
#

games been out for god knows how long. it's not like a large amount of people are going to lose their first playthru progress

#

I dunno just sounds like a copout reason to me

honest stag
#

why make anyone lose progress at all lol

#

i'd be pretty sad if i played through half a game and a sudden update to an already released game broke my saves

#

in fact i'd go onto the STEAM FORUMS and i'd make a LIST of DEMANDS

#

and THREATEN with a REFUND

#

:(

bold orbit
#

I forgor is the faster bootup that was on the sdk branch now on the regular one as well

blissful lion
#

idk i remember the sdk bootup being slow

plush hemlock
#

it's annoying, I'll wait for the full game to come out before playing it again

slate lake
#

Seems like the best place to ask this, will the SDK be on Linux come December 10th?

ancient depot
#

Not on launch, no

#

It should work fine under Proton though

grizzled drift
#

When I saw the Dusk HD trailer I thought that mods didn't exist for it before then, what would the SDK be used for?

quaint heath
#

I'll give you an example, you can't mod some enemies, bosses and weapons with the current implementation

grizzled drift
honest stag
#

no

tight hedge
#

is fog gonna work the same as in trenchbroom for quake? Same flags and everything?

void crescent
#

is there a way to use any color I want in TB?

#

like in wads

ancient monolith
#

just make a bunch of plain color textures

void crescent
#

in wally

#

in TB

ancient monolith
#

beautiful!

tawdry acorn
ancient monolith
#

No clue why you get those results, I guess it's because you use a locked down TB config for a specific game and wad files instead of normal .png-s

#

i'd look for settings in your wad generating software

half storm
#

how to make mods work

#

help

crisp raven
half storm
#

can somone help me ???????????

crisp raven
half storm
honest stag
crisp raven
#

Vriska you're my guardian angel

half storm
#

ooops

crisp raven
#

We all make mistakes ๐Ÿ‘

half storm
#

ty

#

sry

last lion
#

is the SDK release going to affect scaling of maps? i know duskdude moves real fast compared to ranger

ancient depot
#

The scale factor will remain unchanged

#

32 bsp units = 1 dusk unit

#

duskdude's around 2 units tall and 1 unit wide, give or take a tiny skin width of around 0.06 units

last lion
clever bison
gritty forge
echo escarp
#

will dusk multiplayer receive an sdk update.

void crescent
#

in the future

mellow beacon
#

is there any version of dusk for arm processors

tight hedge
#

There might be one for leg processors but idk about arms

crisp raven
#

SDK in 10 days!!!

honest stag
#

GIGAPOGCHAMP

echo escarp
#

yippie

crisp raven
#

Omg which maps are YOU ๐Ÿซต going to upload to the workshop?

eternal spear
#

uploading testmap 1 through 6 to the workshop,,

#

i havent worked on that thing in like two months

honest stag
#

mayb 4

#

trespasser, tomb terror, insomnia

#

maybe baptism by blood, but that needs fixes

#

wubout u..... @crisp raven

junior tendon
crisp raven
#

I still have to fix all the ladders in all my levels dying

half dust
#

Just one initially

plush hemlock
#

ARE YUO GUYS READY FOR THE DELAY ANOUNCMENT?!?!

#

that was mean from my part I'm so sorry to everyone please don't stomp me to death please please don't I beg

half dust
#

Kill the non believer!

last lion
echo escarp
#

if dusk multiplayer gets the new sdk, I think multiplayer would become more popular.

ancient monolith
#

By more popular, you mean 2 more players?

eternal spear
#

3 if we're lucky!

ancient monolith
#

1000 times more popular!

#

0 times 1000 = 0

echo escarp
ancient monolith
#

Whoa, that's a lot, totally worth investing 1000 hours of programmer work hours into.

honest stag
#

one week remains

blissful lion
#

can you believe it, dusk sdk, just a week away

honest stag
#

it's hard to believe it's almost here

#

it's been so long

honest stag
#

anyone remember q dude?

#

he just added me on steam

#

mfer is not dead i repeat q dude is NOT dead

bold orbit
#

Q dude?

tight hedge
#

fuck man

#

I was gonna have my bigass hell level finished for the SDK update but im too busy lol

#

I have another map in progress as well

#

but this update is gonna motivate me to continue for sure

#

though I will look into updating my existing maps for the update, mostly fixing up some minor details and revisiting some areas that have had issues (such as the button that opens the garage doors on cannibal ridge that noone can ever spot and end up just using the climbing ability and trying to climb all over the place)

#

might just make it a proximity thing where it opens as you get close

#

or light up the button to match the literal suns brightness like that one button where you fight the intoxigator in the vanilla game lmao

grizzled drift
honest stag
#

nope

tight hedge
#

^

#

same as quake mapping

honest stag
#

that's for maps specifcally

#

to make textures/sounds/models you dont need anything besides whatever tools you use to do so

#

scripting is not currently a thing

muted glacier
# bold orbit Q dude?

Yeah his pfp was a super shotgun or something. Map maker that just disappeared and deleted all his stuff one day.

honest stag
#

he also wrote the mapping guide in pins

blissful lion
#

i hoped we could get our hands on the sdk few days earlier so the mods on the workshop would be there and functional from the start

ancient depot
#

That was the original plan but if we end up having time for that it'll probably be like a day beforehand

blissful lion
#

ok thats the weekend that prob enough

ancient depot
#

tfw you break triggers

honest stag
#

Lmao

honest stag
#

3 days bros

#

We almost made it

bold orbit
#

We're making it out of the nameless city with this one

blissful lion
#

mfw id software opens the portal to hell for doom's 30th anniversary and the sdk cant release

crude ferry
#

Joined to see what modding for DUSK would be like (only just installed the game). Noticed its .bsp based proceeded to cry.

honest stag
#

sir im gonna have to ask u to leave

nimble prawn
#

5 or whatever years of waiting and just when SDK releases im busy doing my masters