#dusk-modding

1 messages · Page 8 of 1

upper nacelle
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would be amazing to get it in Dusk as well. There are thousands of amazing custom maps

bold orbit
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never 4get stalker PSP

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bridge.bsp my beloed

last lion
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any way to scale an entity? grappler entity is huuuge

honest stag
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Nope

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but that reminds me

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Did u guys know that we can now change speed and attackspeed values of the enemies

last lion
honest stag
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Also we finally have ambient_generic! And door/button sounds if you guys noticed while testing older maps

plain hare
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how do you open maps from arcane dimensions? im trying to open ad_tears, but it crashes

obsidian lily
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can you upload wads to the workshop?

copper rose
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do you guys know how i can make a dusk mod?

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I dont know how to make one in the first place

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any starter tips

copper rose
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thanks

dusty mountain
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Your best bet is seeing if somebodies ported a source map to goldsrc and then porting that across

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facingworlds on duskworld beegpog

still raptor
gritty forge
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yo I've been playing a lot of Doom and Quake recently, with mods on both. I just started playing Dusk and with the new release I saw that it can load Quake stuff, and just for fun made it load the regular stages of it. I've been thinking I want to make mods for one such game, and sinec Dusk just got all this support, I might as well learn Quake mapping and then make some Dusk stuff!

still raptor
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sweet

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the quality of life for making dusk mods is going to improve a lot in the near future

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so hopefully youll be around to have those changes

gritty forge
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hopefully this won't fizzle out as I finish actually playing the games, and I'll start with Quake stuff, then move over to here

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I love Doom combat, but Quake movement is so much fun, and Dusk lets me have both

late seal
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According to a reliable source (some guy on a Half-Life forum 3 years ago) you can open .vmf files in J.A.C.K. and convert them to .rmfs at least to some extent

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Of course, not entities from what I could imagine, but the geometry at least

worn geyser
alpine depot
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hmm, my skyboxes and transparent textures arent working anymore, anything i need to specifically do to remedy that?

ancient monolith
alpine depot
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also my func_ladders are invisible which makes it impossible to know where they are unless you have prior knowledge

in this specific example i had it so the player climbs elevator cables as ladders, but they arent visible lol

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i could just be stupid rn and not scrolling up enough in the chat so that's on me if so lol

ancient depot
alpine depot
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ah ok

ancient depot
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func_ladder is meant to be an invisible trigger zone, then you have a separate visual brush

alpine depot
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gotcha gotcha i was thinking of doing that but i just wanted to make sure

ancient depot
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You might have noticed how in old SDK builds Half-Life maps had random black or white boxes covering all the ladders

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Since the trigger was visible

alpine depot
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how about skyboxes/transparency? do i change the worldspawn values for the skyboxes now or smth?

ancient depot
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That one is a bug, I'm not 100% sure why that has broken

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Looking into it

alpine depot
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ah, strange

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it's really funny in one of my maps which is supposed to have like BLAZING RED sky and it's pitch black rn

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at least the sunlight's still there so it's not a huge deal

ancient depot
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Yeah it seems non-parallax skies are broken

alpine depot
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ooooh fuck i should totally try and get some parallax skies setup actually

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read up a little on it and you just have the parallax texture as a single separate texture right?

ancient depot
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Get two square textures representing the layers of the sky, then smoosh them together horizonally into one rectangular texture

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Then give it a name starting with sky

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And any brush you texture with it will have that sky

alpine depot
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mmmm that's super cool

ancient depot
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Black pixels are treated as transparent, but I forget which side is meant to have the transparent image

alpine depot
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i feel like the one on the right is the actual scrolling element

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aw dang flying enemies are still busted :(

still raptor
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yeah basically all that got ported to the old version was the new bsp loading stuff

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the actual real sdk version is still in development

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so many of the same bugs will be present

alpine depot
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gotcha gotcha, no big deal n no rush lol

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the new bsp loading is lovely it's so much faster now

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really good shit

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just glad to know what kinks i gotta iron out for now and which ones i need to wait on an update for lol

still raptor
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its actually pretty good that we did it this way almost, so that we can catch issues with the bsp stuff before we add extra elements of complication to this

alpine depot
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yea 100% lol

alpine depot
# alpine depot hmm, my skyboxes and transparent textures arent working anymore, anything i need...

fix for transparency in case anybody had the same issue at all (which is prolly just a big ol goof on my part in the editor): make sure the transparent brushes are func_walls with rendermode set to 2 (texture)

im pretty sure i never even touched that key/value for transparent brushes until now so it must just be the new Fancy Shmancy BSP MumboJumbo™️ working its magic and functioning the way it's supposed to now lol

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also dear past aqua what the actual fuck is wrong with you

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pretty certain this can just be consolidated into one func_wall lmao

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there we go, one map fixed up, two more to go

crisp raven
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That fixes the textures? Usually it makes the entire brush more transparent

ancient depot
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I spent so much time tweaking that shit

alpine depot
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ouch i dont think transparent func_wall's like getting rendered in front of each other

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lol

ancient depot
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lol

alpine depot
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i hope this isnt intended lmao

ancient depot
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reminds me of some of the z-fighting you can see in quake and hl maps

alpine depot
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yea lol

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it even flickers like it when you move around

ancient depot
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like on quake e1m1, the secret elevator to the right once you enter the complex

icy wind
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I'm unable to make saves whenn playing DUSK (moddable). Every time I go to make a save I receive this message: Unable to save in this mode. Is this intended?

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I can make saves when playing DUSK HD

still raptor
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yes, saves int hat version of the game are experimental right now

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still to be finished

icy wind
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Gotcha gotcha, thanks!

plain hare
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Did anyone have any luck trying to load big maps from arcane dimensions? I remember loading tears of the false god with the old sdk, but now it just crashes

still raptor
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Yes, we used ad_sepulcher as our test bench

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Which should load fine

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So your crash may be specific to that map

ancient depot
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Or it could just be a graphics issue, since this build of the SDK uses OpenGL by default which kinda sucks

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If you had loaded other maps prior to trying to load Tears of the False God, that could also be the problem, there is a bug currently where reources from prior maps don't get unloaded which eventually causes a crash

honest stag
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cs:o maps work, cool (had no reason to believe they wouldnt but cool!)

alpine depot
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yo entirely offtopic but if anybody wants a completely useless and goofy texture to mark their monster closets, then behold my masterpiece of a wad

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i forget wasnt this smth on twitter or in civvie's plutonia video lol

still raptor
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lol

alpine depot
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it's so cursed and actually makes it harder to see each enemy but i'm committing to the bit it's just a really great image

plain hare
still raptor
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probably a bug then, we'll look into it

still raptor
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ok good news is that it is not in fact bugged, its just that the load time is several minutes long and runs like complete trash

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your game isnt crashing, youre just impatient and clicking on an application that is not able to respond because its loading

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so windows tells you its not responding

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(to be clear this is understandable, as one wouldnt expect minutes long load times)

honest stag
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For me i noticed it actually crashes if the loading music stops

still raptor
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yes

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that would be an actual crash

alpine depot
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i swear like every time i click into ANY window that's not responding and then click the button to actually wait for it to respond, it just never does that and effectively crashes, windows sucks so much with that lol

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i always try and avoid it and just wait it out but one slip of the finger and then bam it's all over

still raptor
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i dont mean this as an insult, its unacceptable

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we'll definitely work on that

plain hare
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will the dusk sdk still use opengl?

still raptor
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not sure

plain hare
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i hope not, think about my poor amd gpu

still raptor
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i think you can force d3d with the launch option

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-force-d3d11 or whatever

plain hare
still raptor
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i forget if its enabled in this version

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i dont even know how long it took to load, i had to walk away from my pc and come back later lol

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really bad

ancient depot
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wow, ad_tears is insanely complex to load

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It seems the bulk of the load time is generating collision brushes

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Even disabling that, it still takes 7 seconds to load

ancient depot
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31 layers of lightmap atlases lmao

honest stag
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Holy FUCK

ancient depot
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To think I was happy that I had gotten ad_sepulcher to load everything in like 8 seconds

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Now there's a new height to aim for

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If ad_tears was compiled with -wrbrushes it'd probably load significantly faster, but I don't think a .map file is provided for it

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Like the real reason it's slow is that the BSP tree for it is HUGE, so it takes forever to generate collision data from all the leaves

plain hare
ancient depot
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From a quick google, apparently the quake remaster crashes while trying to load it? lmfao

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Insane map

plain hare
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but they fixed it with a patch

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is one hell of a map and some mid/low end pcs have issues running it

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let me check if it keeps crashing

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i confirm the remaster doesnt crash anymore to load the map. It does take some time though

compact zinc
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since i'm new to map building in trenchbroom i'm trying to remake the first area of gloomwood (not all of it obviously)

compact zinc
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do quake 1 bsps not support transparency or am i doing something wrong

bold orbit
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whats the rendermode

compact zinc
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how do i check that

ancient depot
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There is a bug currently where the transparent fence textures aren't working for whatever reason

compact zinc
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oh

compact zinc
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tried making the moving platform and for some reason the platform teleports instead of moves

idk if it's because i put a negative height in

crisp raven
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Which func are you using?

still raptor
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might have to do with the ported code though

ancient depot
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It's using the texture loader etc from the old SDK

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Navmesh generation adds a bunch of time on top too

compact zinc
crisp raven
# compact zinc func_plat

Try changing the speed. Sometimes the default will say something like 100 but it wont actually apply. If that doesn't work I would use func_door instead

honest stag
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Dont think ive asked but

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is the enemy navmesh update thing going to be in the full sdk?

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where they walk through open doors and all that

clever sparrow
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how do i mod dusk

honest stag
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Depends on what kind of mod you want to make

clever sparrow
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what kinds of mods are there

honest stag
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Custom levels, textures, enemy models, sounds

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Currently

clever sparrow
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everything else is up to the ddk?

honest stag
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Will be coming with later sdk updates

clever sparrow
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what about the ddk

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what the hell even is the ddk

honest stag
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im not sure what you mean either

clever sparrow
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whats the differences between the ddk and sdk

honest stag
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ddk is unrelated to dusk

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sdk is just the term we use to describe the modding tools, stands for software development kit

clever sparrow
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i know what an sdk is

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quoted from the steam news

We knew that undertaking would be massive, requiring us to basically rewrite the entire game and engine from scratch (which we have) but here we are, closing in on a decade of development, with the full DUSK DDK (Dusk Development Kit) ALMOST ready for you to use.

clever sparrow
bold orbit
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J.A.C.K.

muted glacier
nimble yarrow
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m

little lynx
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Is there a way to mod weapon sounds? If so, does anyone have a guide on doing that?

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Just want to test some stuff out

nimble prawn
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just replace the file or make a pack containing a file with the same path and name, then load it via mod menu

rain sail
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Has the dusk sdk any kind of documentation/wiki?

honest stag
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Not yet

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but it will

compact zinc
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i put this rat inside of a vent as part of a secret but he keeps teleporting out when loading the level

i'm assuming it's because of navmesh stuff but if not am i doing something wrong

honest stag
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it's kind of an everpresent bug

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is your map sealed?

compact zinc
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if you mean walls on all sides then yes

honest stag
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try noclipping out of the map

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if you see the outside walls then it's not sealed

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if you can see inside the rooms then it is

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other than that you could try moving the rat out of the trigger brush

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as well as increasing the size of the room, like moving the floor down

compact zinc
honest stag
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it's really hard to find a specific fix for the bug, but doing the steps above usually helps

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ah nvm then ignore that

compact zinc
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and yeah the map is sealed

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so lemme just try moving the floor down

honest stag
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last thing left to try is make the space bigger

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cuz it might be too tight for the rat even if the room seems big enough

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and just like, move it around in there see if any other placement works

compact zinc
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made the space bigger and now it works

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thanks vriska

honest stag
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eyyy nice

crisp raven
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Yeah the rat is actually much taller than it looks

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It has inner bigness

ancient monolith
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if rat cant move, it teleports away because it thinks its stuck in geometry?

compact zinc
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i'm pretty sure it has to do with navmesh stuff

rats can only move on navmeshes and since the space was too small a navmesh didn't generate there so it just teleported to the nearest point on the navmesh

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idk how dusk rats work actually

honest stag
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the navmesh should be there just fine iirc, it's the fact that the rat just does not fit in that specific space

ancient monolith
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its called fatrat for a reason fatrat

compact zinc
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here's everything i've done so far

name is wip and i'm probably gonna remove the shortcut at the start

honest stag
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BASED LIGHTSTYLES USER

little lynx
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Were the levels in Dusk made with a custom tool/Trenchbroom? I thought I read somewhere that David used probuilder for most of it

honest stag
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the original ones are probuilder

tiny brook
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Hi I was wondering how I can make my own dusk map

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Can someone help me please?

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I have SDK file. What else do I need?

hidden minnow
tiny brook
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Can you help me??

brittle lantern
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wonder how long it's going to take for someone to port MyHouse.wad

eternal spear
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everything worked fine for me so it should work for you

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do not hesitate to ask questions in here

gritty forge
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how do i make maps

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and can i use hammer

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since the game uses bsps

honest stag
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you can, yeah

gritty forge
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ok

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where do i find the textures and shit in dusk

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so i can actually use hammer

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i imported one of my gmod maps it works

honest stag
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Check pins for the dusk_transparent.wad

gritty forge
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ok and what do i do with wad

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isnt wad just a doom map file

honest stag
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Theres many different kibds of wads, this one is a texture wad

gritty forge
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ok

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and how do i put it into hammer

honest stag
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I don't use hammer myself so you're gonna have to find .wad import guides yourself

gritty forge
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ok

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wait ok

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so

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im testing my gmod maps

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in dusk

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and uhh

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i have a weapon_crowbar on one of the maps

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and it put a sword there 💀

compact widget
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i just started playing dusk like yesterday

ancient monolith
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think of wad as a proprietary .zip

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can contain all kinds of stuff

compact widget
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i like dusk

gritty forge
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ok hammer is only accepting fgd files

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help

ancient monolith
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fgd is basically instructions for the game to understand the map file

gritty forge
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ok

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and

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do i just use default hl2 or does dusk have its own

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and i also need a gameinfo.txt

last lion
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you can find a community made .fgd in the pins

soft bane
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Yea trenchbroom is probably the best way to make dusk maps

undone pumice
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you guys i have a concern

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how do i know if a mod is for HD or the original dusk?

honest stag
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there are no mods for hd

undone pumice
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none?

honest stag
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none

undone pumice
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not even allowed to make some?

honest stag
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the moddable version and the hd version are different

undone pumice
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so modding the original dusk is easy but not for the hd?

honest stag
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modding is officialy supported only for the non-hd version yes

undone pumice
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nooo

blissful lion
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haha common dusk hd L

near plank
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THERES DUSK MODSSS????? HOW GET THEM

fleet meadow
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workshop BIGJOHN

near plank
half dust
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How do I get sunlight to work?

honest stag
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before you start, 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 sunligh

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i know you know a bunch of this stuff before

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but this is my go-to copypasta about sunlight

half dust
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I have sunlight now but I can't see the skybox anymore

honest stag
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if your map is surrounded with sky brushes it should be working

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at least it does for me

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make sure it's sealed with therm

half dust
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It's using skybox_stars_back.png etc

honest stag
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yea that's fine

half dust
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I found a hole

honest stag
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you can try sending me the .map like we did before and i can give a shot at fixing it while you try it too

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there u go

half dust
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Still no skybox

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Maybe it needs a bottom

honest stag
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try making a full box

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like an entire cube of a skybox

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see if that makes it show up

half dust
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Do I need to run vis.exe?

honest stag
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no

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try sending me the .map, i'll try to fix

half dust
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Shiiiiiiiiit

honest stag
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^ we fixed it

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so

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just for anyone out there mapping currently

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it seems that sky brushes disappear ONLY if you're using the quake paralax skyboxes alongside specifying the skybox cube sides

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some of us set the sky brushes up using some dusk textures like skybox_stars_up or some shit, and they technically still serve their purpose of things like casting the sunlight and all

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but they won't disappear revealing the outer sky like they used to

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so if you're having this problem, get id1.wad or some othr one with a paralax sky and use those sky textures instead of the ones you have rn

molten spruce
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So, am I better off waiting for the official SDK release to start mapping or does it just simplify the set-up process? (sorry this has probably been asked before).

honest stag
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the setup process wont be any easier if i understand correctly - the update will just bring a lot more changes and fixes compared to the current version of the sdk

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so you can start making your maps now and pick up the basics before the big update drops

molten spruce
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alright

half dust
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One of my secret triggers is bugged. When I stand on it it's solid and when I crouch I fall through and get the secret.

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Fixed it by making sure it wasnt interesecting with any other brushes.

vague veldt
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can you create custom enemies with dusk sdk?

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have never looked into mods for this game im just asking for another guy

half dust
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Oh no, scratch that. It;s still solid on top.

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And the sides.

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It's weird.

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Still buggy but it's a hell of allot better than it was.

thorn oasis
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only issue now is that the doom skybox i found online has a fucked up top lol. but thats not the end of the world

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anyway does func_door support custom sounds? like just a path to a file i'd assume

honest stag
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it should yea

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it defaults to the dusk door open sound as u may have noticed

honest stag
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@ancient depot hey so im not sure if this is releveant to anything at all as it doesnt affect the experience but thought i should mention just in case

i was noclipping out of my map and realised that tons of random pointsin space seem to have bullet collision, there's absolutely nothing here in the editor

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i flew around spamming the SSG with the fast fire cheat

ancient depot
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Was the map compiled without wrbrushes?

honest stag
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yea

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should it be?

ancient depot
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Those would be BSP leaves then

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I guess I didn't mark them as no decal

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And yes all maps should be compiled with wrbrushes

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It allows the SDK to be more efficient

honest stag
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gotcha

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is that gonna be the case with the updatetoo?

ancient depot
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yup

honest stag
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understood

ancient depot
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you can also use wrbrushesonly instead which should have the same result in-game but will compile faster because it doesn't generate clip nodes that the game won't use

honest stag
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still there with -wrbrushes actually

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mayb i fucked up gonna try again

ancient depot
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It'll still probably be there with wrbrushes just less of it

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Should at least match what's in the editor with wrbrushes

honest stag
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yea there's still a bunch of these, doesnt match what's in the editor
but it's w/e to me

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i'll jsut keep the setting on

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actually there do seem to be less of them

ancient depot
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For reference

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Regular compile

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Compile with wrbrushes

honest stag
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yep ok actually seems to match this

ancient depot
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This is also partially what causes enemies to spawn outside the map sometimes btw

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So wrbrushes can improve that too

honest stag
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oh hell zea

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yea

ancient depot
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Since atm all those brushes outside the map are technically "walkable", so if an enemy spawns somewhere that isn't on the nav mesh, it'll snap to it which might end up being on one of those outside brushes

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I need to come up with a way to detect if a brush is an outside brush to fix that, but the easy solution is wrbrushes. That just obviously won't work for eg existing half life levels and stuff

slate lake
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How exactly can I play the SDK on Linux with Proton?

ancient monolith
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I thought linux users knew how to use computers, has linux finally gone mainstream enough that it's no longer true?

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2024 the year of linux desktop!?

slate lake
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I’m a weird exception.

little lynx
slate lake
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Literally me.

blissful lion
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can i add bossnames to breakables?

restive quarry
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this has more then likely been asked three hundered and eighty million times

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but where do I find the SDK?

little lynx
muted glacier
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Check pins in the channel. I think a lot of these questions are answered there. I would explain, but I'm really busy rn.

alpine depot
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yeah the zip's contents just needs to be extracted relative to the SDK version of dusk in its local mod folder, which will be Dusk/SDK/mnt/local, so all mod folders go in there

little lynx
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Ah, thanks

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Does Dusk HD currently support mods or no? Didn't see anything about that in the pinned section

honest stag
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no

echo scroll
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Im guessing scripting and more custom objects are not available yet?

honest stag
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nope

feral holly
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How will we be able to change non asset / map stuff? Like people can make maps in trench or swap out sounds / textures. But what about if I wanted to alter things like player physics, weapon damage, speeds, etc

honest stag
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Not adjustable, only enemy speed/attack speed/health

feral holly
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ah I thought they said somewhere it was doable. Maybe just not yet

echo scroll
ancient depot
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Altering player physics is way out of scope

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For that you'd want to wait for us to open source the game

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(Assuming you mean like, fully custom movement)

echo scroll
ancient depot
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DUSK's player controller isn't just a rigidbody, nah

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It's a CharacterController with a lot of custom logic behind it

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I could expose things like friction/gravity triggers and such, but complex changes to player movement like introducing whole new mechanics would be much more work

echo scroll
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Yeah, if it isnt changing a single variable simple then its honestly to much work on the back end for a simple modding feature. Thats just free labor on your part at that point imo

feral holly
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Dang, that's too bad. I was kind of hoping for the ability to resurrect the dusk promode that never came to fruition

ancient depot
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you could do that when the source is released

feral holly
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that's unrelated to the SDK and probably a good ways off?

ancient depot
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It's very much related to the SDK

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The source code of the SDK is what I'm referring to

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(The SDK being what we call the moddable version of the game, the plan being to release the source code after the next few updates)

feral holly
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ah I see, ty

little lynx
ancient monolith
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I mean David made Dusk, it's not pretty either beegpog

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(was probably redone by someone else tho)

long ledge
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I might be a little dumb but I can't change the load order for the mods

echo scroll
long ledge
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you see I try that and it doesn't work

alpine depot
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yeah it's bugged rn i believe

ancient depot
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That's weird.

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If you want a super hacky way to change the load order, you could edit your config lol

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bin/win_x64/config/dusk.ini

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Not sure why those arrows broke

echo scroll
#

I was just having problems with changing to sound files. I got the textures working at least

honest stag
#

PATCHJ

#

oh it's dusk hd only

oak sparrow
#

hey yall so I know currently there's only official modding support for dusk singleplayer not world

#

but my understanding is that there is a way to use unity to package files into the level files pre sdk

#

does anyone have any old guides for that they could share?

honest stag
#

havent heard of anyone doing that, maybe the dev can help

#

@ancient depot

ancient depot
#

I'm not aware of anything like that

slate lake
#

Does anyone know how to get the SDK files on Linux to use on Proton?

#

Or at least a way to switch to the Windows version of Dusk?

oak sparrow
#

to switch to windows you should be able to turn on proton compat and it will download the windows version

slate lake
#

Yeah but because there’s a Linux build of Dusk it automatically downloads that.

#

And the Linux build doesn’t have the SDK folder.

gritty forge
#

so it downloads the windows version

#

its either in updates or installed files, you can select to force a version of proton

#

dusk is kinda finicky with proton from my experience so if it doesnt launch then you have to move a version back

slate lake
#

I'll give it a go tomorrow.

#

Report back on the results.

slate lake
#

It does indeed work, thank you!

rough smelt
#

guys i finally could afford dusk and i dont have to pirate it anmore!!!

worldly aspen
#

lmao proud of you 😄

undone pumice
#

is there any coop multiplayer mods anywhere?

honest stag
#

nope

undone pumice
#

then what good mods that came out after the sdk?

honest stag
#

the only substantial mods available currently are customs maps

undone pumice
#

damn

honest stag
#

which you can find on the workshop with the levels tag

undone pumice
#

i guess i gotta wait

half dust
#

How to make bosses?

honest stag
#

wdym by "making" a boss?

half dust
#

Idk I heard something about bosses and the boss health bar will appear

honest stag
#

oh you jsut place down any of the dusk boss enemies down

#

and they will act like a boss

#

you can change their name with the bossname property

half dust
#

Oh, those exist?

#

Okay

honest stag
#

yea

#

like monster_bigjohn for example

half dust
#

Oh yeah, it just doesn't have the boss that I want

#

I remember now

honest stag
#

which one are you trying to get?

#

nargle?

half dust
#

the borthers

honest stag
#

ah yea those arent technically a dusk boss

#

well rather

#

they arent a specific entity, they're just mages that have been edited in unity

#

but i think we got some new properties that might be able to make a knock off version

#

one moment

#

nah we only got attack speed and enemy speed values to change

#

no scale

half dust
#

Hmm, okay

blissful lion
#

you can still give them a bossbar, though not a mutual one

#

it was kinda a surprise to me when i booted up my old map and the boss had a healthbar with a name i forgot i put there

honest stag
#

oh they added that?

#

neat i didnt even know

half dust
#

Just naming it will give it a health bar?

honest stag
#

with the bossname property i assume

blissful lion
#

yeah with bossname

bold orbit
#

Ayo?

balmy thorn
#

@ancient depot Will a new/final fgd, texture files etc be released along with the officially released sdk, or do we need to download those files here on the server?

raw mulch
#

I wonder if the new SDK will allow us other methods of actually creating levels? I’d love to be able to model my levels in blender with all my tools instead of using trenchbroom.

ancient depot
balmy thorn
ancient depot
#

Pathing would work, the problem would be collision

balmy thorn
#

@ancient depot Alright, neat. But can I safely make map with the latest dusk wad pinned here on the server? I'd rather not re-align everything later lol

ancient depot
#

Yeah that will continue to work fine

balmy thorn
#

Excellent

#

One last thing

#

How will HD work?

#

When I make sd maps

ancient depot
#

It'll be a bunch of workshop items

balmy thorn
#

Texture wise I mean, sorry

#

If I make a map using sd textures for example

ancient depot
#

You can define overrides for WAD textures, to give them a more complex material

#

Out of the box it would not HD-ify the map's textures, since the game has no way of knowing what material or raw texture the WAD texture is equivalent to

balmy thorn
#

So the official sd and the hd ones will be intuitively switched for custom maps using the current wad?

ancient depot
#

Moreso that the WAD override file allows you to use a WAD just for mapping, but have the game use full-resolution, full-color textures

#

And HD would just override the raw textures

balmy thorn
#

So it's based on the texture names then if vanilla texture are used, yeah?

ancient depot
#

Essentially the WAD then ends up working like a bunch of material definitions

#

Yeah

balmy thorn
#

Neat

#

Thank you

#

can't wait for enemies to be able to pass through open doors heh_heh

ancient depot
balmy thorn
#

Time to continue on the map I started on over a year ago chad

raw mulch
#

I’m excited to work with the sdk, I just finished the HD update and wanna make a map but I’m so used to blender and zbrush, trenchbrooms boxy nature is makin my head hurt

ancient depot
#

A map comprised of raw geometry comes with a lot of complications

raw mulch
#

I used hammer years ago and still have nightmares

ancient depot
#

BSP enforces that all the colliders are convex, which has a lot of benefits

#

You don't have to use TrenchBroom specifically, any BSP mapping tool will work

balmy thorn
#

It's also really nice to make something more old school that doesn't require extreme levels of detail but just raw fun encounter design lol.

raw mulch
#

Yeah it looks slick. When I was younger I made maps for gmod, but then got into serious 3d modeling when I got fed up with limitations of brush geometry. Halo maps are cool to me cause they’re modeled in 3ds max (or blender, now) and stitched together. My earlier question was me trying to figure out if I could achieve something similar in dusk. Although I guess I could make a bunch of detailed props (rock walls and such) to accent the trenchbroom geometry

balmy thorn
#

Oh yeah I definitely get the appeal of doing it like that.

#

Especially when you are used to the workflow, and the creative freedom it offers.

raw mulch
#

Yeah. Right now I’m just trying to nail down a workflow before I get to work. But I have no idea how the newer sdks gonna work, with model importing and what not so I’m jumping the gun a bit lol

balmy thorn
#

Yeah, I'm sticking to vanilla models and items myself so now that I got my texture worries out of the way I think I should be good to go

balmy thorn
#

@ancient depot Will we be able to make our own proper campaigns and not just custom levels from a list? (Or maybe that's already a thing if I edit the mod files)

ancient depot
#

Episode definitions are a thing yeah

#

The main campaign is defined using those

balmy thorn
#

Ah I see.

balmy thorn
#

@ancient depot The dusk_transparent wad has no 'clip', 'trigger' or similar textures. What am I supposed to use for those?

#

Wads from other games?

ancient depot
#

Either wads from other games or a custom one, either will work

#

Since it's the compiler that cares about those textures, not the game

raw mulch
#

In dusk hd (not sure if the original did this) there’s some normal mapping on textures when lights like gunfire shine on them. Some fleshy textures have normal detail as well and have some specular. How funky are we gonna be able to get with material creation?

steel vale
#

is there a dusk mod that changes the sword to vergil's yamato from the dmc games

gusty flare
#

Be the change you want to see in the world

steel vale
raw mulch
#

mad a map for dusk, when i start it in game i fall below the playable area

#

why

#

pls i must understand

#

player start is above where i want the player to start

echo scroll
#

Im guessing you made it in trenchboom?

raw mulch
#

yessir i did

echo scroll
#

Can you share a screen shot

raw mulch
#

im trying but i cant send images in this channel

#

i may not have permission causerole reason hol on

echo scroll
#

Yeah i forgot about that

#

How thick did you make the flooring the character spawns on?

raw mulch
#

16 units

#

i saw some discussion about this issue but i forget were and what the solution was.

echo scroll
#

A troubleshooting thing I'd do is create a second floor beneath it to land on to check if its a clipping issue

#

But im also still relatively new to this

raw mulch
#

tho my geo isnt super complex atm

#

the map he made is really cool and works in dusk with no issue

echo scroll
#

The only thing I can think of is maybe the floor isnt thick enough

raw mulch
#

could be, will try that thank ya

#

seemed to be the issue, i also just deleted the player start and replaced it. very weird

ancient monolith
#

make player start higher above ground see if this helps

#

make sure there is plenty free space in every direction

crisp raven
#

There is also a glitch in the current SDK version that makes some brushes not have collision so that could also be the issue

half dust
#

this

ancient depot
#

Do you have an example?

half dust
#

In my map you could walk through one of the walls. Enemies could see through it too.

ancient depot
#

I'm currently out of power due to a storm so I won't be able to take a look for a while, but if you could DM me the map along with a screenshot of the problematic area I can take a look when it comes back

half dust
#

I already fixed it by remaking the brushes. I think the brushes in question were copied from a group but I'm assuming that's not the sole cause.

#

I wonder if it's related to the "solid" secret triggers.

wet marlinBOT
#

@delicate valve, please keep all discussions in English.

honest stag
#

stupid ass bot

tropic prawn
#

I feel like I'm either crazy or dumb because I feel like I'm trying to find the SDK that either doesn't exist or I'm too stupid to find it.

#

And I'm not sure which.

honest stag
muted glacier
#

Holy shit. I've gotta fix my PC. That's revolutionary.

honest stag
#

very excited for this map

#

it took a very giger-esque turn halfway in. i am trying to work it like a doom 1 techbase + xenomorph inspired arcitecture type thing

#

everything WIP of course but i want to detail as much of it as i can to match the textures

#

bumps, pipes, weird structural things

#

the slow light pulse adds a lot imo

#

i will prolly forgo music and instead try to make some ambience for it

honest stag
#

i also might do some custom model shenanigans

#

for enemies taht is

#

and adjust behaviour to make them seem like they're a different enemy type

#

by that i mean tweat attack and speed

#

tweak*

bold orbit
#

Vriska this is spectacular holy shit

honest stag
#

prolly will slap this into my map with some edits and making it loop down better

#

after this map i'll be making my own photosourced texture pack and use that for whatever i go with next

hoary spear
echo scroll
#

Those most likely came out before the official release of the SDK. It should just be in your game folder.

tropic prawn
#

I'm looking around in that SDK folder but I'm just not finding it.

raw mulch
#

Has there been any discussion had on what the upcoming dusk dev kits capabilities are gonna be, and how they compare to what we have now? Like can we have props that are modeled instead of making detailed brushes? In dusk HD there’s some subtle normal details and specular, can we screw around with materials in a similar way? In regards to models I think of the cool forklift in the HD version, what 3d file formats are gonna be supported? Can we create enemies with their own unique behaviors, models and, animations? scripted events?

tropic prawn
#

I was having some trouble installing trenchbroom, but I could give it another try

honest stag
honest stag
#

literally me

#

lightstyles are so cool

ancient monolith
#

Where are those textures from btw? They don't look like they belong to Dusk

honest stag
#

they dont indeed

#

i love using public texture wads people made for quake

#

im not sure where exactly they're from, just some random openly avaiilable one i grabbed

gritty forge
honest stag
#

is going well

#

been a while since i worked on a level with such enthusiasm

bleak venture
#

When the dusk update releases with the new modding capabilities, are you guys gonna make an addon campaign like Opposing force was for Half-life?

#

Or maybe like a prequel campaign where you play as Jakob

ancient monolith
#

you guys

#

nope

bleak venture
#

Fair

honest stag
#

be the change you want to see

bleak venture
#

I'd like to, but im stupid

#

and optimistic

honest stag
#

it's not about intelligence, it's a matter of time

bleak venture
#

i get large project ideas and don't make them because they are large and i am small

honest stag
#

a large project is a combination of many small things

#

if you can make small things, you can make large ones

bleak venture
#

👍

ancient monolith
#

Just make a large list of small things and cross them out one by one, one per day.

eternal spear
#

looks sick

#

gotta get back to learning soon once i have my new pc

honest stag
#

thank you

#

cant wait to see what you come up with

eternal spear
#

i made a few concepts since the last time i worked on my map

#

so i have a very rough map layout

#

and an even rougher idea regarding the overall theme

eternal spear
#

realised its absolutely mandatory for me to learn how to make wads

#

cat secret room just isn't something i can exclude

honest stag
#

there is a makewad tool + instructions in pins

#

it's very easy

eternal spear
#

ye

crisp raven
pallid nymph
#

guys pls dont call me a small brained individual but do you need quake to make mods for dusk

honest stag
#

no

ancient monolith
#

But yeah, all the tools were originally made to mod quake, but over time have become just general purpose game development tools. ID/bethesda/microsoft has no ownership over the tools.

spiral steeple
#

thank god

blissful lion
#

are these textures part of some texture pack you can buy? im getting some serious deja vu

muted glacier
#

Doom.wad?

blissful lion
#

what no this is doom64, completely different textures

crisp raven
#

Shouts out to this guy for having 27 entries in the Dusk Workshop. Keep grinding fam 💪

last talon
honest stag
#

thank u

thick portal
#

hey not related to mods but i for some reason cant find dusk servers uh how do i play dusk hd

soft bane
ionic stream
#

hey, I'm currently making my first level with the dusk sdk so I'm very new to trenchbroom and map making stuff etc, so sorry if this is a dumb question lol. Does anyone know if I can change the sounds of the func_doors? I tried creating a sounds key but every value I put in still plays the basic door opening noise from dusk :/

echo scroll
pallid lily
#

im still waiting for the big john prequel, we need to know his back story!

honest stag
#

gonna play rn

compact zinc
#

it only goes up to the part right after the part where the huntsmen say you smell bad but i might add more stuff in the future

mainly stopped there because getting the sky + sun to work seemed like a headache

honest stag
#

it's really not

#

seems like a headache but as long as you follow instructions it's a minute of work at most

#

alr gon play

honest stag
#

a bit late but that was neat

#

it'd look a lot better if you used the -soft lighting setting though

#

to avoid the blocky shadows in places

#

also i wish you'd used the dusk_transparent wad, it has the bars textures with proper... well, transparency

compact zinc
#

I did

honest stag
#

and they're still black?

compact zinc
#

they said that there's a bug where transparency just doesn't work

honest stag
#

ohhhhh i totally forgot about that being the case right now

#

btw if you want to change the direction of the button you just give it an "angle" property

#

and then the angle in degrees

compact zinc
#

yeah but the thing is I didn't really want the button to move at all

I wanted it to be like in dusk where the texture changes

honest stag
#

there's a little trick for that

#

you duplicate the button brush, give it the flipped switch texture, and push it inside the actual button on the smallest grid setting

#

just enough for it to not z-fight

#

then make the main brush go inside the wall when pressed

#

voila, the illusion of a switch changing textures

#

it's how we've been doing it since day 1

#

without visible movement at all

compact zinc
#

but won't there be z- fighting on the sides

honest stag
#

if you make the main button go into the wall deep enough, then it wont be

compact zinc
#

I'll try in a couple of hours when I get home

compact zinc
#

got sun (moon) light and fake button textures swapping working

blissful lion
#

you can give the button brush that moves skip textures on all but the front side to not have z fighting

gritty forge
#

e

pale forum
#

Doing a dusk map rn. Is there a way to directly boot a map inside dusk with the command line? Like -game test -level 3

honest stag
#

im not aware of anything like that

#

pretty sure everyone boots through the custom levels menu

#

that right there is duskworld, the sdk is separate

pale forum
#

Isn't something horrible, but I would love devs implement it

#

Like how doom/quake does

neat shadow
#

WHO SIMPS FOR GABRIEL HERE

honest stag
neat shadow
#

wrong chat😭

open shell
#

is there a editor for dusk levels in trench broom

#

just like, where in trenchbroom do you make dusk levels

#

if not, what game should I use

bold orbit
#

you use Trenchbroom

#

trench broom IS the editor

#

not a game

open shell
#

what asking what game do you select

half dust
#

Don't think it matters but I used Quake.

soft bane
#

yipee! i manage to make a shitty map

#

tho i don't get how to get an envoirment light in but i guess i figure this one out later

soft bane
#

so the ligth enviroment is a point light?

honest stag
#

it's not

soft bane
#

but how dose it work?

honest stag
#

but most people dont use it here

#

it's mostly a hammer thing, not tb, so setting it up might be tricky iirc

#

pretty much everyone uses _sunlight and _sunlight 2

#

lemme go grab the explanation message

soft bane
honest stag
#

that's not an entity

soft bane
#

oh

honest stag
#

before you start, you need sky brushes - basically a block in the sky that works as a celling with a texture that has to start with sky as the texture name

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

#

what _sunlight2 does is put an ambient light on all outside areas basically
so it goes hand in hand with your normal sunlight
try setting it up and if u got any questions shoot me a dm or send em here

#

do you know how to target entities?

soft bane
#

nope

honest stag
#

give the info_null a targetnameproperty and set it's value to any text that you want it to be named as, for example sunTarget or something

give the light entity that you want your sun to be a target property and set it to the same parameter as the previously mentioned targetname

#

in my case, sunTarget

#

other than that just follow the instructions and ping me if it fails

soft bane
#

thx i will try it

#

if i understand corectly the lights needs a new property _sun?

alpine depot
#

where it says property 1 rename *that *to _sun and then put 1 where you put _sun

#

then you set target to the targetname of an info_null

#

and the sun will shine directionally based on where it's facing relative to the info_null

#

so if the null is right below then the sunlight shines down right below it

soft bane
#

like this?

honest stag
#

no

#

one moment

soft bane
#

ahh

#

a read line apeard

#

it semi worked?

honest stag
#

the sunlight does work

#

but now show me how it looks in editor

#

the direction of your sunlight is determined by the positions of your sun and your info_null that you are targeting

#

so in this example, the light sunlight goes like this

#

if i change the position of my info null, the sun direction will also change

#

dont forget to add _sunlight2 on worldspawn

#

to avoid pitch black outside shadows

soft bane
#

i didn't quide get it how giant the giant box in the sky would be

#

so i made it masive

honest stag
#

you dont need to make it massive

#

i only made it big in my example because i had big skyscraper-like buildings

#

im a bit busy so i cant respond in full but there are some caveats when it comes to skyboxes

split sapphire
#

Good day folks, does anyone know what I need to do to get the sky texture from E1M8 - Through the Gate in Trenchbroom?

half dust
#

It's not in the WAD?

honest stag
#

dont bother putting the sky texture in tb, skyboxes dont work that way

#

it will not show up in game

split sapphire
#

So E1M8's sky texture doesn't work?

honest stag
#

if you put a sky texture on a brush in trenchbroom, it will jsut show up as black in game
(you could use quake skyboxes, but lets assume you really want the dusk ones)

#

lemme go get the skybox copypasta

#

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"

#

there are skybox sides already present in the dusk folder, and you can reference them as well

split sapphire
#

What's E1M8's texture called? The one with the animated clouds

honest stag
#

all dusk skyboxes are static

#

wel

#

ones available to us

split sapphire
#

Ah okay, fanks

#

I hope they let us use them someday

keen chasm
#

pog

opal scroll
#

Where I can find SDK for Dusk ? is it in folder with it ?

bold orbit
#

Beta tab

ancient monolith
#

you sure about that?

honest stag
#

sdk has been added to the main branch last update

honest stag
#

if so, the sdk is just the version of dusk that can load mods

#

you can currently make custom maps using external tools and replace sounds/textures in the game's files

opal scroll
honest stag
#

Well, you dont make maps with the sdk

#

you make the maps with external tools, like trenchbroom or hammer

#

and then you just launch the moddable version through this popup when you hit "play" on steam

#

assuming you actually set up your mod folder and all

opal scroll
honest stag
#

yup

#

anything that outputs a half life/quake .bsp is gonna work

opal scroll
#

actually, nvm, I think I'll deal with it. thank you very much for help

soft bane
#

There is a steam guide in how to setup trenchbroom for dusk mapping but you might be able to translate to other editors as well

blissful lion
#

bro's using the dusk mod.io page to share his homework folder

honest stag
#

@ancient depot

#

lmao wtf

#

bro it's a fucking lethal company mod pack

#

wow

#

it's literally just lethal company mods

#

i think the right one might be a game download

blissful lion
#

the other one is mandela catalogue i think

honest stag
#

jesus christ lol

blissful lion
#

but i dont think its the whole game, i dont see an exe

#

they all look like mod dlls

crisp raven
#

Nice I've been down to play LC with some mods tbh

alpine depot
#

we have to get more meta. somebody upload the entirety of dusk as a mod.io upload NOW

jolly anvil
#

hi people

#

hi people x2

split sapphire
#

How's the Full SDK coming along? beegpog

split sapphire
#

How do you change music within a custom map?

honest stag
#

to change music, you'd use a trigger_changemusic point entity, with a musicproperty set to the filepath of the music track

#

for example

#

actually the slash in that needs to be \ i think

ancient depot
#

Nah it's always /

honest stag
#

nvm thebn

split sapphire
#

trigger_changemusic did the trick, thanks Andrey!

honest stag
#

nice

ancient depot
#

The SDK can technically support files called \ lol

mild ibex
#

trying to get dusk mapping working, tried following the pinned guide and it mostly worked but the entities and textures from the wad arent loading properly

#

the guide is outdated and i dont know what's different compared to now so help would be appreciated lol

honest stag
#

id1 (the folder name) is case sensitive iirc

#

double check that

mild ibex
#

i got it right

#

is there an updated guide to mapping or is there only the one from like 2018

honest stag
#

the fgd in particular is not outdated

#

it works the exact same as it used to

#

one moment, i had a possible solution laying around

#

so, in your id1 folder, make another folder and name it gfx
then place this file inside of gfx

mild ibex
#

alright i'll see if it works

honest stag
#

are you using the quake preset for your map or generic?

mild ibex
#

let me see

honest stag
#

like when you created your map what game did u choose

mild ibex
#

guide said to pick quake so im doing that

honest stag
#

could you try adding a texture .wad to your map?

#

just to check smth

#

you know how that's done or need help

mild ibex
#

i have this in the wads folder already

#

i think thats it?

honest stag
#

nah, go into the "face" tab on the top right

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then at the bottom, click "texture collections"

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and click the +

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then find the .wad and add it

mild ibex
#

OH that worked yeah

honest stag
#

ok so it's not the palette

mild ibex
#

the pallete.imp file probably fixed this because i tried it earlier and it was just the basic grid texture for all of them

honest stag
#

try restarting trenchbroom btw

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just in case

mild ibex
#

ye ive been doing that every time i change stuff lol

honest stag
#

can you show the contents of your id1 folder, and also this right here, you can find it in view -> preferences in tb

mild ibex
#

is there a dark mode for tb

honest stag
#

yea

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click the screen tab

mild ibex
#

oh im blind

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ty

#

way easier on the eyes now

honest stag
#

you didnt unpack the .zip into id1

mild ibex
#

OH

honest stag
#

you lack the dusk.pak file that has the models

mild ibex
#

where do i find it actually

honest stag
#

in the zip?

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the one in pins

mild ibex
#

ah right

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okay i'll do that

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so it should just be like this?

honest stag
#

yea

mild ibex
#

alright hopefully it works now

honest stag
#

is id1 inside of duskmapping?

mild ibex
#

yeah

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wait i got it nvm

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i just had to load them lol

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think thats it right

honest stag
#

nice

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yea

mild ibex
#

actual lifesaver thank you so much

honest stag
#

np

mild ibex
#

it was a really obvious solution but honest to god i would not have figured that out by myself 😭

honest stag
#

hit me up if you hit any roadblocks while mapping

mild ibex
#

yeye

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ty

mild ibex
honest stag
#

have you read the full mapping guide?

mild ibex
#

i think i stopped after i got everything installed i'll go have a look

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OH i stopped here because i was tired and thought it was the end of the guide lol

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thats how i didnt have the fgd

honest stag
#

totally not confused anyone before

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definetly not

mild ibex
#

it should be setup like this right

honest stag
#

nope

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you musta skipped the step where you have to compile your map

mild ibex
#

ohh

honest stag
#

actually im not sure if the guide goes over it

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lemme check

mild ibex
#

it probably does im just really stupid

honest stag
#

its in Making DUSK Maps P2 part

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double check the tools part

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nevermind

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it jsut lets you setup the tools but doesnt say what you do with them

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one moment

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this is for quake but it applies

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i timestamped the part you need

mild ibex
#

alright i'll have a look

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it should be like this right

honest stag
#

yea

mild ibex
honest stag
#

did you actually install the tools

mild ibex
#

yeah

honest stag
#

what's in your tools folder

mild ibex
#

wait nvm i figured it out

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tools folder was linked to wrong place

honest stag
#

unpack the ericw folder outside of it

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or that

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works too

mild ibex
#

should work now i think

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is this an error i cant tell

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most of it went fine

honest stag
#

no, that should be it

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now check the folder with your initial .map

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it should have a garden.bsp

mild ibex
#

yep it does

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local has this now too

honest stag
#

inside of your "garden" mod folder make a "maps" folder

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put your .bsp inside of it

mild ibex
#

done

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im assuming it'll load in the custom levels tab now right

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yeah it worked

#

no lighting but the map works

mild ibex
#

do i just stick a light in the air with a power of like 1000 to light up the area

half dust
#

You can use sunlight if it's outside.

eternal spear
#

may as well drop the wall of text here since vriska hasnt done it yet

eternal spear
# mild ibex do i just stick a light in the air with a power of like 1000 to light up the are...

before you start, you need sky brushes - basically a block in the sky that works as a celling with a texture that has to start with sky as the texture name

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

mild ibex
#

for now i just kinda set a value to 250 and it worked lol but i'll try that once i get back to it

#

ty

honest stag
#

that's for outside areas specifically

eternal spear
#

thank vriska i just copied his text lol

honest stag
#

if you're just looking for an inide light, multiple normal light sources will do

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inside*

copper shore
#

umm hiii this is very silly to ask but i made a small map thats supposed to be just a greenscreen for dusk memes purposes (as i cant find something like that and cropping stuff takes forever) and so far i had gotten it to load with the textures and a single light by following a quake mapping tutorial

all im asking is how can i change the texture color to that bright ass neon green since the wad used the quake palette and i hadnt figure out how to change it. and how can i make the map fullbright like enabling r_fullbright cuz dusk doesnt have command console. cheers jukes

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or if anyone is willing to make a simple box map like that im not very bright with these things

honest stag
#

If you don't compile lighting your map will be fullbright

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Untick "light.exe" from your gui if youre using that

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Beside that, try using half life textures since theyrr not palette limited

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Just put the texture .wad in your mod folder after

copper shore
#

oooo ok ok thank you, i'll try those

mild ibex
#

is it possible to make the player start with weapons without just sticking a bunch of weapons and ammo right at the start point

half dust
#

I don't think so

mild ibex
#

how do i make doors that open when pressing a button

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🔥 (i have no idea how to make something interactable)

honest stag
#

you should check out the quake mapping tutorial a bit further

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it works identically

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not everything will 100% apply to dusk, but the vast majority of info will

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if you ever hit something thta doesnt work in dusk, you'll know

mild ibex
#

@honest stag sorry for the ping but whenever i load my level into the game some objects just flat out dont appear

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i have these machines in a room

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and they just dont load whenever i test it

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happens with a few other objects too like the pew, shed and some trees

honest stag
#

I'm about to sleep, but i'd check around outside the map and maybe double check if ur saving it

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If you dont figute it out send the .map to me and ill take a look in the morning myself

mild ibex
#

okie dokie

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have good sleep 👍

blissful lion
#

those machines are wrongly rotated iirc

mild ibex
#

is that whats causing it

honest stag
mild ibex
#

nah

honest stag
#

send me the .map

mild ibex
#

gotta turn my pc back on first

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5 minutes probably i’m in the middle of sumn

honest stag
#

whenever comfortable

mild ibex
#

okay i'm on pc i'll dm it to you

crisp raven
honest stag
#

nah

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turns out its just like the trees and the prop itself simply doesnt spawn

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along with powerline towers

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i double triple checked

crisp raven
#

Dusk modders eating well

mild ibex
#

astonishing feast tonight

split sapphire
#

Hmm, does anyone know the texture name for the beer bottle?

mild ibex
#

func_door seems to be moving func_water somehow

muted glacier
#

Is the door linked to the water accidentally? Or targeting it?

mild ibex
#

i'll check

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its weird though since its moving in a different direction from the door

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dont think its targeting the water

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i'll try replacing the water actually

honest stag
#

Give the door a "dont link" spawnflag

mild ibex
#

replacing the water didnt fix it

mild ibex
#

is it just like

honest stag
#

No

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Remove that

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Click the spawnflags property

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At the bottom it should give you a list of checkboxes

mild ibex
#

is it 256

#

these are the only ones there

honest stag
#

One moment

mild ibex
#

okay found this menu on complete accident lol

honest stag
#

Tick 4

mild ibex
#

okay i'll check if that worked

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its still doing it

honest stag
#

Alright, in that case dont use func_water

Right click that brush, select "make structural"

Get a .wad called id1.wad either off google ir wait for me to send, use any water texture thats starts with *

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Instead of the dusk water one

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Here

mild ibex
#

i just stick that in the same place as the dusk wad right

honest stag
#

Yes

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Dont forget to add it

mild ibex
#

yeye i did that

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these water textures are way better i like green

honest stag
#

Use any and try again

mild ibex
#

alright i'll have a look

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oh yeah that fixed it