#dusk-modding
1 messages · Page 8 of 1
any way to scale an entity? grappler entity is huuuge
Nope
but that reminds me
Did u guys know that we can now change speed and attackspeed values of the enemies

Also we finally have ambient_generic! And door/button sounds if you guys noticed while testing older maps
how do you open maps from arcane dimensions? im trying to open ad_tears, but it crashes
can you upload wads to the workshop?
do you guys know how i can make a dusk mod?
I dont know how to make one in the first place
any starter tips
thanks
Your best bet is seeing if somebodies ported a source map to goldsrc and then porting that across
facingworlds on duskworld 
Yes
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!
sweet
the quality of life for making dusk mods is going to improve a lot in the near future
so hopefully youll be around to have those changes
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
I love Doom combat, but Quake movement is so much fun, and Dusk lets me have both
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
Of course, not entities from what I could imagine, but the geometry at least

hmm, my skyboxes and transparent textures arent working anymore, anything i need to specifically do to remedy that?
the geometry is also an entity, everything is an entity
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
i could just be stupid rn and not scrolling up enough in the chat so that's on me if so lol
Intentional, func_ladder didn't work how it was supposed to before
ah ok
func_ladder is meant to be an invisible trigger zone, then you have a separate visual brush
gotcha gotcha i was thinking of doing that but i just wanted to make sure
You might have noticed how in old SDK builds Half-Life maps had random black or white boxes covering all the ladders
Since the trigger was visible
how about skyboxes/transparency? do i change the worldspawn values for the skyboxes now or smth?
ah, strange
it's really funny in one of my maps which is supposed to have like BLAZING RED sky and it's pitch black rn
at least the sunlight's still there so it's not a huge deal
Yeah it seems non-parallax skies are broken
ooooh fuck i should totally try and get some parallax skies setup actually
read up a little on it and you just have the parallax texture as a single separate texture right?
Get two square textures representing the layers of the sky, then smoosh them together horizonally into one rectangular texture
Then give it a name starting with sky
And any brush you texture with it will have that sky
mmmm that's super cool
Black pixels are treated as transparent, but I forget which side is meant to have the transparent image
i feel like the one on the right is the actual scrolling element
aw dang flying enemies are still busted :(
yeah basically all that got ported to the old version was the new bsp loading stuff
the actual real sdk version is still in development
so many of the same bugs will be present
gotcha gotcha, no big deal n no rush lol
the new bsp loading is lovely it's so much faster now
really good shit
just glad to know what kinks i gotta iron out for now and which ones i need to wait on an update for lol
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
yea 100% lol
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
also dear past aqua what the actual fuck is wrong with you
pretty certain this can just be consolidated into one func_wall lmao
there we go, one map fixed up, two more to go
That fixes the textures? Usually it makes the entire brush more transparent
it's noticeably faster? that makes me happy
I spent so much time tweaking that shit
ouch i dont think transparent func_wall's like getting rendered in front of each other
lol
lol
i hope this isnt intended lmao
reminds me of some of the z-fighting you can see in quake and hl maps
like on quake e1m1, the secret elevator to the right once you enter the complex
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?
I can make saves when playing DUSK HD
yes, saves int hat version of the game are experimental right now
still to be finished
Gotcha gotcha, thanks!
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
Yes, we used ad_sepulcher as our test bench
Which should load fine
So your crash may be specific to that map
Or it could just be a graphics issue, since this build of the SDK uses OpenGL by default which kinda sucks
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
cs:o maps work, cool (had no reason to believe they wouldnt but cool!)
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
i forget wasnt this smth on twitter or in civvie's plutonia video lol
lol
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
I havent. And I doubt is because of OpenGL. The previous build also used OpenGL and loaded fine
probably a bug then, we'll look into it
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
your game isnt crashing, youre just impatient and clicking on an application that is not able to respond because its loading
so windows tells you its not responding
(to be clear this is understandable, as one wouldnt expect minutes long load times)
For me i noticed it actually crashes if the loading music stops
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
i always try and avoid it and just wait it out but one slip of the finger and then bam it's all over
LMAO, thanks for the answer
will the dusk sdk still use opengl?
not sure
i hope not, think about my poor amd gpu
please, no offense taken
i forget if its enabled in this version
i dont even know how long it took to load, i had to walk away from my pc and come back later lol
really bad
wow, ad_tears is insanely complex to load
It seems the bulk of the load time is generating collision brushes
Even disabling that, it still takes 7 seconds to load
31 layers of lightmap atlases lmao
Holy FUCK
To think I was happy that I had gotten ad_sepulcher to load everything in like 8 seconds
Now there's a new height to aim for
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
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
To me, ad tears was always the best looking map in arcane dimensions, thats why thats the one i tried first
From a quick google, apparently the quake remaster crashes while trying to load it? lmfao
Insane map
i think it used to crash
but they fixed it with a patch
is one hell of a map and some mid/low end pcs have issues running it
let me check if it keeps crashing
i confirm the remaster doesnt crash anymore to load the map. It does take some time though
since i'm new to map building in trenchbroom i'm trying to remake the first area of gloomwood (not all of it obviously)
do quake 1 bsps not support transparency or am i doing something wrong
whats the rendermode
how do i check that
There is a bug currently where the transparent fence textures aren't working for whatever reason
oh
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
Which func are you using?
very cute
sadly this seems to have degraded a bit since you benched it, takes a good bit longer than that now
might have to do with the ported code though
That's probably just because not all of the loader is used in this build
It's using the texture loader etc from the old SDK
Navmesh generation adds a bunch of time on top too
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
Dont think ive asked but
is the enemy navmesh update thing going to be in the full sdk?
where they walk through open doors and all that
how do i mod dusk
Depends on what kind of mod you want to make
what kinds of mods are there
everything else is up to the ddk?
Will be coming with later sdk updates
im not sure what you mean either
whats the differences between the ddk and sdk
ddk is unrelated to dusk
sdk is just the term we use to describe the modding tools, stands for software development kit
?
i know what an sdk is
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.
ok yeah how do i make a level what tool do i use
J.A.C.K.
hammer?
damn
Hammer, J.A.C.K, Trenchbroom... I think there might be more (radiant. I'm a dumbass). Only weirdos use anything other than Trenchbroom 🫣
m
Is there a way to mod weapon sounds? If so, does anyone have a guide on doing that?
Just want to test some stuff out
just replace the file or make a pack containing a file with the same path and name, then load it via mod menu
Has the dusk sdk any kind of documentation/wiki?
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
if you mean walls on all sides then yes
try noclipping out of the map
if you see the outside walls then it's not sealed
if you can see inside the rooms then it is
other than that you could try moving the rat out of the trigger brush
as well as increasing the size of the room, like moving the floor down
it isn't in the trigger brush
it's really hard to find a specific fix for the bug, but doing the steps above usually helps
ah nvm then ignore that
last thing left to try is make the space bigger
cuz it might be too tight for the rat even if the room seems big enough
and just like, move it around in there see if any other placement works
eyyy nice
if rat cant move, it teleports away because it thinks its stuck in geometry?
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
idk how dusk rats work actually
the navmesh should be there just fine iirc, it's the fact that the rat just does not fit in that specific space
its called fatrat for a reason 
here's everything i've done so far
name is wip and i'm probably gonna remove the shortcut at the start
BASED LIGHTSTYLES USER
Were the levels in Dusk made with a custom tool/Trenchbroom? I thought I read somewhere that David used probuilder for most of it
the original ones are probuilder
HE KILLED BUBERT
Hi I was wondering how I can make my own dusk map
Can someone help me please?
I have SDK file. What else do I need?
Dusk penis
Can you help me??
wonder how long it's going to take for someone to port MyHouse.wad
i personally used the guide that's in the pins #dusk-modding message
everything worked fine for me so it should work for you
do not hesitate to ask questions in here
gloomy fishery..........

you can, yeah
ok
where do i find the textures and shit in dusk
so i can actually use hammer
i imported one of my gmod maps it works
Check pins for the dusk_transparent.wad
Theres many different kibds of wads, this one is a texture wad
I don't use hammer myself so you're gonna have to find .wad import guides yourself
ok
wait ok
so
im testing my gmod maps
in dusk
and uhh
i have a weapon_crowbar on one of the maps
and it put a sword there 💀
i just started playing dusk like yesterday
i like dusk
fgd is basically instructions for the game to understand the map file
ok
and
do i just use default hl2 or does dusk have its own
and i also need a gameinfo.txt
install trenchbroom 🙏
you can find a community made .fgd in the pins
Yea trenchbroom is probably the best way to make dusk maps
there are no mods for hd
none?
none
not even allowed to make some?
the moddable version and the hd version are different
so modding the original dusk is easy but not for the hd?
modding is officialy supported only for the non-hd version yes
nooo
haha common dusk hd L
THERES DUSK MODSSS????? HOW GET THEM
workshop 
IM GONNA MOD MY GAME TO SHIT AND NOBODY CAN STOP ME
How do I get sunlight to work?
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
i know you know a bunch of this stuff before
but this is my go-to copypasta about sunlight
I have sunlight now but I can't see the skybox anymore
if your map is surrounded with sky brushes it should be working
at least it does for me
make sure it's sealed with therm
It's using skybox_stars_back.png etc
yea that's fine
I found a hole
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
there u go
try making a full box
like an entire cube of a skybox
see if that makes it show up
Do I need to run vis.exe?
Shiiiiiiiiit
^ we fixed it
so
just for anyone out there mapping currently
it seems that sky brushes disappear ONLY if you're using the quake paralax skyboxes alongside specifying the skybox cube sides
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
but they won't disappear revealing the outer sky like they used to
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
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).
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
so you can start making your maps now and pick up the basics before the big update drops
alright
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.
Fixed it by making sure it wasnt interesecting with any other brushes.
can you create custom enemies with dusk sdk?
have never looked into mods for this game im just asking for another guy
Oh no, scratch that. It;s still solid on top.
And the sides.
It's weird.
Still buggy but it's a hell of allot better than it was.
came back to working on my map after like a week of being busy, to the exact message i needed to fix my skybox lfg
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
anyway does func_door support custom sounds? like just a path to a file i'd assume
@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
i flew around spamming the SSG with the fast fire cheat
Was the map compiled without wrbrushes?
Those would be BSP leaves then
I guess I didn't mark them as no decal
And yes all maps should be compiled with wrbrushes
It allows the SDK to be more efficient
yup
understood
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
It'll still probably be there with wrbrushes just less of it
Should at least match what's in the editor with wrbrushes
yea there's still a bunch of these, doesnt match what's in the editor
but it's w/e to me
i'll jsut keep the setting on
actually there do seem to be less of them
yep ok actually seems to match this
This is also partially what causes enemies to spawn outside the map sometimes btw
So wrbrushes can improve that too
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
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
How exactly can I play the SDK on Linux with Proton?
I thought linux users knew how to use computers, has linux finally gone mainstream enough that it's no longer true?
2024 the year of linux desktop!?
I’m a weird exception.
It's me. I'm the dumbass who tries using Linux.
If I stay quiet and try not to do anything beyond web browsing, it won't attack me...
Literally me.
can i add bossnames to breakables?
this has more then likely been asked three hundered and eighty million times
but where do I find the SDK?
Hi, how do I install sound mods? I downloaded this mod pack but I'm not sure where to put it
https://mod.io/g/dusk/m/weapons-sfx-reimagined
Check pins in the channel. I think a lot of these questions are answered there. I would explain, but I'm really busy rn.
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
Ah, thanks
Does Dusk HD currently support mods or no? Didn't see anything about that in the pinned section
no
Im guessing scripting and more custom objects are not available yet?
nope
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
Not adjustable, only enemy speed/attack speed/health
ah I thought they said somewhere it was doable. Maybe just not yet
Thats why asked if its available 'yet'
Altering player physics is way out of scope
For that you'd want to wait for us to open source the game
(Assuming you mean like, fully custom movement)
Obviously I dont know how the game is structured but if its just with Unity's physics engine all you'd need is a hacky way to set a few variables through console commands. (If it is supported)
DUSK's player controller isn't just a rigidbody, nah
It's a CharacterController with a lot of custom logic behind it
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
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
Dang, that's too bad. I was kind of hoping for the ability to resurrect the dusk promode that never came to fruition
you could do that when the source is released
that's unrelated to the SDK and probably a good ways off?
It's very much related to the SDK
The source code of the SDK is what I'm referring to
(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)
ah I see, ty
Man, I'd love to see the movement code behind this. I've tried implementing pseudo physics with the CharacterController before and it's not pretty
I mean David made Dusk, it's not pretty either 
(was probably redone by someone else tho)
I might be a little dumb but I can't change the load order for the mods
The arrows on the right?
you see I try that and it doesn't work
yeah it's bugged rn i believe
That's weird.
If you want a super hacky way to change the load order, you could edit your config lol
bin/win_x64/config/dusk.ini
Not sure why those arrows broke
I was just having problems with changing to sound files. I got the textures working at least
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?
I'm not aware of anything like that
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?
to switch to windows you should be able to turn on proton compat and it will download the windows version
Yeah but because there’s a Linux build of Dusk it automatically downloads that.
And the Linux build doesn’t have the SDK folder.
you have to force proton compatibility
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
It does indeed work, thank you!
guys i finally could afford dusk and i dont have to pirate it anmore!!!
lmao proud of you 😄
is there any coop multiplayer mods anywhere?
nope
the only substantial mods available currently are customs maps
damn
which you can find on the workshop with the levels tag
i guess i gotta wait
How to make bosses?
wdym by "making" a boss?
Idk I heard something about bosses and the boss health bar will appear
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
the borthers
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
Hmm, okay
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
Just naming it will give it a health bar?
with the bossname property i assume
yeah with bossname
Ayo?
@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?
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.
There will be an official fgd yeah
No plans for this
I suppose you could in theory, but I have no idea if pathing would work with that? 🤔
Pathing would work, the problem would be collision
Yeah good point
@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
Yeah that will continue to work fine
It'll be a bunch of workshop items
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
So the official sd and the hd ones will be intuitively switched for custom maps using the current wad?
Oh right.
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
So it's based on the texture names then if vanilla texture are used, yeah?
Essentially the WAD then ends up working like a bunch of material definitions
Yeah

Time to continue on the map I started on over a year ago 
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
A map comprised of raw geometry comes with a lot of complications
I used hammer years ago and still have nightmares
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
It's essentially the same, yeah. Personally I love the workflow of trenchbroom and hammer.
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.
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
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.
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
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
@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)
Ah I see.
@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?
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
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?
is there a dusk mod that changes the sword to vergil's yamato from the dmc games
Be the change you want to see in the world
this does not help
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
Im guessing you made it in trenchboom?
yessir i did
Can you share a screen shot
im trying but i cant send images in this channel
i may not have permission causerole reason hol on
Yeah i forgot about that
How thick did you make the flooring the character spawns on?
16 units
i saw some discussion about this issue but i forget were and what the solution was.
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
me too. tbf im testing a workflow that uses blender as well, taking note of things to not do and things to watch out for while watching this video: https://www.youtube.com/watch?v=ymaQ6u2R8dQ&t=390s
tho my geo isnt super complex atm
the map he made is really cool and works in dusk with no issue
The only thing I can think of is maybe the floor isnt thick enough
could be, will try that thank ya
seemed to be the issue, i also just deleted the player start and replaced it. very weird
make player start higher above ground see if this helps
make sure there is plenty free space in every direction
There is also a glitch in the current SDK version that makes some brushes not have collision so that could also be the issue
this
This is the first I'm hearing of this
Do you have an example?
In my map you could walk through one of the walls. Enemies could see through it too.
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
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.
@delicate valve, please keep all discussions in English.
stupid ass bot
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.
blessed be the gracious gift of lightstyles
Holy shit. I've gotta fix my PC. That's revolutionary.
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
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*
Vriska this is spectacular holy shit
remembered i already made horror ambience that i havent used anywhere
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
same. every guide i look at says to go to the public beta branch but its not there
Those most likely came out before the official release of the SDK. It should just be in your game folder.
I'm looking around in that SDK folder but I'm just not finding it.
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?
Have you seen this video? https://www.youtube.com/watch?v=SlefvnZUQEk
I was having some trouble installing trenchbroom, but I could give it another try
i played terraria for 8 hours in one sitting today
Where are those textures from btw? They don't look like they belong to Dusk
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
Touch grass
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
Fair
be the change you want to see
it's not about intelligence, it's a matter of time
i get large project ideas and don't make them because they are large and i am small
a large project is a combination of many small things
if you can make small things, you can make large ones
👍
Just make a large list of small things and cross them out one by one, one per day.



looks sick
gotta get back to learning soon once i have my new pc
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
realised its absolutely mandatory for me to learn how to make wads
cat secret room just isn't something i can exclude
ye
He's cooking
guys pls dont call me a small brained individual but do you need quake to make mods for dusk
no
Do I have permission to call you a smooth brained individual instead? 
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.
thank god
are these textures part of some texture pack you can buy? im getting some serious deja vu
Doom.wad?
what no this is doom64, completely different textures
Shouts out to this guy for having 27 entries in the Dusk Workshop. Keep grinding fam 💪
maaan brruh 👌
thank u
hey not related to mods but i for some reason cant find dusk servers uh how do i play dusk hd
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 :/
Not my mod but this is peak dusk https://steamcommunity.com/sharedfiles/filedetails/?id=3112057411
Funnily enough I started working in a version of this but actually photoshopped all the models to be versions of big jon but I stopped because the sound edits I did werent going through
im still waiting for the big john prequel, we need to know his back story!
gonna play rn
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
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
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
I did
and they're still black?
they said that there's a bug where transparency just doesn't work
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
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
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
but won't there be z- fighting on the sides
if you make the main button go into the wall deep enough, then it wont be
I'll try in a couple of hours when I get home
got sun (moon) light and fake button textures swapping working
you can give the button brush that moves skip textures on all but the front side to not have z fighting
good job
e
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
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
Damn, that's not fast. Each time i want to test it it's like some clicks away
Isn't something horrible, but I would love devs implement it
Like how doom/quake does
WHO SIMPS FOR GABRIEL HERE

wrong chat😭
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
I know that, when you open trenchbroom your asked too select a game
what asking what game do you select
Don't think it matters but I used Quake.
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
so the ligth enviroment is a point light?
it's not
but how dose it work?
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
ehh
that's not an entity
oh
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?
nope
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
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
like this?
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
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
Good day folks, does anyone know what I need to do to get the sky texture from E1M8 - Through the Gate in Trenchbroom?
It's not in the WAD?
dont bother putting the sky texture in tb, skyboxes dont work that way
it will not show up in game
So E1M8's sky texture doesn't work?
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
What's E1M8's texture called? The one with the animated clouds
pog
Where I can find SDK for Dusk ? is it in folder with it ?
Beta tab
you sure about that?
sdk has been added to the main branch last update
are you asking for a way to make mods?
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
actually, wanna try to make maps, but I couldn't find a sdk version on beta tab, so checked folder with game, but the folder named "SDK" doesn't contain any .exe file
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
possible with jack editor ?
is there any videos with setup editor for dusk ?
actually, nvm, I think I'll deal with it. thank you very much for help
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
@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
jesus christ lol
but i dont think its the whole game, i dont see an exe
they all look like mod dlls
Nice I've been down to play LC with some mods tbh
wtf lol
we have to get more meta. somebody upload the entirety of dusk as a mod.io upload NOW
How's the Full SDK coming along? 
How do you change music within a custom map?
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
Nah it's always /
nvm thebn
trigger_changemusic did the trick, thanks Andrey!
nice
The SDK can technically support files called \ lol
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
i got it right
is there an updated guide to mapping or is there only the one from like 2018
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
are you using the quake preset for your map or generic?
let me see
like when you created your map what game did u choose
guide said to pick quake so im doing that
could you try adding a texture .wad to your map?
just to check smth
you know how that's done or need help
nah, go into the "face" tab on the top right
then at the bottom, click "texture collections"
and click the +
then find the .wad and add it
OH that worked yeah
ok so it's not the palette
the pallete.imp file probably fixed this because i tried it earlier and it was just the basic grid texture for all of them
ye ive been doing that every time i change stuff lol
can you show the contents of your id1 folder, and also this right here, you can find it in view -> preferences in tb
you didnt unpack the .zip into id1
OH
you lack the dusk.pak file that has the models
where do i find it actually
yea
is id1 inside of duskmapping?
actual lifesaver thank you so much
np
it was a really obvious solution but honest to god i would not have figured that out by myself 😭
hit me up if you hit any roadblocks while mapping
i threw together a quick test map to see how everything works how do i test it
have you read the full mapping guide?
i think i stopped after i got everything installed i'll go have a look
OH i stopped here because i was tired and thought it was the end of the guide lol
thats how i didnt have the fgd
it should be setup like this right
ohh
it probably does im just really stupid
its in Making DUSK Maps P2 part
double check the tools part
nevermind
it jsut lets you setup the tools but doesnt say what you do with them
one moment
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
Download TB right here: http://kristianduske.com/trenchbroom/
requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
PLEASE NO...
this is for quake but it applies
i timestamped the part you need
yea
hm
did you actually install the tools
yeah
what's in your tools folder
no, that should be it
now check the folder with your initial .map
it should have a garden.bsp
done
im assuming it'll load in the custom levels tab now right
yeah it worked
no lighting but the map works
do i just stick a light in the air with a power of like 1000 to light up the area
You can use sunlight if it's outside.
may as well drop the wall of text here since vriska hasnt done it yet
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
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
that's for outside areas specifically
thank vriska i just copied his text lol
if you're just looking for an inide light, multiple normal light sources will do
inside*
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 
or if anyone is willing to make a simple box map like that im not very bright with these things
If you don't compile lighting your map will be fullbright
Untick "light.exe" from your gui if youre using that
Beside that, try using half life textures since theyrr not palette limited
Just put the texture .wad in your mod folder after
oooo ok ok thank you, i'll try those
is it possible to make the player start with weapons without just sticking a bunch of weapons and ammo right at the start point
I don't think so
how do i make doors that open when pressing a button
🔥 (i have no idea how to make something interactable)
you should check out the quake mapping tutorial a bit further
it works identically
Mapping for Quake: TrenchBroom 2.0 - Episode 11 - Entities Part 1
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Mapping for Quake on Discord https://discordapp.com/invite/j5xh8QT
If you haven’t watched the other episodes in this series here’s the playlist:
not everything will 100% apply to dusk, but the vast majority of info will
if you ever hit something thta doesnt work in dusk, you'll know
@honest stag sorry for the ping but whenever i load my level into the game some objects just flat out dont appear
i have these machines in a room
and they just dont load whenever i test it
happens with a few other objects too like the pew, shed and some trees
I'm about to sleep, but i'd check around outside the map and maybe double check if ur saving it
If you dont figute it out send the .map to me and ill take a look in the morning myself
those machines are wrongly rotated iirc
is that whats causing it
did you figure it out?
nah
send me the .map
whenever comfortable
okay i'm on pc i'll dm it to you
The machines just spawn in a weird position. They should be around there somewhere maybe you gotta NBCLIP into the walls to find them
nah
turns out its just like the trees and the prop itself simply doesnt spawn
along with powerline towers
i double triple checked
Dusk modders eating well
astonishing feast tonight
Hmm, does anyone know the texture name for the beer bottle?
TrenchBroom 2024.1 Release Candidate 1 is here: https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2024.1-RC1 - make sure to read the release notes!
no idea whats causing this im just trying to hide a secret in some water
func_door seems to be moving func_water somehow
Is the door linked to the water accidentally? Or targeting it?
i'll check
its weird though since its moving in a different direction from the door
dont think its targeting the water
i'll try replacing the water actually
Give the door a "dont link" spawnflag
replacing the water didnt fix it
No
Remove that
Click the spawnflags property
At the bottom it should give you a list of checkboxes
One moment
okay found this menu on complete accident lol
Tick 4
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 *
Instead of the dusk water one
Here
i just stick that in the same place as the dusk wad right
Use any and try again


