#dusk-modding

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patent apex
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me falling down a hole

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okay lemme make it clear

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the music (chord of the crooked saints) plays up normally

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but when i fall down the hole with the trigger set up, it should play altars of apostasy

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but nah it doesn't

honest stag
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i'm gonna need to see the setup

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send the .map file over to me

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i'll take a look

patent apex
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in a moment

honest stag
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alright give me a moment

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told you that trigger_changemusic is supposed to be a point entity lol

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not a brush entity

patent apex
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ah yea

honest stag
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and it has to be triggered by something else

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for example a trigger_once that you pass through

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which targets your trigger_changemusic

patent apex
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so what should i use as a brush entity to make the music change

honest stag
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trigger_once

patent apex
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and the point entity?

patent apex
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i'm guessing literally anything

honest stag
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wdym anything

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alright here's what you do

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you have a point entity called trigger_changemusic, which points towards whatever music track you want it to change to and give it a targetname

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then you have a brush entity called trigger_once, which targets your trigger_changemusic's targetname

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the player passes through trigger_once, and the music changes

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got it?

patent apex
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okay

patent apex
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smth must be wrong with trenchbroom, all these triggers y'all have, i somehow don't

honest stag
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if you have the fgd you 100% have these

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the definitions for the vast majority of them are included in it

patent apex
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i definetly have those indeed, but the only time i got music to work was here
triggering music to happen seems awfully difficult

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i have like zero idea of what i'm doing

honest stag
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send the .map

patent apex
honest stag
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this is not a point entity

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this is a brush entity

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trigger_changemusic is supposed to be a point entity that is triggered by something else

honest stag
patent apex
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all i know is
point entity is usually a physical object
brush entity is just an invisible function

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and when i do make a point entity, i can't use the brush stuff

honest stag
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alright just to put it into pespective

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see this? this little cube

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that's a point entity

patent apex
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i can see that

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continue

honest stag
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but it's not actually a cube at all in the game, right? it's literally just a point in space that has an origin value

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that's what we need to be a trigger_changemusic too

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not a brush

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but specifically a point entity

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you can for example take this light

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and literally just rename the classname to trigger_changemusic

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remove all the properties you dont need and add the music property

patent apex
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okay

honest stag
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then you need to target this entity with an actual trigger

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because, as it is a point entity, it can not be touched or used

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therefore we place down another way to trigger it, like a trigger_once that i told about before

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like this big ass cube that will act as my catalyst for the trigger_changemusic entity

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i will need it to target my trigger_changemusic, so i do that by inputting the changemusic's targetname into this field right here

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now, whenever i walk inside of trigger_once, it will send a signal to the trigger_changemusic to actually perform it's function

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is that all clear? or do you need me to walk back to a step and explain further

patent apex
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i'll read it first

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this somehow still didn't work
sorry if this bugs you but idk why i have so many issues with this ;-;

honest stag
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you created a brush

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not a point entity

patent apex
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again?

honest stag
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try looking at your light entity

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that's a point entity

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notice how you cant scale it or give it a texture

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check the video i posted

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i literally just rename a light to trigger_changemusic to create a point entity

patent apex
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i did exactly that

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oh wait

honest stag
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nope that's a brush

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becaues your scale tool highlights it

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if it doesnt work again send me your map once more

patent apex
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so that big ass cube plays a part in it

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is that right?

honest stag
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what do you mean

patent apex
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this

honest stag
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yes, this will actually be what triggers your trigger_changemusic

patent apex
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okay

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will try that

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sorry for my incompetence

honest stag
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make sure to follow the steps thouroughly

patent apex
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okay

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did it!

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thanks

honest stag
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alr sick

patent apex
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next thing i wanna know, is make doors make the metal creaking noise

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not casual door noise

honest stag
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that's dictated by the sound property

patent apex
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i also want fog

honest stag
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not a thing

patent apex
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fuc

limpid rampart
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can the sdk make multiplayer maps

honest stag
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nope

patent apex
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so how can i make it so when i fall down, the map above dissapears

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as you can see here

eternal spear
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you can probably just make another skybox layer below it

honest stag
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Teleport the player

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To a new area

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Its seamless and soundless

eternal spear
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o yea that works too goldensmile

patent apex
stark wadi
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hey guys, im new to dusk map making. I have the jack editor but how do I see DUSK stuff instead of half life stuff?

mild ibex
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you probably can use that but trenchbroom is easier to set up and is what basically everyone uses

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so you'll get more coverage

stark wadi
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alright then

mild ibex
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outdated but it worked for me still

ocean cipher
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Okay but like where do I start in terms if modding

honest stag
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You don't exactly NEED tb

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Jack works too

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But tb is easier and officially emdorsed

stark wadi
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it's a simple box map with some textures and it has the player spawn inside

honest stag
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can you go step by step what you did after compiling your map

stark wadi
honest stag
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you skipped a couple steps

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a .map is just a map file used in the editor
dusk launches .bsp files, which you get by putting your .map through a map compiler

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for example the ones specified in the guide

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then that .bsp file needs to be inside a "maps" folder which is located inside of your mod folder

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make sure to read the guide very carefully

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it goes over this in more detail

stark wadi
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ok i'll put the bsp in my mod folder

honest stag
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make sure your mod folder is also in the correct location

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it should be specified where to put it in the guide

stark wadi
honest stag
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do you actually have a light source in your room?

stark wadi
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nope i'll add one

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yep it has textures and i can see now! thanks :) I'll gonna go try and make a map for endless mode

stark wadi
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i have a question, how would I make a endless mode level?

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i put some enemies and put their endless to 1 but how do I respawn them when new wave starts?

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becasue it keeps counting waves per second

honest stag
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i actually have a .map with endless mode triggers and everything set up, but you have to weave through it to see what i named what

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and then place down your own enemies and wave variations

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this is an endless setup specifically designed for picky control over what spawns on which wave

stark wadi
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alright thanks!

honest stag
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do be sure to read carefully about point_template

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and look up info_endless_node in this channel too

mild ibex
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how would i go about converting a bsp to obj

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wracking the internet to figure it out but i kinda just keep hitting a wall

last lion
mild ibex
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thanks nonetheless

last lion
mild ibex
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๐Ÿซก

honest stag
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Trenchbroom can export .map into .obj

stark wadi
honest stag
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did you actually place down the enemies with their relevant targetnames

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like if you have a template of mage then an enemy must have a targetname mage

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if you're not sure still, it's easier if you just send me the .map and i take a look ymself

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myself*

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@stark wadi

honest stag
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now you can just copy and paste that enemy however and it'll spawn them at the same time

stark wadi
honest stag
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you're gonna have to set the first wave higher, yes

stark wadi
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thanks :)

mild ibex
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never checked lol thanks

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that makes it easier

maiden roost
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hear me out...cave johnson or GLaDOS announcer mod

bold orbit
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Announcing what

stone stream
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maybe if they replaced the main villian guy's voice

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forgot his name

crisp raven
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@honest stag Yo Vriska how do you places spawn points for enemies in endless mode? Like how do you decide where they will be spawned?

honest stag
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you should check out my .map file for Graveyard

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every enemy is already placed and you can check it there

crisp raven
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Blessed thank you ๐Ÿ˜š

crisp raven
honest stag
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good stuff

bold orbit
quaint heath
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lit

finite gorge
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s

stark wadi
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uhh how do I change colors of the textures in the tb editor

ancient monolith
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TB does not have such a feature

finite gorge
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s

main spindle
crisp raven
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Im losing my mind

honest stag
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Damn how many waves u plannin

crisp raven
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50

honest stag
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all custom tailored?

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damn

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i only planned up to 15 and just started throwing max shit past that

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Figured a player doesnt want to spend 40 minutes getting to the max wave to see all the craziness

rain prawn
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hi

crimson kernel
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some one make a cardboard dusk mod now

crisp raven
honest stag
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you most definetly are

wind turret
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Yo I'm trying to get into making maps for Dusk but all of the guides I'm looking at for setting up trenchbroom are outdated, is there any updated guide anywhere?

honest stag
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Its not outdated enough to matter

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Use it

wind turret
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Alright

main spindle
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I think i just sharted in public

bold orbit
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!kindawierd

gritty forge
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Is there a mod like this on Dusk Steam Workshop?

honest stag
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nope

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the og author is not hasnt been around for years

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and i dont think anyone else bothered to make a mod of that sort

gritty forge
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Last time I played Dusk, literally the only problem with the game for me was the drop sound after you jump and fall down back to the ground. It was incredibly uncomfortable.

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That drop sound is really high-pitched and suddenly cuts off. I'm curious if that is fixed with the new DUSK HD update after I played it.

gritty forge
ancient depot
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That mod in particular probably will sound different with the new update, all of the sounds have had their (previously in-engine) sound variations (pitch, speed, etc) baked into the sound (losslessly, when possible)

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So now a sound plays in-game just as it would play when you listen to it outside the game

gritty forge
ancient depot
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It's possible

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But if not, it would be easy to fix with the new implementation

gritty forge
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I should test it then, I'll report back if it is fixed or not.

gritty forge
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Tested DUSK (Singleplayer), DUSK HD and DUSK - Moddable.

gritty forge
gritty forge
honest stag
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why not just use the one in there

honest stag
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well did you try it?

gritty forge
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I'll try it now.

honest stag
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the specifc mod

ancient depot
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"new update" referring to the upcoming one, not the current one, btw

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it should work fine as-is in the current build

gritty forge
ancient depot
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Yeah the moddable build is a bit behind, we have like several different codebases in flux at the moment lol

gritty forge
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It is obvious; DUSK (Singleplayer), DUSK HD and DUSK - Moddable have different dates written for them at startup. (2021, 2023 and 2018)

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I should wait for the upcoming one then, thanks!

void crescent
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uh and Im back yupee

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finally arena sdk :D

void crescent
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trying to setup everything again

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textures are like this and entities are just bounding boxes, what am I missing?

last lion
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palette.lmp & .pak's in your id1 folder

quaint heath
void crescent
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I have the pallete and .pak files in my id1 and Ive added dusk_transparent.wad

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textures still do not appear in Trenchbroom

west yarrow
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Where is the best place to browse map sets and such?

honest stag
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the workshop

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and if you run out of content there, mod.io

west yarrow
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okay thanks ๐Ÿ™‚

west yarrow
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when playing modded dusk its not letting me save? it says 'saving not allowed in this mode' and i checked and im not playing intruder mode so im not sure why im not able to save

blissful lion
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because saving in this version isnt stable

honest stag
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you cant save in endless

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savings works fine for me in any other custom level

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nevermind you can save in endless

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for some reason lol

torpid sky
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How do I download the SDK?

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googling doesn't help

eternal spear
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it's in the game files

torpid sky
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Alright, is there any current guides?

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Is it even finally out of alpha?

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I heard that it was but I heard it also might be a few weeks yet so

eternal spear
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this guide still works

torpid sky
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i see, thank you

eternal spear
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also i suggest checking the pins in this channel

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lots of useful stuff in there

torpid sky
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this guide seems outdated considering it's asking me to download the SDK

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Is the SDK released?

eternal spear
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Yes. It is now in the game files by default

torpid sky
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i c, thank you

eternal spear
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the rest is fine

torpid sky
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thank you for the assistance

eternal spear
torpid sky
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AH, so it isn't in it's final state

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Last time I checked was alpha and it kinda seemed like something I very much didn't want to deal with

eternal spear
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It's very much usable now

torpid sky
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The guide here makes it seem like a mess

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Dusk has it's own textures, so why is palette.lmp necessary?

ancient depot
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Because textures in BSP and WAD files are paletted

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palette.lmp is only necessary if you're using WAD2 and non-GoldSrc BSP

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If you use WAD3 or use GoldSrc BSP, you don't need it

mild ibex
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updated sdk tomorrow ๐Ÿ™

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PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE

bold orbit
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BE PATIENT GOD DAMNIT

crude ferry
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You guys still working on adding HD stuff to the SDK or the workshop right?

bold orbit
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BE PATIENT GOD DAMNIT

idle arch
honest stag
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you dont talk shit to meatbox

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u go back to the ultrakill hole child

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we moddin dusk here

hoary oracle
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takes time to make game

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be nice

golden socket
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Hey guys do you know how to convert the monster models into any format usable on blender ?

ancient monolith
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you could download the .blend files from here

golden socket
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๐Ÿ”ฅ

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thx

muted glacier
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Oh man. A blast from the past. 2022. ๐Ÿ˜”

wary vigil
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dusk is good

muted glacier
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Amen

peak crest
wet marlinBOT
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@pulsar nimbus, please keep all discussions in English.

honest stag
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A few gigs if were talking base game

blissful lion
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probably 3gb but x3

golden socket
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Hi is there any 3D model of dusk's wendigo ? like dusk hd's model

honest stag
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The hd models will be coming to the workshop

golden socket
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oh

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(i'm looking to recreate the promo art but in 3D ๐Ÿ‘€)

ancient monolith
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Unity assetripper is your best bet right now

fierce rapids
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i just started mapping for dusk an im a little confused on where to put the fgd and pak files for them to work in trenchbroom.

fierce rapids
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thanks

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but i still dont understand

eternal spear
fierce rapids
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oh well i guess i didnt look thoroughly enough

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my bad

eternal spear
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np

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the guide has a jape where it just abruptly ends

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and then continues on after scrolling a bit

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you're probably not the first person to get fooled by that

fierce rapids
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hey so im getting into making maps for dusk and for some reason the trees are completely invisible when i boot up my level in game and the laters too. got any idea on how to fix it?

honest stag
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Some proprs currently dont show up

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Also, do you mean ladders?

fierce rapids
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yes

ancient depot
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Yeah that's a strange bug with the current version, it's being looked at

fierce rapids
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well good to know

honest stag
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whatever you make a func_ladder will be invisible

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so you gotta put it in front of whatever you use to visually represent your ladder

ancient depot
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And yeah it's the same as GoldSrc func_ladder, so it's invisible

fierce rapids
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thanks guys

ancient depot
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Think of func_ladder like a trigger rather than the actual ladder object

remote marsh
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ccl

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como se descarga mods en dusk?

wet marlinBOT
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@inner maple, please keep all discussions in English.

fierce rapids
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how do you use a dusk skybox? i followed the dumptruck_ds tutorial and it didn't work. then i tried applying the skybox textures but when i compiald the map they were doing the same weird looping that the default sky texture does

honest stag
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oh shit new maps

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play tim

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e

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oh wow

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depths of darkness actually fucks

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i really liked it

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highly recommend

elfin meadow
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OMG DUSK HAS MODS?

gritty forge
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hi gang! is there any mods that add a better sense of progression to the game? im not a huge fan of the doom style menus and being able to just give yourself every gun and max ammo and stuff

honest stag
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what

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can you elaborate

gritty forge
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trying to word things is sisyphean

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basically just any ui or menu specific mods i could try out because the menu design is the only thing that rlly puts me off about dusk, the rest of the game has been phenomenal i just find the menus clunky and annoying

honest stag
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There are none

gritty forge
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ig ill just suck it up then lol

fierce rapids
# honest stag oh wow

im glad you liked it. it took two days to make. like right after i came from school i just kept working on it. also i dont know if you know this but one of the secrets is right behind the spawn area. it requires a blue key but that wasnt intentional it was just a random bug that i just didnt know how to fix. a nother bug is for some the night sky texture doesnt seem to be working in the dark room but it does in thw halway. by that i mean that it isnt scrolling properly. because ya know its a skybox

feral holly
gritty forge
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its not a huge deal mostly a nitpick that i was wondering if someone else thought of but ig not

feral holly
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Yea, I guess it would be cool if there was an option on each level to start it with the guns you were able to get up until that level

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but tbh everything unlocks so early in each episode

fierce rapids
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i was thinking of adding areas where you would have to rocket jump. how many of you know how to do that?

feral holly
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I'd just say do it, dusk's rivet jumping is very simplified compared to some other games

fierce rapids
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your right but (at least it my experience) it does less knockback the more morale you have. is still prefer quakes rocketjumping tho

feral holly
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it's unaffected by morale

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the main thing to affect it is how close you are to the explosion without being on the ground, as you need to be slightly in air to get the push

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delay firing it until the peak of your jump to stay lower, fire it at the start of your jump to go higher

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and past there it's a pretty consistent push, and the fire rate is so fast it's pretty easy to mistake correct.

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the game will quickly throttle you back to the player speed cap for any additional velocity a rivet gives you as well

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the walls on e2m1 are an easy place to test all this

fierce rapids
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well alright then

feral holly
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afaik there is nothing you can really do to extend a max height rivet jump either, e.g. you can't combine it with a slope jump like quake

fierce rapids
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how do you do skyboxes though. i cant seem to get em to work. i followed the dumptruck ds tutorial but the newer version of trenchbroom doesnt seem to have the "sky" property. only "sky_left", "sky_right" etc.

eternal spear
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for example
(using vriskas screenshots)

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there was also something about quake skyboxes

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though i'm not at all qualified to talk about that

fierce rapids
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thanks

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but do you just apply a random sky texture?

eternal spear
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for the brush you can just use any sky texture (i think. for the love of god correct me if i'm wrong)

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you just need to specify every individual side in the worldspawn properties

fierce rapids
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does it only work if you run it in dusk?

eternal spear
fierce rapids
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well i did it and its not working and there could be three reasons for this: i have the skyboxes in an env folder, the files are m8 files (whatever that means) or it just doesnt work in quakespasm

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

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So lets say your mod folder is called CoolMod

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You open it, make a folder "textures" inside, and put all thd skybox tex in it

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Then specify the file paths as the example above

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@fierce rapids

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This will not show up in quake nor trenchbroom visually

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This is dusk specific

fierce rapids
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thanks

plucky relic
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El Diego

feral holly
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dusk promode movement when

ancient spire
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Hey everyone o/ I'm just starting up on making a level using Trenchbroom, and when I go to add some wads for textures there isn't any "Texture Collection" in the editor that I can find. All I can see is a "texture browser" and nothing else.

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I also have a console error that reads "Property 'wad' of worldspawn has an empty value", which might have something to do with it? but when I googled the error I didn't find anything :/

ancient spire
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Ah nevermind, I figured it out. Just dealing with out of date tutorials haha

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In case anyone else searches for this (having the same issue) where you don't see a "Texture Collection", you have to manually go into the Worldpawn entity (under Entity), click "Wad", then in the empty box under it labled "Wad Files" you just have to press the "+" button to add the wads you want.

wet marlinBOT
#

@fervent root, please keep all discussions in English.

ancient spire
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Does anyone know how to make NPCs follow Path_Corners? Or was that functionality never added?

crisp raven
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Never added

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:(

ancient spire
unborn magnet
#

BIG MAN GO BRRR

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bnig svary

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scary

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oooh

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gabogu

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im tryign to stream

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so mind me not

honest stag
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new map just dropped bros

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just played it

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definetly a beginner map

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could use some more light and the level design isnt spectacular but it's alright

hollow elbow
#

Oh snap a Psychopomp map, I adored that game

ruby prairie
#

number 7

honest stag
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UPDATE BROS

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UPDAAAAAAAAAAAAAAATE

alpine depot
#

we're eating so good....

last lion
#

what was added?

honest stag
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check that third one

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"- Improved pathing for doorways in custom levels"

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๐Ÿ™

last lion
#

๐Ÿฅน

eternal spear
#

they really figured it out ๐Ÿซก

ancient depot
bold orbit
#

Bless u zombie

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Bless you

mild ibex
#

FEASTING

mild ibex
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zombie I love you

blissful lion
#

to anyone that played my hospital map: i just played silent hill 3 for the first time this week

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and wtf

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they copied me

idle arch
#

dusk modding

lusty steeple
#

ded link ๐Ÿ˜ฆ

half dust
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Allot of the props don't have collision now. Or is that just me?

crisp raven
#

Some of the objects just straight up dont spawn as well

half dust
#

Oh, I thought that was fixed now.

crisp raven
#

Oh maybe it was with the latest update :P

half dust
#

Yeah, but now some of the collisions are gone. ๐Ÿคทโ€โ™‚๏ธ

stark wadi
#

Does video games with offical mod supports often suck? For example, Minecraft bedrock has worse mods than java. Doom 2016 has map editor but it's limited.

west harbor
#

it's been 2 days but probably because it's easier to make mods so they'll be more bad mods and have those mods can be found easily.

ancient spire
#

So, is there a way to change the door sound effect? I know it's determined by the sound property, but when I change "sounds" on the door it still just plays the default sound effect.

crisp raven
#

Flying enemies work!!!!

wet marlinBOT
#

@untold path, please keep all discussions in English.

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@untold path, please keep all discussions in English.

#

@magic stream, please keep all discussions in English.

#

@untold path, please keep all discussions in English.

honest stag
wet marlinBOT
#

@left hedge, please keep all discussions in English.

river scaffold
ancient monolith
#

Skipped english classes in school

hybrid bloom
#

e

dull summit
#

omg ultrakill copy

normal summit
#

Grr

#

Grr

#

Grr

normal summit
normal summit
#

august 12th 2036, the heat death of the universe

honest stag
crisp raven
#

ANYWAYS

honest stag
#

niiiiice

#

good shit

kindred bane
#

Has anyone thought about making a mod for dusk HD that removes the leathernecks red eyes? I like Dusk HD a lot but I think the red eyes make it look to cartoony and take me out of the expereince a bit personally

ancient monolith
#

make a mod for dusk hd mod? modception is getting serious

#

To answer your question, no. Want it? Make it.

ionic berry
#

;-;

crisp raven
eternal spear
# crisp raven

out of genuine curiosity
what's the point of making a brush a func_wall?

alpine depot
#

transparency only works for brushes if you make them a func_wall

#

or func_fence or whatever else, tho those behave a bit differently

honest stag
#

func_detail_fence too

alpine depot
#

yea thats it

honest stag
#

generally i use func_wall to give a brush some extra properties while not really altering the way it behaves too much

eternal spear
#

Oh

#

that explains some things goldensmile

alpine depot
#

func_detail_fence i believe is better for lighting because it'll cast shadows thru the transparent part on the textures

honest stag
#

func_wall doesnt cast shadows i think? also func_wall seals maps

#

while smth like func_detail doesnt

eternal spear
#

the more i learn the more i realise i should just

#

start my map over from scratch

honest stag
#

generally you dont need to worry about it

#

it only comes up with very specific circumstances

#

i dont have a single func_wall in my 3 latest maps

crisp raven
honest stag
#

^ same goes for func_detail_fence

crisp raven
#

I used to just make a one space gap between transparent textures and the wall it was touching lol

alpine depot
#

lmfao

honest stag
#

same

eternal spear
#

one day i will release my map

#

once it's absolutely perfect sadleon

#

at least i'm having fun when i occasionally throw myself at it

#

expected trenchbroom to be way more complicated for some reason

alpine depot
#

i think thats the entity you'd use, then you swap around a few flags or smth

#

lemme check

#

it works best with textures set to a large size though or the shadows are very faint and more light tends to bleed through

#

but that could also be due to my light settings idk

#

yeah, detail_fence with r_shadow set to 1

#

this is the default tree texture with a scale of 3 btw lol, if it was like 1 or even 2 it doesnt cast much shadow at all

#

but yeah, cool shit

crisp raven
#

Baller!

wet marlinBOT
#

@autumn gate, please keep all discussions in English.

crisp raven
honest stag
#

why's that leaking lol

alpine depot
#

vertices misaligned maybe? had a fair few issues with leaks cuz of that

#

swapping between a bunch of grid sizes leads to that very quickly if you're not careful lol

crisp raven
#

Happens all the time when you build on angles. I would understand it if it happened on one of the edges, but it will go straight through giant solid brushes

#

I just go crazy and end up doing this lol

alpine depot
#

lmfao

#

i optimized the FUCK out of downtown showdown a few months back and had to just build so many walls around the leaking areas

#

cuz basically every brush, or at least half of the few thousand or so i used, were off-grid

#

map would've exploded and caused more leaks by snapping to grid points way off from the connecting brushes if i just snapped every vertex all at once

#

i simply Could Not Be Assedโ„ข๏ธ

honest stag
#

Strong aura map optimisation:

alpine depot
#

i suppose this is why blockouts are important lOH MY GOD

honest stag
#

skipface every single motherfucker that isnt used in lighting

alpine depot
#

beautiful

bold orbit
#

how I do it

#

I never get any dusk maps done

alpine depot
#

how i do it: forget about it until the end and cry when half my map is offgrid

#

then proceed to skipface a bunch of brushes for like, 2 hours, then realize i didnt even do 1/8th of the map by the time i was done for the day

#

no siree my mapping process isnt scuffed, your MOM is scuffed how bout that

honest stag
#

speaking of map stuff

#

one of my next maps may or may not weigh almost a gigabyte due to textures

alpine depot
#

jesus christ lol

honest stag
#

the maps themselves are

  1. 20mb map, 29mb lit file
  2. 16mb map, 26mb lit file
#

the other mod is "only" a 128 mb ordeal, with the map being 13mb and lit being 11mb

alpine depot
#

good thing you dont need to include the wads in the compiled map lol

honest stag
#

you do

alpine depot
#

wait wh

honest stag
#

because they are wad3 tex

alpine depot
#

ohhh

#

lol

honest stag
#

and i have to strip the .bsp of textures to use them properly

#

otherwise they get fucked up

alpine depot
#

bsp mapping ftw

honest stag
#

one of these should be coming soon

#

in like the next few days

alpine depot
#

ooo very nice

glacial steppe
#

hello, where do i find the dusk mods?

south lance
waxen echo
#

well hello hi

#

SO

#

I fiddled around with map making in dusk a little

#

with the outdated SDK guide

#

which went pretty well so far

#

except for one thing

#

The Compiling Gui does not well

#

compile...

#

All I can say is HELP

#

I did get it to work at some point but now it no longer does...

crisp raven
#

Like what fields you have filled out

waxen echo
waxen echo
#

so yeah yay now it works again!

#

I want to make a level for dusk and as practice first I want to create like a castle level

clever bison
#

I've heard you can run Half-Life maps in DUSK.
How would I do this?

honest stag
#

check pins

waxen echo
#

Like right now im at my girlfriends place but tomorrow I'll be back home

#

than this thing will get goin again!

honest stag
#

good luck

waxen echo
#

Probably gonna suck a lot but oh well the process is fun

untold current
#

pingus

wet marlinBOT
#

@pale crest, please keep all discussions in English.

woeful musk
#

how do i set a level's music

crisp raven
woeful musk
#

thank you

eternal spear
haughty compass
drowsy sigil
#

Anyone knows if there is a way to port quake maps to Dusk SDK?

eternal spear
ancient depot
#

You just need to extract them from the PAK files and put them in a maps folder

mental fable
#

Could you tell me where to find the maps folder?

honest stag
mental fable
honest stag
#

the .bsps are inside the .pak

mental fable
desert crane
honest stag
#

thank u ๐Ÿ’ช

crisp raven
#

Vriska stonks are at an all time high

clever bison
honest stag
#

check pinned messages, there's instructions on how to load half life maps

clever bison
#

Oh. I'm stupid.

idle arch
#

game died as soon as gloomingwood appeared lmao

honest stag
#

wut

nimble prawn
#

annual question: SDK update when?

knotty swift
#

NOW

nimble prawn
#

lies delet2

honest stag
#

there are some maps that are horror-oriented, yeah

red vessel
#

Whatโ€™s some good mods?

dusk nexus
#

hey

honest stag
#

hello

crisp raven
molten socket
#

Hi hello how can I get the entities to be visible in the trenchbroom browser? They are loaded but I only see the boxes and not the props/entities

honest stag
#

try here

#

keep going down the message chain if it doesnt work initially

molten socket
#

Yeah I see.. but I don't have a "texture collection" option in the face tab

honest stag
#

it's likely been changed in the new UI, give me a sec

#

Texture browser?

molten socket
#

Yup, all textures loaded but not for entities

honest stag
#

keep goin down the messages then

#

theres a buncha steps

molten socket
#

ah yes, do I unpack the FGD file into the gfx folder or the id1 folder itself

honest stag
#

id1

molten socket
#

Ok thank you

molten socket
#

Funny thing, when I make a map through Quake 1 I can use all the dusk entities, but not textures, and when I run TB on Half Life 1 I can use textures but not the entities

honest stag
#

keep using quake then, what do you mean by "no textures"?

#

are they black in the editor or?

molten socket
#

No, the texture browser is blank

honest stag
#

then add the .wad

molten socket
#

wad is set, but it won't load textures

honest stag
#

what wad are you using?

molten socket
#

DUSK.wad, well I converted the texture file into a wad file

#

It does work when I run it on HL1

honest stag
#

i see, try using dusk_transparent.wad from the pins

#

you're likely using wad3 which isnt supported in the quake preset

molten socket
#

Okay I'll try

#

I see

molten socket
#

All is working, I'll be practicing map making now, thank you

silk pivot
#

dam i wish someone did quake weapons pack for dusk

#

and map pack as well

honest stag
#

You can already play any quake map in dusk

#

vanilla quake that is

silk pivot
#

yeah but

#

i'm too lazy to do that myself

honest stag
#

it's drag and drop

molten socket
#

is there a way to get the map files of official levels?

honest stag
#

There are none

#

Theyre probuilder made

rustic lichen
#

What if prop humt in dusk

molten socket
#

Or how do the blood wall texts work, when I put one against a wall I can see through the wall since it's a transp. texture, Im guessing theres a way to do it with functions?

honest stag
#

you should look at quake mapping tutorials by dumptruck_ds

#

vast majority of quake functionality when it comes to entities applies to dusk

honest stag
#

@molten socket

molten socket
#

Oh ok thanks

molten socket
honest stag
#

specifically related to texture change

#

that doesnt work in dusk so we use a workaround

#

make 2 button brushes

#

one with your usual texture, one with the "pressed" texture

#

put the brush with the "pressed" tex a tiny tiny bit inside the actual button

#

so that when you press the button it moves inside the fake pressed texture brush

molten socket
#

oh thats a neat trick, i will try that out

#

Also is there a way to make water textures flow yet? I searched the chat and there was a function mentioned

honest stag
#

Not that i know of, havent heard or seen anyone use scrolling tex beyond quake skyboxes

crisp raven
#

It must be possible to create a scrolling water texture then? If you use the same method as the skybox

alpine depot
#

you could do that with animated textures but dusk doesn't support them yet iirc

molten socket
#

Yeah there's nothing, but I know 500_pts made the "forge" map for duskworld that had flowing lava textures

#

Or is that the same case as official levels?

honest stag
#

Hes a dev and made it using probuilder

#

The community made a blockout in tb and he just recreated what they wanted in probuilder iirc

modest torrent
#

Hello gamers, does anyone know how can I replace the cigar texture without using sdk? Iโ€™m making a video about dusk and replacing regular cigar with a cigarette is crucial, but sdk doesnโ€™t allow saves and thatโ€™s just a massive waste of time

ancient depot
#

You would have to replace the textures inside the Unity package files directly

#

I'm not sure how people do that nowadays

modest torrent
molten socket
#

I come here for troubleshooting again, I put a few turret enemies into the map but in game they dont seem to shoot, its like theres an invisible wall in front of them, any fix for this?

honest stag
#

Show the turret and it's surrounding area

#

In editor

molten socket
#

Its alright I fixed it already

restive tulip
#

I'm new to dusk modding. Where would I go to find mods for it and how do I install them? I have the GOG version on PC.

crisp raven
dusky fractal
#

is there any way I can get dusk into 1440p

last talon
#

it's right there my man

restive tulip
#

When I pull up dusk sdk on gog galaxy, it goes to a window but there is no content to load. Where do I put add-ons if I download them?

muted glacier
#

Been theory crafting in my head. Can enemies activate a trigger by walking through it, or open doors?

woeful edge
#

im pretty sure they cannot, no

#

havent tried it much, but im pretty sure they cant

#

it'd be very cool though!

blissful lion
#

no

tight hedge
#

the model I never got to use..

sonic fulcrum
# tight hedge

yo can you dm me that so I can use it for one of my games (I'll credit you)

spice niche
#

Any cool mod recommendations that there is for Dusk? Had finished the third and final episode of the game and was wondering if there is any mods.

honest stag
#

Tons of great custom levels

spice niche
#

Aight thx ๐Ÿ‘

vagrant citrus
#

hi

vagrant citrus
#

fr

#

w

proven hazel
abstract nest
#

should i buy dusk rn?

#

alr

#

done

#

should i use the hd dlc aswell or should i use it after?

proven hazel
abstract nest
#

and your able to make custom levels i think

proven hazel
abstract nest
#

well you move fast

#

and you can slide

proven hazel
#

Parrie?

abstract nest
#

nah unfortuatly not

#

if you want a game like ultrakill play ultrakill

proven hazel
abstract nest
#

you mean can?

abstract nest
proven hazel
abstract nest
#

also

#

how do you know if you havent played it?

proven hazel
proven hazel
abstract nest
#

what do you mean "is there a way"

proven hazel
#

I just thought about probability

abstract nest
#

yes

#

there is a way to speedrun

#

if you press tab ingame you see your time and stuff

#

just get the game and if you dont like it oh well

abstract nest
proven hazel
vagrant citrus
#

fr

abstract nest
#

why the fuck does soap instakill any enemy

#

its the same un ultrakill

abstract nest
#

does anyone know how to make dusk maps?

honest stag
#

We use third party editors to make and compile maps into ones used by the Dusk sdk

#

pins have a bunch of info on that

abstract nest
#

ok

#

thanjs

abstract nest
#

.

molten socket
honest stag
#

Nice, how close to release?

indigo nova
#

what

molten socket
#

maybe december this year?

honest stag
#

cool

molten socket
#

Im making like a mappack of 5 maps

#

I tested it if its possible to link the maps and yes you can play them consecutively

#

itll be so cool

honest stag
#

it is a cool feature indeed, there arent many people who utilize it

molten socket
#

yeah

#

also Vriska uhh...

#

how 2 shootable buttons

#

do I set a health value to it?

honest stag
#

Yea, func_button with a health value

molten socket
#

thank you

molten socket
#

is there a way to put custom ambient sounds?

#

using the ambient general entity

honest stag
#

I'm not sure if that's supported

ancient depot
#

ambient_generic? Yes

#

That's supported

molten socket
#

oh nice

molten socket
#

i set a 'sounds' property on the ambient generic entity

#

and link it to the sounds folder but it doesnt work

#

@magic torrent this channel is a godsend

magic torrent
#

I sometimes lurk these channels because I like downloading assets that I would probably never use

molten socket
#

object_tree_surreal

magic torrent
molten socket
#

so i have a bunch of teleport triggers in the map and some of them arent working even when targetnames are correct, and this is happening

#

thats the center of the map

#

is there a fix for this? pls help

honest stag
#

gonna need to see your entire setup

#

the teleport trigger, the teleport destination, and their properties

#

@molten socket

sharp inlet
#

dusk horror mods would be cool are there any made yet?

magic torrent
#

Hey I was actually wondering if its possible to add entities yourself for the dusk sdk

#

Or the game doesnt recognise them properly even if u texture them

#

I'd like to add more vehicles in the mod that I try to recreate but I just dont know if thats actually possible or not

honest stag
#

Nope

magic torrent
#

Horrible fortune

molten socket
pearl fox
#

Any sdk updates on the horizon?

mighty imp
#

Is there any way to add audio fx to a level I'm making? Like, interact with a door/button and it makes a noise using an MP3 or something? Or do I have to make a music folder and play everything from worldspawn like music?

molten socket
#

im losing my mind over skyboxes

#

it just doesnt work

honest stag
#

Explain in detail

#

What specifically are you trying to do and what doesnt work? @molten socket

#

also include screenshots of worldspawn properties, you can dm me with them

minor furnace
#

dusk mod that turns it into ultrakill

muted glacier
honest stag
#

Eyyy welcome back

#

Looking good

magic torrent
#

Hey guys can you helpe me out with something? For some reason almost all textures appear black and white in-game despite looking completely okay in trenchbroom

#

What could be the reason for that?

mighty imp
#

This might be dumb to suggest, but maybe you have a b&w filter turned on in Dusk?

#

Or retro palette?

#

Idk why it would do that. I'm sure somebody else has a better answer than me

proven raft
#

do i need to own quake to make custom dusk levels?

molten socket
#

you only need a palette file from quake

magic torrent
proven raft
urban sun
#

i downloaded the dusk.wad thats in pins, but when i put it in jack all of the textures are in black/white and the textures arent there at all in dusk?

#

oh sorry nevermind this is a problem with jack not dusk.wad

magic torrent
#

So textures just seem to be utterly distorted

honest stag
#

or rather looks like wad3?

#

when compiling your map, strip it of textures by using -notex parameter on qbsp

#

then make sure to include your .wad in your mod folder

#

@magic torrent

magic torrent
#

Omg um how do I set that notex parameter

#

from the CompilingGUI?

honest stag
magic torrent
#

Oki

#

omg omg omg

#

Thank you so much

split sapphire
#

Hey fellers, what's the hold up with the Full SDK release? Back December the announcement said the Full SDK was a few weeks away, and now it's nearly August. I'm not saying "hurry up" or that you shouldn't take your time, I'm just wondering what's going on, is all. Keep up the swell work though BigThink

hard fable
#

guys can you explain to me (like i was a real ape) how to create and where to search information about map making for dusk?

crisp raven
hard fable
#

will check thanks

crisp raven
#

np

muted glacier
#

alright im dumb everyone. I have a shit ton of pngs, but I cannot for the life of me figure out how to make them into a functioning .wad

#

if I try and load them in Wally to package as a wad format, it forces them to use the Quake palette. is there a way around this, or an easier way to make texture wads?

muted glacier
#

my brain is absolutely cooking trying to figure this out. I cant even figure out how to convert my pngs into mips to compile them into a wad.

ancient depot
#

DUSK supports both WAD formats

molten socket
#

how can i find the skybox textures from e1m5? the red one

#

its not anywhere in the files

honest stag
#

it's this one but tinted red in unity

#

i made a version that looks close, one sec

molten socket
#

omg wow

honest stag
#

thanks a lot churbot

molten socket
#

epic

honest stag
#

this is the case with some skies in general - there is no version that's straight up a texture because they're tinted inside the unity scene

muted glacier
ancient depot
muted glacier
#

Trenchbroom does not infact like it. After work today I'm gonna take all my wad2s and convert them to wad3s and go from there.

magic torrent
#

Hey does anyone know how to set up the floating wendigo properly?

#

I want to turn it upside down and stay like that in-game but even when using angles property it just keeps reverting to its original position

muted glacier
#

Hm. I know it works like that in quake (assuming you have the angles property 'angles 180 0 0') but maybe it doesn't work for dusk? I'm not sure how entity editing works in that regard. Are you able to rotate it on a different axis and have it work as intended? If so, it might just be a Dusk thing in regards to the X axis.

muted glacier
# ancient depot The game should have no problems with mixing WAD2 and WAD3, I'm not sure if Tren...

So after much trial and error (too much tbh), Trenchbroom CAN handle .WAD2 and .WAD3 files, and will let you locate and insert them into the TB Browser, but due to the Game preferences I have set, it regards the level I'm making as a Quake level. Therefore it must adhere to the Quake palette restrictions (.WAD2).

I can add .WAD3s to the texture browser, but no textures will show up in the viewer. If I create a new level in the editor, but set the game preferences to HalfLife instead, the exact opposite is the case.I can use .WAD3 textures, but upon loading .WAD2 files into the browser, they also don't appear. In retrospect, this seems blatantly obvious, but it was a journey to get here.

So I now need to batch-convert all of my .WAD2 files to be .WAD3, unless there's some config file for Trenchbroom that I could throw a line of code into to allow .WAD2 and .WAD3 files to be visible simultaneously, though that would probably be fucked when I go to compile. So idk

frigid sluice
magic torrent
frigid sluice
magic torrent
#

Yeah it doesnt look so bad in certain textures but some of them are just way too distorted

magic torrent
muted glacier
#

I am once again begging for knowledge dying

#

this is what my texture looks like in trenchbroom:

#

and after compiling, THIS is what it looks like in-game:

#

does it have something to do with the fact that its .wad3 textures? I can get it to look right by actually offsetting the textures in the editor, but that sounds positively HORRENDOUS. The only place place I've seen something like this was some fuckery back in the old days when rotating brushes, but this isn't rotated.

ancient depot
#

If you boot up your map in a Quake source port, which one does it look like?

#

It's a bug in DUSK if it looks correct in one of those

#

It looks like the UVs are off-by-1'd, which sounds like something that could reasonably be a bug that nobody noticed until now

#

If that's the case you can DM me the map + wads and I'll fix it up for the next hotfix

magic torrent
honest stag
#

neat

#

how far along is this map?

magic torrent
#

I would say in its beginning

#

I still have a lot more space left in the skybox and Id like to make at least a few more buildings

#

But Im honestly happy with how it is going so far, I just hope I dont stumble upon a performance issue later on

tight hedge
# magic torrent

tip: you can add a transparency key to your seaweed thing that's hanging to make it look a little cooler

#

also idk if the first image is supposed to have that kind of lighting but you might wanna consider making it more accurate to the skybox with a sun and darker color and emission

#

otherwise it looks sick

magic torrent
#

Thank you I do have the _sunlight property but I dont have _sunlight2 and emission

magic torrent
magic torrent
#

Hey can somebody explain why this could be happening?

#

I reckoned its because of the rats but but the rat that is furthest to the right doesnt seem to cause the same thing

#

I tried remaking the floor brush but that didnt help either

crisp raven
magic torrent
#

I will turn them into detail_wall next time I edit the map and will say if it worked

frail sage
#

any news on updates to the sdk? loading up custom dusk maps takes a long while along with bugs

muted glacier
#

Wall of text inbound, I'm sorry.

Currently trouble shooting a python script to use GIMP or Photoshop to mass convert images (preferably .pngs) to a size and file format that works with texture wads. For example, the one I'm working on is Minecraft's textures.

Thankfully, they're natively 16x16 or 32x32, so no scale issues. But if you don't want to adhere to the Quake palette, you need to make it a .WAD3, which doesn't like png transparency or compression.

That's fine, and rather easy to do, except Minecraft has over 900+ textures, and I'm not doing it manually ๐Ÿ˜‚

So I'm writing a program that opens your folder with texture pngs, removes transparency or any conflicting effects, exporting as a PNG to a temp folder,, opening that same PNG and changing the extension to .BMP and exporting with specific settings that will allow you to drop the final folder with bmps in it to wally and save as a .WAD3 that can be used for map making.

And no, for whatever reason, I could not use the batch conversion option offered by either GIMP or Photoshop, because for whatever reason, when trying to put those converted images into WALLY, I'm met with an error message.

Tldr; Making a python script to turn folders of pngs into a format acceptable for wads. When finished I'll either post it here, or DM me if interested.

ancient depot
#

makewad path/to/folder/with/pngs output_wad.wad

#

it generally does a pretty decent job

#

usual naming rules apply, so the PNG file name needs to start with { for transparency to work

ancient depot
muted glacier
#

Holy crap thank you. I'll check that out after I get off work.

molten socket
ancient depot
#

NativeAOT programs seem to get false positives a lot

opaque moat
#

any parameters to launch dusk sdk straight into a map?

molten socket
#

but there isnt a script for booting maps straightaway

#

@sudden citrus heres the wad

#

also here are quake skyboxes for making.. skyboxes

sudden citrus
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ooh, i didn't activated that i was interested in modding, shit, that's why i never saw this channel, i'm a dumb ass

mighty imp
ancient depot
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You use it by passing it the path of a folder containing PNGs, and the name of the WAD it should output

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i.e. makewad.exe G:\mapping\textures\my_wad_textures G:\mapping\my_wad.wad

mighty imp
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When I do, it says "Usage: makewad <in folder> <in palette> <out wad> . Do I need a palette?

ancient depot
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old versions generated WAD2 instead of WAD3 and required a palette

muted glacier
opaque moat
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any resources for quake wad limitations? ive never done anything with quake specifically

ancient depot
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Quake WAD (WAD2) has all the same limitations as GoldSrc/Half-Life WAD (WAD3), with the additional limitation that all textures use a single color palette instead of their own

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DUSK supports both WAD2 and WAD3 so it typically makes sense to just use WAD3

opaque moat
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ah thank you

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i cant seem to load my wad in trenchbroom, im not sure where the issue is. does trenchbroom use either wad2s or wad3s depending on if the map is in standard/valve format?

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i think its the wad itself or at least the images in it. i used the makewad exe, is there anything more i need to do aside from run the tool?

ancient depot
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Old versions of makewad produce WAD2, new versions (2.0+) produce WAD3

#

TrenchBroom will refuse to load WAD3 if you aren't mapping in Valve format, as far as I know

opaque moat
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ah that makes sense, none of my half life wads loaded either

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dont suppose theres a way to change that after the maps been made?

ancient depot
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I assume there is, but I don't know how off the top of my head

opaque moat
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thank you for the help

ancient depot
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np!

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and it looks like you can just save the map then reopen it and pick valve format?

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if it doesn't give you the option, you can open your .map file in a text editor

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the comments at the start will specify the format and so on

opaque moat
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i guess for now its something i need to remember in the future

ancient depot
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If there are no existing tools for doing the conversion out there, I might look at making one as part of the SDK

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makewad exists for similar reasons, to fill a tooling gap

muted glacier
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I've been out of town all week and havent looked at makewad yet. How does it handle image transparency?

ancient depot
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If your input PNG starts with {, then anything with transparency <= 0.5 will be transparent in the WAD

#

(WAD only supports 1-bit transparency, i.e. it's either visible or not)

muted glacier
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Ohhh that's right, I do remember you saying that.

muted glacier
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ive almost finalized putting all 900+ textures from minecraft into a WAD. just need to finish accurately recoloring the foliage (Its all black and white in the files, with seperate color maps) and adding { to all of the transparent textures. When its done, Ill drop it here.

ancient depot
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damn lol, nice

ancient depot
muted glacier
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absolutely sick!! can't wait

opaque moat
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origin texture works for func_rotating

ancient depot
#

yep, since it just requires compiler support

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so as long as your map compiler supports origin textures you're good

opaque moat
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im real happy with how much translates into dusk. havent run into any issues so far

opaque moat
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jakob can move around a quake map surprisingly well

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aside from not using teleporters and holes in the ground he doesnt fall into lava and is very fast

opaque moat
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i got him to use the teleporter by putting a path behind it

muted glacier
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If I remember though, you can't kill him because his death is a scripted event. That may have changed though since I last checked.

molten socket
#

he is flesh and blood, just like us

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sever the wicked divine bond

opaque moat
#

he spontaneously exploded into massive chunks a couple times while i tested it out

#

yeah you can kill him

muted glacier
#

Hm. Interesting.... monke

opaque moat
#

using the sunlight worldspawn keys seems to require the use of the quake sky textures. any way around this?

honest stag
#

you gotta setup a dusk skybox

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if you're using the dusk fgd, you should see some sky_ keys on worldspawn

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they're used to apply textures to a skybox

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for example

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in this case, my properties would be

"sky_back" "textures/nightsky_bk.png"
"sky_front" "textures/nightsky_ft.png"
and so on

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when you use those, the quake skyboxes arent used

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but you still can do whatever you want in regards to having a sky brush, like sunlight

opaque moat
#

thanks

molten socket
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yeah dont forget skybox_left and skybox_right are switched on worldspawn

opaque moat
#

the two most recently created func_door_rotatings are controlling each other. anything for this?

opaque moat
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i have multiple func_door_rotatings, when i open one door it opens another as well. they also happen to be the newest instances of func_door_rotating

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i cant send pictures or video yet

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i dont find it too urgent because i could just hide two doors outside the map

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i was thinking it might be the "target" and "targetname" keys but if i change one then every door stops working

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tbh i havent done much experimenting yet

muted glacier
#

Yeah, that typically happens if they share the same targetname property, or they're connected to the same trigger.

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If you have triggers, make sure they're not overlapping somehow, or share the same name. You could also make sure they're not accidentally grouped with each other.

muted glacier
#

When remaking the door, make the brush that's going to be your door, make your origin brush, select both and group them, and then with your group selected, right click and turn into func_door_rotating. Then you can set it's targetname to something unique. And then do that with every door that has the problem.

opaque moat
#

is there a way to change the music after a maps started?

molten socket
#

yes

molten socket
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then add a property to it, called "music" and set the value to "music/nameofthesong.format"

opaque moat
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oo dusk takes more formats than ogg?

molten socket
#

theres also some songs in .flac format

molten socket
#

link it to a trigger_once or trigger_multiple obviously

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with targetnames

opaque moat
#

yeah

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i was thinking different ambient tracks for different parts of a map

molten socket
#

if you also have a song for action you could use the intros/ends of songs if they are available

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but that requires playing with delay to time it properly

molten socket