#dusk-modding

1 messages · Page 11 of 1

muted glacier
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Let me tell you lads. 900 textures is a lot to rename (have to fit the 15 character limit to avoid truncation). What the fuck was I thinking?

opaque moat
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are you on windows?

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if so theres a batch rename utility in microsoft powertoys and a software called "bulk rename utility" which is more in-depth

muted glacier
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I'm on windows yes, but I had to rename Minecraft's textures so that I'm still able to identify them, but also for them to fit the character limit. I finished last night after a 3-hour slog. I'll be uploading the texture wad here at some point. I need to fix transparency on water and glass textures.

split sapphire
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Is the Full SDK ever coming out?

molten socket
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maybe

honest stag
opaque moat
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-6.0db feels like a comfortable volume for ambient music

torn agate
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I can't find much formal documentation going over the full capabilities of DUSK modding, does it currently consist of adding new maps, textures, or sounds? I was hoping to make a minor gameplay change, but I don't know if it's feasible.

ancient depot
# torn agate I can't find much formal documentation going over the full capabilities of DUSK ...

In the current build it is maps, textures, sounds, some models. Scripting support is coming in a large update that has been in the works for a while. Currently you can technically do minor gameplay mods using more traditional Unity game modding methods like BepInEx, MelonLoader, etc, but we don't provide any support for that (so a mod that does that could break at any time) and there isn't a way to ship a mod like that on the workshop

torn agate
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Okay, thank you.

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Unrelated note, is the furry ban based on some incident in the past, or was it a pre-emptive thing? Kind of stood out amongst the other discord rules, if I'm going to be honest.

ancient depot
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It's been so long I genuinely have no idea lmao

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That rule probably dates back to like 2016

molten socket
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when I use a trigger to activate for example an ambient sound it doesnt play it

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even if the sound is in a correct folder etc

ancient depot
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Can you give an example of where the sound was placed, and how the entity was set up?

molten socket
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okay, hold on please

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can I DM you?

ancient depot
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Sure

molten socket
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Aight

muted glacier
ancient depot
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The former

muted glacier
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Oof. Doesn't sound worth it for the time being. 🤮 I can wait for functionality to be added

opaque moat
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god i wish you could resize grouped brushes from outside the group in trenchbroom

muted glacier
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weird question. do I not need sky brushes anymore? i have my world spawn Key "sky_back" and the Value "textures/sky_texturename_bk.png" and the skybox is in game without me placing any brushes down??

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nevermind. im dumb. the map wasnt sealing

muted glacier
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can you make a door not make a door opening noise when opened by a trigger?

ancient depot
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Set its sound to an empty value (different from it not having a sound at all)

opaque moat
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where do i put the pak that comes with the fgd? i just noticed in the log its saying it couldnt load files from directories within it

honest stag
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are you using the quake preset when making a map or generic

opaque moat
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quake

honest stag
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alright, then go into whatever folder you have set up here

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make a folder inside of it named id1

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and put the .pak into it

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then restart tb

opaque moat
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works, thanks

muted glacier
opaque moat
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green really fits that shape

molten socket
muted glacier
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I'm not sure I know what you mean. This was compiled with textures, yes. If you're talking about the mountain face, I haven't finished texturing it yet.

molten socket
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i see

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this is offtopic, but would it be possible to make pistons that move up and down

west wasp
molten socket
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it reminds me of the stargate

west wasp
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dunno that

muted glacier
ancient depot
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so -notex is mostly a size optimization

muted glacier
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Basic AF lol.

west wasp
muted glacier
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You know what, I can see that 😂 just imagine it skyscraper sized, and made of concrete

molten socket
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can someone help me to make light cones/rays

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i tried using rendermode and renderamt but it doesnt really work

honest stag
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Why doesn't it work

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Wdym by that

molten socket
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well technically yes it works, i can create an illusionary brush and make it transparent

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but I cant seem to change its color

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using rendercolor

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or anything at all

honest stag
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makre sure you take a close look at rendermode on valve's goldsrc dev wiki

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in case your are missing something

wet marlinBOT
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@hybrid summit, please keep all discussions in English.

molten socket
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Okay Ill do that

tropic field
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how do i set up modding

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i mean mpamaking

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for duskj

half dust
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Check the pins

stone spoke
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Is there a way to get files for the Steam workshop maps?
I bought from another store.

molten socket
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wdym files

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the .map file?

molten socket
icy wind
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Are we able to save during modded runs?

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Away from home and unable to verify it myself

molten socket
icy wind
molten socket
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What exactly do you mean modded mode

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Custom levels? Or heavily modded dusk

icy wind
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I have one mod installed from the Workshop (Mynx voice replacement). I’d like to play through Dusk with that mod and still be allowed to save my progress.

icy wind
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Anyone have any guidance for this issue?

nimble prawn
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glad you enjoy it

nimble prawn
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btw what is the current status of the SDK? is the realmsdeep update still the most recent? steamdb says there was an update 9 days ago but I doubt it was the SDK

molten socket
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Well its not fully out yet

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The last update was something about a lot of HD objects/props

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I think..

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For example for trenchbroom there is still a lot of unavailable content

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I dont know about other programs like JACK etc..

nimble prawn
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okay I could have just taken a look at steam announcements for dusk

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last update was feb 26th

honest stag
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Theyre working on it

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Its not abandoned or anything

icy wind
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Hooray 8)

molten socket
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is there a way to fix the bug where water moves if a door is triggered inside of it

blissful lion
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maybe you need a dont link spawnflag

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on the door or the water

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idk cus i havent made a map in 2 tears

half dust
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I just checked mine and I have Don't Link enabled

honest stag
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This is correct yeah

gusty sierra
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does anyone know why i dont have "textures collection" button? (I set everything up as in the steam guide in pinned)

molten socket
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its called texture browser now, youre good

gusty sierra
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ok, thanks

primal venture
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I'd mod Dusk for 900 dollars.

sly tundra
unique marten
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whats dusk modding

bold orbit
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You mod DUSK.

ancient monolith
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Video game modding (short for "modification") is the process of alteration by players or fans of one or more aspects of a video game, such as how it looks or behaves, and is a sub-discipline of general modding. Mods may range from small changes and tweaks to complete overhauls, and can extend the replay value and interest of the game.
Modding a ...

gusty sierra
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are there any ways to make a daytime lightning on your map, or its necessary to fill the whole map with light entities?

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

gusty sierra
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thank you

molten socket
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what did david mean by this

gusty sierra
unique marten
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whats dusk?

molten socket
unique marten
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ok

molten socket
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basically sunsetting

thorn oasis
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are there any already dead corpse entities? cant tell if im just blind, or if they dont exist

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also, is there a way to place a sprite that rotates to follow the player, but only along the horizontal axis? like from doom

thorn oasis
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sorry to bump this ancient message, but i finally picked this project back up lol

anyway, is there some limitations or expectations with how a .wav file should be? quality, stereo vs mono, etc. i've got the sound key set to sounds/DSSECRET.wav, but it's still just playing the typical vanilla sound effect

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same question for the doors, but i'd imagine its the same answer

ancient depot
thorn oasis
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and i've got the path format correct, right? don't need a leading slash or anything?

ancient depot
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sounds/ is technically optional, the game will already check sound/ and sounds/, and the file extension should also be optional

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The only other thing I can think of is that it's case-sensitive

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If your file name is not exactly DSSECRET.wav, it won't be found

thorn oasis
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nah, i've got the capitalization right

ancient depot
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oh...

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I see the problem

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yes this is a bug lol

thorn oasis
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lmaooo

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so NOT a me issue

ancient depot
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nope

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Will fix that

thorn oasis
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swag ty

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so just making sure it'll start working once the fix is out, it's just any ol wav file in the sounds directory of my mod?

ancient depot
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Correct

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I can make a quick hotfix dll so you can test it locally as well

thorn oasis
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oh sick that sounds great

ancient depot
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could you send me SDK/bin/win_x64/DUSK_Data/Managed/NewBlood.dll?

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I currently have a dev version installed and don't wanna go and reset it to get the release version to patch lol

thorn oasis
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i dont have file perms, should i just dm you?

ancient depot
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yup

thorn oasis
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lol fair

ancient depot
thorn oasis
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hmm. now its just not playing any sound at all. but only on the secret. the door is still just playing the regular sound

ancient depot
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oh I only changed trigger_secret

thorn oasis
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ah that makes sense

ancient depot
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for doors it should be noise1

thorn oasis
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the key name?

ancient depot
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yeah

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inconsistency inherited from quake/goldsrc

thorn oasis
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gotta love it

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okay yeah for the door too, it's not playing the vanilla sound anymore, but its just silent

ancient depot
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odd. What if you use a .flac or .ogg instead?

thorn oasis
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i'll try that

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still silent with ogg, i'll try flac

ancient depot
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and the sounds folder is all lowercase, and the casing of the file name matches exactly? That's so strange

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Does it work if you try one of the sounds that exist in the base game?

thorn oasis
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uhh lets see

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still nothin

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oh lol did you give me perms

ancient depot
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nope, you just got the first member role (happens automatically)

thorn oasis
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lol, figured id have talked enough for that sooner or later

ancient depot
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what if you just do altar_recharge

thorn oasis
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still silent

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i'll try verifying my files? there's been some drive bullshit that's gone on with my pc. but idk

ancient depot
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What if you make a sound folder instead of sounds, and then put your custom sound in there

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and then use just the sound name

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if that works, I think I might know what it is

thorn oasis
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nope

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renamed the folder to sound, both wav and ogg dont work

ancient depot
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Ok in that case can you send me a sample mod?

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I'll have to debug it locally

thorn oasis
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yeah yeah

thorn oasis
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do you remember what you did to fix this?

remaking the secret isn't helping for me

thorn oasis
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for anybody searching this channel later, the issue with my door sounds was the folder being titled sound OR sounds. renamed it to snd (but presumably anything else would work) and now its all good

thorn oasis
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is there a way to change what items an enemy drops? i feel like i saw something about that before, but i cant find it now

honest stag
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Not that i know of

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i guess you can teleport items in but they will be in preset spawn positions

thorn oasis
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damn, wanted soldiers to drop shotguns lol

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oh well i can just put one on the ground

honest stag
thorn oasis
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it goes away when i delete a nearby door, but the door is the secret lol

honest stag
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not sure what you mean

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are you using a trigger_secret?

thorn oasis
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i mean like in a level design context, the door hides the secret. and deleting the door makes the secret trigger not-solid like it should be. but obviously i cant just expose the secret lol

honest stag
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try putting a "dont link" spawnflag on your secret

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secret door*

thorn oasis
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still broken

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enemies can walk through it fine, and i can shoot through it too

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and even though it stretches floor to ceiling, i can crouch under it. if i stand up inside it, it activates and goes away

thorn oasis
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also, my mages aren't spawning where i put them?

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oh they probably dont wanna spawn on top of a door, do they

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oh yeah thats it lol

thorn oasis
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anyway after nearly a year of procrastinating barely a day's worth of work, here's E1M1

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if i cant figure out how to fix that secret being solid i'll probably just have to delete it unfortunately

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but who cares

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anyway i'll upload it to the workshop tomorrow

honest stag
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I'll be able to take a look at your .map file for that secret in a day or so

molten socket
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Ive been looking for ages to figure out how to change door sounds

molten socket
thorn oasis
thorn oasis
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tried giving it a water texture, but that's still solid

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honestly if i could just trigger a secret with a trigger_once that would work. could be other uses for trigger-able secrets too

thorn oasis
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idk i dont like it but figured i'd get feedback

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just two func walls

frigid sluice
thorn oasis
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my mod's description isn't showing up in game, but im not sure what i've got wrong here

thorn oasis
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oh the content field actualy has a list of tags, its not just another text box

honest stag
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@thorn oasis If you want, i can try and take a look at your secret soon here. You can dm me your .map file where you were having issues

thorn oasis
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OH SO THIS WASNT A ME ISSUE

thorn oasis
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actually, doesn't look like it's fixed? pretty sure im on the latest patch, game files are verified and all that

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and speaking of the patch notes, custom secret sound effects don't seem to be working either? noise1, sound, and sounds, none of em do anything

hell, the current patch is a regression lol. the previous version would at least mute the vanilla sound effect when i put a value in sound. so i could just trigger a far off door to make the sound

ancient depot
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That doesn't seem right, I tested it before release and it seemed to work. God this shit is cursed lol

ancient depot
thorn oasis
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left is opengl right is software

ancient depot
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The left is a pretty common precision issue in OpenGL

thorn oasis
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yeah ive seen it lots of places

ancient depot
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As long as what you see in dusk matches what you see in quake/goldsrc though, then it's likely a precision issue in the map compiling tools

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but if dusk produces an offset texture compared to them, it's a bug in dusk

thorn oasis
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yeah, its a whole texture pixel in dusk

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not the open gl thing

ancient depot
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the UV generation is very sensitive to floating point precision fuckery so it could be related to that

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I could've sworn I fixed it though

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maybe something about this setup exposes another place it can occur

thorn oasis
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no clue

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I'm just using the standard zhlt compiler

ancient depot
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UV generation within dusk, I should clarify

thorn oasis
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ah

ancient depot
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BSPs don't store regular UVs in the model data, so you have to compute them yourself from planar coordinates

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It's a nightmare for lightmap UVs especially, even some Quake ports don't handle it properly

thorn oasis
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oh now why the fuck are you like that

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i was gonna say "oh its not some wildly large number, shouldnt be floating point bullshit"

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wait thats x, not y

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shouldnt be the issue in that case but who knows

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yeah still happens even with that 0ed out

ancient depot
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same map, loaded into quakespasm

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it also looks correct in dusk, but didn't originally, because it didn't do the math with a higher level of precision

ancient depot
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So the further the level is from 0,0,0, the higher the chances of UV issues

thorn oasis
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oh i ran this thing through an automatic doom > goldsrc conversion, the bsp is all sorts of fucked up

ancient depot
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It being off by 1 specifically is suspicious though

thorn oasis
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but it's centered on 0,0 so idk

ancient depot
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Is that the only spot where it's off by 1?

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Or is every texture off by 1

thorn oasis
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other textures probably, i'd have to take a closer look

ancient depot
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The bug that was fixed originally was every texture

thorn oasis
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but there were a few that were also off

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i only noticed on those ones because goldsrc requires textures to be a power of 16, when doom didnt, so i added some magenta pixels to certain textures

ancient depot
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dusk can technically handle NPOT textures if you can convince tools to make WADs/BSPs that contain them

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it's not a very well-tested scenario though because most tools don't like that

thorn oasis
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for this spot i just lowered the ceiling by one and a half units

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because all the textures are up by 1.5x

ancient depot
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interesting, can you DM me the affected map? In both bsp and map format, ideally

thorn oasis
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since thats the map scale

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actually that could also be the issue

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1.5x scaling on the textures

ancient depot
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if it's only off by 1 in dusk then there's some kind of bug in dusk either way

thorn oasis
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yeah, just thinkin out loud what i've done so you know where to look

ancient depot
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currently testing another potential fix for the sound issue too

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that one is so weird

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praying rn 🙏

thorn oasis
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lets fucking go

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it works

ancient depot
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hell yeah

thorn oasis
thorn oasis
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UHHHH

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im not complaining, but one of these things is not like the other LMAO

honest stag
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Good to have someone else makin levels for a change lol

thorn oasis
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oh i cant level design for shit lol, my next plans were to backport modern cs maps to goldsrc for the HLDM server im gonna try and spin up

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but now that i think about it... cs maps in endless...

modest bridge
toxic cosmos
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not really a mod related question but does anyone know where in the files I can find the images used on the level select screens for each episode? I think they're real neat and wanna see them without all the level graphics

ionic stream
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Coming back to update some bits on my level and saw in the patch notes that the light shaft on the lamp posts is fixed, but it's super off center in-game :/ I can't attach any pictures cos I don't have a rank role yet lol. Has anyone else had the same issue?

ionic stream
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yea ok

ancient depot
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ok... it looks like the update wasn't actually set live somehow... we'll fix that lol

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this explains a LOT

gusty sierra
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lol

ancient depot
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env_fog

Properties

  • startdist: The starting distance of linear fog, in map units.
  • enddist: The stopping distance of linear fog, in map units.
  • density: The density of exponential fog. Set this to zero to use linear fog.
  • rendercolor: The color of the fog.
  • fogStartDistance: Alias for startdist.
  • fogStopDistance: Alias for enddist.
  • iuser1: Alias for startdist. Causes the env_fog entity to mimic SvenCoop behavior.
  • iuser3: Alias for enddist. Causes the env_fog entity to mimic SvenCoop behavior.

Spawn Flags

  • 1: When in SvenCoop mode, will cause fog to be disabled at map start.

Behavior

Triggering this entity will toggle fog on and off. Using different env_fog entities will not cause the fog settings to change when they are triggered. If you wish to have multiple fog configurations, place a single env_fog in your map (for toggling fog on and off) alongside several trigger_fog entities (for changing fog settings).

trigger_fog

Properties

  • startdist: The starting distance of linear fog, in map units.
  • enddist: The stopping distance of linear fog, in map units.
  • density: The density of exponential fog. Set this to zero to use linear fog.
  • rendercolor: The color of the fog.

Behavior

Triggering this entity will change the map's current fog settings to those defined by the trigger. Fog will not be enabled or disabled when triggering this entity, use an env_fog entity to control the active state of fog.

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Fog entity docs

ionic stream
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hell yeaaa tothetop

daring star
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waht happend to the dusk?

half dust
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Allot of props still don't have collision.

ancient depot
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Yeah that's not fixed by this patch

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It's an annoying problem (thanks ProBuilder)

half dust
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Okay, I'll keep holding on. Hope you can get it sorted.

thorn oasis
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500mb patch with no notes?

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whats this

ancient depot
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The actual update kekw

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Turns out we didn't actually ship the update properly and that's why stuff wasn't actually working

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The off by one pixel fix should be there now too

thorn oasis
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lmaooo

thorn oasis
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oh well that's not good

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on the new patch, all of my secrets are completely solid

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instead of just the one being half solid and i can kinda phase through it if i try hard enough

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that one was probably just me entering and exiting it within a tick or some bullshit like that

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and if you notice on the kill screen, despite the text and sound effect, the secrets werent technically triggering

ancient depot
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Secrets being solid is weird because none of that code changed at all lol

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I think there is some kind of evil spirit haunting your map tbh

thorn oasis
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this is why i hate computers

thorn oasis
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i knewwww compiling for half life was gonna bite me in the ass at some point, but its gonna be annoying to move to quake compilation

gusty sierra
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maybe its a dumb question, but what should i do to access the SDK update? i currently dont have env_fog in my entity browser

ionic stream
honest stag
gusty sierra
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thankscatsup

normal otter
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Alrighty fellas, heard a new update was out for the SDK. Ive been meaning to make a mod/map pack for the game but i could never find a good guide on how to make it. Im pretty alright with using Hammer? Should i just make them there and port them over to Dusk or should i use something actually good?

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i really cannot find any guides... the one that i did was outdated and just let me to the server

vapid sierra
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@honest stag ok idk if you know but your map for the flesh castle has some clipping issues

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here are they
you can easily walk off the map which i doubt was intended

honest stag
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Yea thatll be patched later

half dust
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And I use Quake compiler

ionic stream
normal otter
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is there any

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up-to-date guide?

ionic stream
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i don't think so, give me a dm and I can try help you out

thorn oasis
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before the most recent patch, only G was broken. but now the H and J secrets are solid too. IF i comple for half life

if i compile for quake, then G goes back to being the only broken one. but then i would need to redo all of the lighting, and a few faces are invisible for some reason. so i'd need to figure that out too

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honestly, since it's happening in quake compilation too, it might be easier to just make it so we can trigger secrets remotely with a trigger_once

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like yeah thats not the best way to fix it, but we all know how computers are. this seems like a really annoying bug to fix

normal otter
steel vale
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is there a new guide to dusk map making because the steam page is outdated

blissful lion
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its not actually outdated, is it?

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it says so but everything should work

gusty sierra
honest stag
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yea everything in that guide works just fine

hasty marlin
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hi, could someone help me real quick? my game is in chinese (i think) for some reason and i can't figure out where I change the language settings

gritty forge
half dust
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One of my secrets that was not previously solid has now become solid

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In fact the only time I can pass through any secret trigger now is if I go from underneath

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Or if I teleport inside it

ancient depot
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Can you send me a map to test with?

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Secrets turning solid is really weird, I wonder if the game is throwing an exception while marking them as triggers or something

muted glacier
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Hallelujah! The "off by one pixel" bug is fixed!!!!

ancient depot
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cc @half dust and @thorn oasis
There is now a public sdk_testing branch, it has a new build on it that should fix the solid triggers issue

thorn oasis
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ohhh fuck yes ty

toxic cosmos
glossy dock
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nahhh

muted glacier
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@thorn oasis so, since youre working on DOOM maps, I have something that may be helpful. A couple years ago, someone (I want to say @vast palm ) gave me files for the dooms maps that were converted straight from the doom wads. I have the map files for all of episode one, and I also have versions that are already textured. 3-4 of the levels have broken floor geometry in some places that I never bothered to fix, and the maps that feature said broken geometry are named (broken).

thorn oasis
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oooh

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i can already spit out .maps in like two seconds with the tool i have (sectorcut) but i've been meaning to put together a complete wad

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instead of just the textures in e1m1

muted glacier
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now, none of these maps feature enemies, buttons, triggers, secret triggers or items. but theyre fully textured for the most part ( and I included untextured maps incase someone wanted to duskify them)

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I included the wad in the zip file. Im assuming its all of the textures, but havent checked. I have so much shit on my hard drive that I never got around to, so i figured someone here could use it.

thorn oasis
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honestly i need to figure out how to code, so i can at least get it to automatically place dummy entities around the map in the right spots

muted glacier
#

Just checked the doom wad. pretty sure, not only does it have Doom 1 textures, Im pretty sure it has doom 2 and maybe wolfenstein textures? The Icon of Sin and a Swastika texture are in there, but I dont remember hate symbols in doom (Unless theres a wolfenstein secret I dont know about)

thorn oasis
#

oh yeah, doom 2's two secret maps are wolf3d levels

muted glacier
#

okay that makes sense then. I may have to convert the textures, because I dont think they have any transparency where they're supposed to. There are a couple grates from E1M2 or 3 that are just black where youre supposed to be able to see through.

thorn oasis
#

yup, my wad i was working on replaced any transparent texture with one telling you to check the wad

#

since transparent textures need to have a { at the start

#

so an automatic conversion won't do that

muted glacier
#

yeah I encountered similar issues when converting Minecrafts textures. on top of that, I had to manually go through and rename all 900 textures so that they fit within the 16 character limit and appeared properly in TB. it was excruciating.

thorn oasis
#

ooooh a minecraft wad? i saw someone a while ago who made an automatic minecraft > goldsrc converter, but i'd need to dig that back up... (or was that you LOL)

muted glacier
#

that was not me, Im still in the early stages. just finished the textures

#

the transparency on this tree makes me fucking sick.

thorn oasis
#

been wanting to dig through here and see if i can brute force my way into making it work, since it's self described as "not ready for use"

muted glacier
#

thats so cool. Only 1 comment on it, not alot of exposure. some of the stuff people do in their spare time is criminally underrated

ancient depot
#

lmao that's awesome

nova shadow
#

E

gusty sierra
#

are there any ways of making the sky brush invisible or something like it? cuz this looks uglycursed

alpine depot
#

i believe the skybox brush is broken; it should be invisible like a real skybox brush but it doesnt do that currently

#

so all maps boxed in with skyboxes have pitch black skies as a result for now

gusty sierra
alpine depot
#

uhhhh, hm, idk then?

#

lol sorry

honest stag
#

that's one

#

i think the texture has to start with "sky" as well

#

but sealing the map is important

#

@gusty sierra

molten socket
#

Then go to map settings and set each individual skybox property (top, bottom, left, right...) so it matches the texture in the texture folder

#

Note that in TB the left and right skybox keys are inverted

eternal spear
#

that's still not fixed? goldensmile

molten socket
#

:"")

ancient depot
#

They're not inverted

#

It's the actual files in the game that are named wrong

#

I'm waiting to fix that in the larger SDK update where it's safer to break more stuff, because if I fix it now then everyone's existing maps will have broken skies lol

gusty sierra
honest stag
#

there is likely a leak somewhere

#

send me the .map file

#

@gusty sierra

gusty sierra
gusty sierra
honest stag
#

gimme a minute here

#

try getting this .wad and replace the sky tex with this one

#

so it looks like such

ionic stream
#

^^ Yea that's how I had my skybox set up in city lockdown (before I changed it recently) @gusty sierra

gusty sierra
runic condor
#

I need help with ultrakill

#

I'm so ass

muted glacier
#

Well, I would start by checking in the ultrakill channel 😂

muted glacier
#

@honest stag I just played the Fallen Deuces level....holy shit. That has to be one of, if not the coolest levels I've ever played. Fantastic, clean brush work.

honest stag
#

thanks brotha

#

did you play the campaign map or the endless map

muted glacier
#

Campaign. I didn't have time to start an endless game earlier when I played

muted glacier
#

Bro I need to stop making these masochistic ass projects and not finishing them. Someone hold me accountable. I WILL release this map.

honest stag
#

gonna need to see at least 1 more level uploaded to the workshop before i get old

molten socket
#

its slowly coming together.. just 2 more maps

eternal spear
#

i keep opening trenchbroom for 30 minutes to work on a neat idea before realising i can't really execute it that well and scrapping everything goldensmile

#

one day i will actually release a map

ancient depot
#

consider: make good map get hired get access to new blood games early
the pipeline

honest stag
#

^

#

can confirm from personal experience

thorn oasis
#

finally got around to pushing the update to my doom map lol

#

you might need to unsubscribe and resubscribe to get it to redownload the file

honest stag
#

i think it updates workshop content automatically

#

but dont quote me on it

thorn oasis
#

didnt seem to for me, but also computers just seem to hate me for no reason

ancient depot
#

I don't think I implemented workshop updates into the game itself, so you have to rely on the steam client doing it while the game is closed

#

(it won't do it while the game is open because it doesn't know if the game is using the files or not, hence why games need to implement support for that cooperatively)

muted glacier
#

@ancient depot dumb question,but I haven't seen it talked about in a long time and my PC was out of commission all of 2023 basically. Do we have any updates on particles (rain, snow, fog,etc) or func_train?

ancient depot
#

fog is in the latest update, nothing to report on the other stuff currently

#

custom particles are a thing in the bigger update (particles have been exported to an external format you can fully customize)

muted glacier
#

Thanks for the update. I just read about the fog. That's exciting. Can't wait to be at the point where I implement it.

muted glacier
#

Ȅ̶͑t̴̏̎e̴͚͂r̶̈́͝ǹ̵̑ȧ̷́l̸͂ Malice

muted glacier
#

Oh God. I need to be up in 5 hours for work, but im up making shit like this instead.v1_lets_fucking_go

ionic stream
#

relatable 😫

balmy vigil
#

This is kindof an out of the blue question, (and I basically never talk here but hi) but im curious how similar trenchboom and hammer editor are. Im familiar with the latter and am curious to try mapmaking for Dusk

quaint heath
#

I haven't spent a lot of time mapping, but they both stem from the same "family" of tools, namely quake/ID engine map editors.

by this I mean - HL1's GoldSRC was a heavily modified quake engine, Half Life 2's source built a lot more on top of that but still has some similar quirks

Trenchbroom will likely do its map logic with different entities and more limitations compared to what you can get in HL2's Hammer

ancient depot
#

Ultimately though, as long as you can produce a compatible BSP, you can use any mapping tool you want for DUSK

muted glacier
honest stag
#

i definetly used a tool of that sort before

#

but i remember it was not perfect results

ancient depot
#

With Quake 1 BSP, Half-Life BSP and BSP2 it is impossible to recover the original brushwork

#

(Unless the map was compiled with brushlist)

#

You can at best get an approximation of the brushwork but it's very unreliable and usually low quality

#

Pretty much all other BSP formats store the original brushes so you can almost reconstruct the whole thing, just usually light entities are removed after compilation so you may lose those

keen urchin
#

how do I add dusk to trenchbroom

#

is there a guide to it

ancient monolith
#

discord pins

half dust
#

@ancient depot I no longer collide with the triggers but it doesn't count secrets anymore.

quiet stump
#

Hey, I'm having a weird problem. My doors aren't making any noise. They don't use custom sounds, they don't default to the dusk door sounds, they're just totally silent. I tried scouring this discord and google, and can't seem to find any explanation.

#

Other sounds (player grunts, gunshots) all seem to work fine.

#

Is there an extra step for applying door sounds?

quiet stump
#

wait never mind. I just needed to update the SDK.

lean moss
#

Does anyone have problems with the modio folder? Because when I put some mods and load up DUSK, they don't show up in the modding menu.

#

I feel like it might have something to do with the fact that the mods I'm putting in it are from years, but I doubt it would've had any issues since these are just either textures, sounds, or both.

lean moss
#

Also, sort of unrelated, but replacing any of the Scientist voice lines besides the death sound doesn't do anything because the original sound effect still plays.

ancient depot
#

Some sounds can't be replaced in the current build

ancient depot
ancient depot
#

modio is intended for when we have native integration with mod.io in the game, and mods downloaded through the game go in there

gusty sierra
#

how to make a rotating door work?

lean moss
#

I don't think your mods are causing this issue.

muted glacier
# gusty sierra how to make a rotating door work?

If I remember correctly, make a brush that is a func_rotating door func_door_rotating, make a 1x1 brush textured with a texture called origin, and place that where you want the door to hinge. Group them and change the properties of the door to what you want (speed, being speed of door; angle,being the direction the door opens, etc). That should work, but it's been forever since I messed with rotating doors.

ancient depot
#

That is correct

#

Though the entity is specifically func_door_rotating

gritty forge
#

quick question does the sdk work on linux or do i need a windows machine

ancient depot
#

It should work under Proton

gritty forge
#

i was going to start learning it

wet marlinBOT
#

@marble copper, please keep all discussions in English.

amber cliff
#

M

molten socket
#

For Jakob or all monsters? Cant wait for braz. boneball

balmy vigil
#

is there an up-to-date one I'm just not finding?

#

Main thing is that Dusk.wad page doesnt seem to exist anymore

eternal spear
balmy vigil
ionic stream
#

so I've seen that ambient_generic is supported, but could anyone give me a quick rundown on how to get it working? not sure if I'm using the wrong properties on the entity, or if I'm triggering it wrong lol.
currently I've got a 'sounds' key, with the value being 'sounds/ambient/sewer.flac' & and a trigger that's linked to the entity :/

tired grove
#

Im looking for some infos related the latest Sdk, seem that some old levels downloaded in the past are broken in some ways? (Secrets zones with impassible collision, invisible ladders, broken events.) A lot of the levels on steam workshop seem to have suffered the same fate as well.. So id like to know if there is a way to fix those weirdness or a way to downgrade the Sdk so it work like it used to before?

ancient depot
ancient depot
#

Not the first person to have that issue, is there documentation somewhere that suggested using a "sounds" key?

molten socket
#

Hello are there any better instructions for env_fog? So far it only creates a powerful "light" and not a fog I don't know how to use it...

ionic stream
ancient depot
#

Yup, the implementation is based on the GoldSrc one

#

Not all of those are supported but the intention is that it mirrors goldsrc

ionic stream
#

cool ok, thank you 👍

quiet stump
#

I remade the first level of Blood (1997) in Dusk.

#

It's my first Dusk map, so any feedback would be greatly appreciated.

#

I've also included the .map file, in case anyone wants to play with it.

honest stag
#

nice

quiet stump
#

Thanks 😊

tired grove
honest stag
#

when you have a ladder, you need two brushes

#

one that visually represents your ladder and isnt a special brush in any way

#

and another invisible one that actually has the functionality of a ladder by being func_ladder

#

and yea try goin onto the sdk testing and seeing if some of that stuff works

tired grove
honest stag
#

that's how ladders work in half life

#

bunch of stuff in the sdk is half life functionality

tired grove
#

You honestly don't need to tell me that, I don't build maps.. XD

#

I just want the maps I download to be functional..

honest stag
#

ah, i misunderstood then

tired grove
gritty forge
#

any mods that make the game good?

tired grove
#

ok.. time to go science this new bleeding edge Sdk see if it fixes em secrets shenanigans!

#

Yay secrets can be entered now! ^^ That still havent fixed white pines and trash can collision/ not destructible though BUT one take what he can get.. ^^

gusty sierra
honest stag
#

you dont need the origin texture

#

im like 99% sure of that

#

instead of a 1x1 brush you can use a point entity

#

like an info_null

#

and then give the func_door_rotating an "origin" property set to the coordinates of that info_null

ancient depot
#

if all else fails, you just need to get a .wad that has an origin texture in it

#

any goldsrc tool texture wad should work for that

gusty sierra
honest stag
#

if you're usin the quake preset for your map then it wont load it

#

try converting it to the valve map format

dawn granite
#

modding dusk is hard

gusty sierra
#

i found out that my door is actually connected to a hinge and goes around it but...

grand raft
dark comet
crisp raven
#

@honest stag Yo Vriska could you recommend some decent fog settings?

honest stag
#

if you have unity installed you can actually fiddle with them and see what kind of setting you want

#

and then just copypaste values into an .ent file so you dont have to recompile

#

zom outlined the conversion values, lemme check

#

found it

To match Unity fog setting values to env_fog values:
startdist = fog start distance * 32
enddist = fog end distance * 32
density = fog density / 32

#

you can find fog in unity by going into "Rendering" on top and then "Lighting" i think

crisp raven
#

I see thank you

honest stag
#

Has been for like over a month

rancid moss
#

n

desert ivy
#

dwdWAD

gray wasp
#

I like my channels dead brah

gritty forge
#

What do I assign this to?

honest stag
#

doesnt matter, it's just where your finished .bsp gets put

#

however it never worked for me, i just use the working folder

gritty forge
gritty forge
#

Is there a way to make a proper skybox?

gritty forge
#

Figured it out

gritty forge
#

Hope this helps anyone wanting to map for dusk in jack hammer

#

I knew that was gonna happen lol

honest stag
#

there's a little jack miniguide in pins

last talon
#

lil' jack

tropic steeple
#

wrong chat srry

gritty forge
#

I'm struggling to put a skybox on my map rn.

#

I legit don't know what to put in here

gritty forge
#

Does anyone have a .map file that has a skybox so I can take a look at it?

#

With music too

#

I wanna see if I can open it in jack and see how the values are stored in the map properties

gritty forge
#

I love these lines when I compile the map

#

Made this lil house

honest stag
#

I dont get what you mean by skybox

#

There are two different interpretations

#

Either youre trying to visually change the skys texture or make a functional quake sky with sunlight brushes and whatnot

gritty forge
#

Visually change the sky texture

honest stag
#

@gritty forge

#

Refer here

#

Also

#

Basically every other map in dusk.mod.io includes a source .map

gritty forge
#

Oh thanks

gritty forge
#

How do I get the origin texture without the compiling going to shit?

#

I can't compile the map into a bsp regularly if I just use a HL wad with the origin texture

ancient depot
#

The only important thing is that the texture is called origin, so if HL wads are somehow an issue you could make a dummy Quake wad with an origin texture

gritty forge
#

I see

gritty forge
#

Tried making one with wally with no success

#

refusing to compile into a bsp

ancient depot
gritty forge
ancient depot
#

You should probably avoid having files in OneDrive

#

It confuses a lot of software

#

Try moving it somewhere else, that might fix it

gritty forge
#

Well idk where else to put them because my entire desktop is on onedrive

ancient depot
#

Anywhere else on your computer that isn't

#

Even something like C:\DuskMapping

gritty forge
#

Lemme try that rq

#

Nope

#

still getting the same error

ancient depot
#

The exact same error, or is it referring to files in C:\DuskMapping now?

gritty forge
#

Same error

ancient depot
#

You might need to open your .map file in a text editor like notepad and update the WAD paths

#

It's probably pointing to the OneDrive folder instead of C:\DuskMapping

#

(Also make sure it's saving your BSP somewhere other than the OneDrive folder too)

gritty forge
ancient depot
#

No other errors before that?

gritty forge
#

Nope

#

wait actualy

ancient depot
#

Huh

#

Can you show me what the worldspawn entity in your .map file looks like?

gritty forge
ancient depot
#

Sorry I meant the raw file, like in notepad

gritty forge
#

I don't know how to open that

ancient depot
#

You can open it with notepad

#

i.e. open notepad and just drag your .map file in

gritty forge
ancient depot
#

Ok, I can think of two things to try here

#
  1. Replace / with \ in the paths for wad there
#
  1. Split wad into two wad entries, like this:
"wad" "C:/DuskMapping/Textures/dusk_transparent.wad"
"wad" "C:/DuskMapping/Textures/origintexture.wad"
gritty forge
#

Still getting the same errors

ancient depot
#

What about the earlier error about a bad path?

gritty forge
#

?

#

Sorry just a bit confused on what you mean

ancient depot
gritty forge
#

Yeah still getting it

ancient depot
#

The problem seems to be that when the compiler is making your BSP file, it's opening WADs wrong, so it gives up

#

And then since there's no BSP file, it fails further down the chain

gritty forge
#

So what would be a good fix

ancient depot
#

Which is odd

gritty forge
#

Everytime I compile the map the .map file seems to revert back

ancient depot
#

Maybe your editor is saving over it or something

#

A really hacky workaround would be to edit dusk_transparent.wad to add the origin texture there, so you only have one wad file

#

but that kinda sucks

gritty forge
#

I've actually tried that

ancient depot
#

It seems that the compiler you're using doesn't like having a single entry in the map for "wad"

#

Since it's treating the whole thing as one file, instead of a bunch of files separated by ;

gritty forge
#

But when I went the game the door still acted haywire

#

Let me try it one more time to make sure

#

Strange

#

I added the texture in but it's not showing up now

#

Both png and mip

#

Oh wait

#

I forgot I cloned the wad files

#

mb

ancient depot
#

Also you're compiling with ericw-tools, right?

gritty forge
gritty forge
ancient depot
#

That's even weirder then, you'd think J.A.C.K. would produce a .map that the compiler it bundles can properly read...

#

Since J.A.C.K. is Hammer-inspired, it might have a built-in way to change the origin of a brush

#

Maybe you can use that

gritty forge
#

So assign a brush to be the origin of the door?

ancient depot
#

If that's how it works in JACK yeah

gritty forge
#

Idk how it works either lol

ancient depot
#

Might as well give it a shot then I guess lol

gritty forge
#

What is this lip option?

ancient depot
#

Lip is related to how far the door moves

#

It's basically "how much more or less distance do you want the door to move compared to how it normally would"

gritty forge
#

I'm going to try more attempts to get a door working tomorrow. For now I'll have the jmf and map file posted here for anyone who wants to go ahead and see if they can help me on trying to make a working door.

gritty forge
#

I'll probably come up with an alternative for now

#

Maybe like a explodable wall or something

honest stag
#

so what are you trying to do exactly?

#

a rotating door?

gritty forge
#

Yeah

#

Can't seem to get an origin texture working

honest stag
#

why not directly input the origin coordinate

#

into the origin key

#

isntead of having a brush there

gritty forge
#

Origin key?

honest stag
#

show the setup for your rotating door in full

#

including the properties

gritty forge
honest stag
#

and what about that brush you're using with the origin texture?

#

can you show that too

gritty forge
#

I've created and destroyed it so many times but usually it's over here

honest stag
#

okay here's what i want you to try

#

make some point entity, doesnt matter which - info_null for example

#

and put it exactly where your origin brush would be

#

then open the properties of it

gritty forge
honest stag
#

it should have an "origin" property, which is the coordinates of it, three numbers

#

is that right?

gritty forge
#

Should I add one?

honest stag
#

uhhh fuck idk how you get coordinates in jack

#

but you gotta know the coordinates of that specific point in the map

#

1 sec

#

ok cool you should see them there

#

copy them or write them down

gritty forge
#

X: -596
Y: -4
Z: 68

honest stag
#

ok cool, so now what i want you to do is to add an "origin" property to your func_door_rotating

#

and type those numbers in with spaces as the property

#

so just
origin -596 -4 68

#

mind you idk if any of this is gonna work

#

after you've done that save the map and try it
my expectation is that either it will work out of the box or the door will not be there anymore
and if it isnt we'll have to do another thing

gritty forge
#

For some reason when I add an origin property it doesn't show up but when I make it again it shows up as this

honest stag
#

i assume that means jack hides some properties?

#

is there any way you know of that shows all properties of an object?

gritty forge
honest stag
#

lemme see if i have jack installed

#

what version do you have?

#

the steam one?

gritty forge
#

Moddb one

honest stag
#

ok cool

#

lemme grab it rq

#

this makes me think it's hiding that property for a reason

#

im not familiar with how half life handles rotating doors so im tryin to do it the quake-to-dusk way

#

we'll see if it works

#

hm yeah i cant find a way to reveal all properties

gritty forge
#

What's the other solution you had in mind?

honest stag
#

there isnt one, this was the way to go but i had no idea jack has an origin property for brush entities

#

let alone a hidden one lol

#

that also makes sense since the info_null didnt show an origin property either

#

it's there it's just hidden

gritty forge
#

I see

honest stag
#

do you have trenchbroom installed by any chance?

#

you could try just going there for that one reason - to change the origin property, save the map and compile

#

but that's a bit too much hassle i imagine

gritty forge
#

Yeah that's what I was thinking

#

importing a working door from trenchbroom into jack

honest stag
#

well the thin is

#

in tb, the rotating door must be placed at 0,0,0

#

so dead center of the map

#

and then it gets transported to your origin when the map loads

gritty forge
golden mantle
#

Just played and finished dusk and opened this chat for the first time how do I play mods!!!

honest stag
#

there's a workshop

#

and you just select the moddable version in launch options

topaz haven
#

what if you played as v1 in dusk

serene lodge
#

i don’t know what would happen, depends on of v1 is worthy or not

crisp raven
serene lodge
crisp raven
ionic stream
#

Holy shit that looks cool 👀

honest stag
#

torii as always mapping non stop

#

making good use of the fog i see

desert crane
sharp trail
#

hire him

last talon
#

👌 the good stuff

bold orbit
#

Torii try not to cook challenge (impossible)

ancient monolith
#

why do the trees have no roots underground?

ancient depot
#

evil cult magic eliminated the need for roots

fierce rapids
#

i know this may sound silly but how do you actually delete things in trenchbroom?

crisp raven
#

Hit the delete key

#

Hopefully you have that on your keyboard :P

fierce rapids
#

ok thanks 🙂

ancient monolith
#

wouldnt that be like the first thing to try?

#

second thing would be checking the options menu where you can rebind controls

fierce rapids
last talon
#

wot

#

what kind of keyboards are you guys running if you didnt know delete exists

#

....what the fuck do you normally use for deleting shit?

ancient monolith
#

select with mouse and backspace I assume

last talon
#

fair

#

or right click delete if it's files

fierce rapids
ancient depot
#

probably a grey area

#

we're not gonna take down any maps using them tho lol

fierce rapids
#

in the read me file it says that "ll credits belongs to authors of textures even content is free released by autors and/or creators". so is it ok if i just say that and maybe pin the website from wich i got the textures from ?

ancient depot
#

yeah just provide credit for the resources you use

fierce rapids
#

ok

ancient monolith
#

As long as you arent making money off it, nobody really cares

teal fjord
#

how do you add ambient music and trigger combat music?

molten socket
#

If TB you add an info_null and change it to ambient_generic, then add a value called "message" and into that value you input your ambient sound (it has to have a .ogg or .flac added to it)

#

music is triggered by changing an info_null into a "trigger_changemusic" then you add a "music" value to it and do the same, .ogg or .mp3 or whatever file type

tight hedge
#

do we have particles for the SDK yet?

ancient depot
#

Next update

teal fjord
tight hedge
#

o yea also

#

Ive been out of mapping since the workshop update

#

how abouts would I go about making my map steam worshop ready?

honest stag
#

you just need to have it setup as a mod for dusk

#

and then you use the workshop uploader

#

it tells u everythin u need in the uploader

twilit depot
#

e

mystic terrace
#

How do i get dusk hd on? i just bought dusk

quaint heath
#

you'll see this appear when launching DUSK from the library

quaint heath
#

( right click on DUSK )

ancient monolith
quaint heath
void wind
honest stag
#

look one channel down

gritty forge
#

Not sure if this has been answered before but is there a way to edit the maps already in the game? I'd be cool to mess around with and to see how they work.

ancient depot
#

Not at this time

#

In the next update you will be able to edit them to an extent

blissful lion
#

dusk ported to quake???!!!

muted glacier
# blissful lion dusk ported to quake???!!!

I've bounced that idea around before. Using screenshots and videos, I've made the first level before, but at the time, I didn't know what I was doing in trenchbroom, so its been left abandoned at the bottom of one of my hard drives.

dusk zenith
#

quask

gritty forge
#

The symbols Mason, what do they mean?

#

nvm I figured it out

honest stag
#

everyone eventually does

#

one guy whom i watched play never did and just bruteforced it

#

which is valid but like... turn around

gritty forge
#

How do you mod sounds for dusk?

gritty forge
#

I figured out how but now I have to trial and error which sounds are actually in the game or not

gritty forge
frail marsh
#

dusking ™️

brisk yarrow
#

what mod client do i use on dusk?

#

i got r2 mod man already

honest stag
#

you dont need a mod client

#

it's just the steam workshop

meager sundial
#

hey all, I'm interested in trying to create a basic randomizer (probably items-only to begin with) and I pulled down the SDK, but upon examining it, it looks to be just the assets of the game, rather than any example levels.

  • I presume that if I wanted to randomize the base game, I'd have to be able to parse through the level files (which I think are level0, level1, etc in the Dusk_Data folder)
  • create an item array/pool
  • randomize with logic to prevent softlocks
  • create a modified version of said levels to reinject into the game
#

Has the dev expressed any wish that this NOT happen? would prefer to not do something expressly against the dev's wishes

gritty forge
#

Anyone know how to rearrange the trenchbroom ui? because I'm not navigating this nightmare.

#

1280x720 resolution is a pain in the ass to deal with

last talon
#

wdym that looks like a normal UI to me

gritty forge
#

That's J.A.C.K

last talon
#

no shit

gritty forge
#

Everything is super compressed and small on my end because of my aspect ratio

last talon
#

I think that is tied to your windows UI size

#

dunno how small you can make it in that resolution

#

then again the fuck do I know

gritty forge
#

Gonna see if I can find a solution

#

If I can't I might have to deal with trenchbroom being like this

crisp raven
#

This can all be found under the view tab at the top

#

Furthermore, you can always press f1 to bring up the Trenchbroom manual

gritty forge
#

What's a good scale for a door?

crisp raven
gritty forge
#

Struggling with rotating doors again

honest stag
#

not like you cant but i and many others work exclusively in the 3d mode

#

you should give it a shot

ancient depot
gritty forge
dull fox
#

someone please send me a goofy but fun dusk map

#

PLEASE

stark ivy
#

Wish there were more custom levels for Dusk, The American Nightmare is pretty cool even if a lil broken

honest stag
#

check out dusk.mod.io for some older levels that didnt get ported to the workshop

stark ivy
#

Aren't those often more broken due to being older?

honest stag
#

not really

stark ivy
#

Awesome!

#

Hoping I can find some more mini campaigns like TAN

honest stag
#

I don't think anyone else has done many connected levels

#

Map jams ate a great thing to try though

gritty forge
#

I really want to try dusk mods but most of them lag like hell on my steam deck

#

I want to try city lockdown when I get a new computer so I don't have to play it at 20 fps

stark ivy
#

Wonder if there'll ever be more recent jams

honest stag
#

Prolly once the sdk update comes out

#

There arent enough mappers active for one rn

gritty forge
#

What breaks when you save on a custom map?

stark ivy
honest stag
#

Yea its been in the works for along while now

#

But its coming eventually

stark ivy
#

SOON™️

#

What's supposed to be updated?

honest stag
#

its an entirely rewritten sdk

#

A ton of things really

gritty forge
#

Is the sdk getting its own editor or nah?

honest stag
#

No

gritty forge
#

How much people are currently working on the sdk?

honest stag
#

Zombie is the mastermind of it

gritty forge
#

I see

#

Can't wait for the next SDK update

stark ivy
ancient depot
#

But naturally there's a lot of stuff that can't be controlled that way, so it doesn't save properly

dull fox
#

erm i need a fun dusk map

stark ivy
#

I saw on modio that the new sdk has stuff like scripting and custom models, so we could def get custom enemies, bosses and/or weapons, which sounds awesome

ancient depot
#

Yup, it's being modelled after gmod somewhat

stark ivy
#

Gdusk, now with 50% more ragdolls

ionic stream
stark ivy
stark ivy
true glade
#

The moddable version of dusk refuses to run on my computer

#

Idk whats wrong with it

ionic stream
# stark ivy I'd def wanna play it, what's it about?

It's a continuation from my city lockdown level. Got maybe 4ish levels planned for the whole thing. Story wise - it's basically a cult doing evil cultish things lmao, I have an idea of the whole storyline but kinda chopping and changing things as i go along

#

i'm about midway through creating the 2nd level now, it's just finding the time to make it between work and life lol

stark ivy
stark ivy
ionic stream
#

yeaaa

stark ivy
toxic cosmos
#

hi guys

#

I've been lurking here for the past few weeks and reading up on a lot of stuff

#

I've made a test level to practice mapmaking in TB and am planing to make my first real* level

#

it doesn't have a layout or anything - I tried not to focus on the visuals, just on the functionality of the entities, but I'd still love to hear your thoughts and suggestions!

#

while I was making it I also wrote down how most of the stuff in the level was made (mostly just copied explanations from here)

#

And I do have a few questions I'd like to ask :

#
  1. How do you make a texture wad without quake's palette restrictions?
#

2.Can you make it so bullet holes don't appear on the skybox?

#
  1. How to make a trigger_counter not display the message "sequence complete"
gritty forge
#

This actually looks amazing

#

10/10

toxic cosmos
#

Thank you! I put a lot of effort into this little map

toxic cosmos
#

I had a lot of fun making this. Before I started I made a whole checklist of entities which are really common to see in maps and I tackled them piece by piece, which helped make the learning process be a lot less frustrating

#

I've actually made maps before but I always got sidetracked by aesthetics before I had even done the layout so never really finished them

onyx jay
#

Good shit

stark ivy
#

Looking forward to more stuff

lapis seal
#

Hey there guys, just getting into making maps on Dusk there and I'm wondering what the story is with the bin folder with these tools? I've noticed a lot of tutorials talking about it but it doesn't seem to be there for myself. Would post an image but uhh no image perms aaaa

#

Huh seems to compile fine but can't run the game itself from the CompilingGUI

serene lodge
#

i wanna see if i’m smart enough to make dusk maps (i’m probably not)

#

isn’t trenchbroom the recommended program

serene lodge
lapis seal
#

Ah cheers thanks for the heads up, aye as you can see I don't seem to have a bin folder for the ericw tools folder, not sure if it's a different folder I'd need to select now if it was updated or not

lapis seal
crisp raven
toxic cosmos
#

I'm still really curious how you make custom textures without quake's color restrictions - like the textures in dusk_transparent.wad

#

for the textures in my test map I used TexMex - do I need to use a different program or do I just need to switch some settings around?

#

this is how it works; I used a trigger_remove_target point entity to destroy the prop version of the scarecrow and then teleported a real scarecrow in the same spot (+ added some invisible breakables to sell the effect)

ancient depot
#

Nice work

lapis seal
#

Hey there, was just wondering if theres a way to adjust the intensity of a light source in Trenchbroom or nah

ancient depot
#

That is controlled by the "light" property on a light

lapis seal
#

cheers

#

dunno how I missed that, lol

gritty forge
#

How do I make this door go down?

ancient depot
#

You can set angle to -2

#

Or you can remove angle and add angles with a value of 0 0 -1

onyx jay
gritty forge
#

Wait I misread this message

#

Ignore my previous response 😭

onyx jay
#

Didn't see it anyway

kind berry
#

@distant kindle Just a suggestion but in the play as V2 mod can you make it so you have the option to throw all 4 coins in rapid succesion like the real V2 does?

ancient depot
kind berry
#

yes

toxic cosmos
# ancient depot Nice work

Eyo! glad you like my scarecrow setup! I got a question about makewad tho - I've downloaded the executable on 2 different machines (win10 and win 11) and in both cases I couldn't get it to run (also my antivirus REALLY hates it for some reason) - it either doesn't boot up or it opens a small window and then instantly closes itself. pls help

toxic cosmos
#

I've also tried running it as administrator and with different compatibility modes with no luck

muted glacier
#

It's a command line tool, so it doesn't open an executable.

#

Hold Windows+R keys to open command prompt, type CMD in the box and press enter.

#

Once the command prompt is open, navigate to the folder/location makewad.exe is in by using the cd command (cd C:\path\to\makewad\folder)

#

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

toxic cosmos
#

Alright ima trying it out right now, just a minute

muted glacier
#

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

#

If you are having a hard time navigating to it in the command line, make sure makewad.exe is in a folder, not just straight in the root drive

toxic cosmos
#

yea I am having a bit of a hard time - not really used to doing stuff in the command prompt

muted glacier
#

That's fine. I'll dm you give me a minute

muted glacier
#

some W.I.P screengrabs of the map im working on rn:

trail valve
#

mod the og doom campaign into dusk

ionic stream
muted glacier
onyx jay
#

every single level?

molten socket
#

We need particle effects

gritty forge
#

What are good side textures for a door?

gritty forge
#

Is this too big or is the proportions correct for something like this?

onyx jay
stark ivy
#

like a table, or a room partition

gritty forge
#

I will add more props but I'm just concerned if the scale of the room is too big as I don't want the player feeling like an ant

stark ivy
#

send another vid with a more average FOV and weapon scaling

#

I think rooms always look bigger when the FOV is huge

#

and also having tiny weapons also makes it feel bigger

gritty forge
#

Oh yeah I should do that

#

idk why that didn't cross my mind

onyx jay
#

I always made sure to account for fov whenever muyb sent a recording but just lowering it would definitely make it easier

gritty forge
#

What are the default values again?

muted glacier
# onyx jay every single level?

I've got the .map files for all the levels in Knee Deep in the Dead's episode, but I've never textured or formatted them to play for Dusk. Somebody else was a few months ago but I havent seen any updates.

muted glacier
# gritty forge Is this too big or is the proportions correct for something like this?

In terms of proportions, the optimum door size is 64x96, and you can base room proportions off of that math, if you think it looks too big.

Room sizes can vary, it just depends on what you're going for. If you're going for claustrophobic ambush/jumpscare levels, smaller, tighter rooms are better. If it's a fighting focused map, you want wider, open rooms for ease of mobility and combat.

stark ivy
#

And if you hate the player you want openroom combat in a close quarters environment

#

Woe, cowgirls in cramped spaces be upon ye

molten socket
#

Next SDK update when?:")

muted glacier
#

Soon™️

lapis seal
#

Hi there, didn't see anything on it by searching here but how would I go about making a breakable vent? ty

#

Ah nvm I got it - for anyone that's reading this in the future idk here - https://www.reddit.com/r/quake/comments/6wp90a/how_to_make_doors_in_trenchbroom/

gritty forge
#

Does BepInEx work with Dusk?

#

Steam client not the SDK

muted glacier
#

It should? I'm pretty sure Zombie or 500_pts have mentioned its functionality in the past.

gritty forge
#

I tried but it didn't work out

ancient depot
#

I used BepInEx to make a wallhack for speedrunners lol

gritty forge
#

Yeah I saw it in this channel and I'm looking at the source code as a reference to set up my mod

#

Hopefully I can get it to work now

coral dragon
#

Greetings

#

I do have problems with triggers in Trenchbroom for Dusk. They don't work and I don't know why. I double checked by trying it in Quake, where it works fine. Is there something I have to consider when making maps for Dusk?

ancient depot
#

Triggers don't work any differently in Dusk, can you elaborate on what you mean by they don't work?

#

Also what trigger type etc

coral dragon
#

i.e. trigger_once to provoke an enemy. the arrowed line is drawn from the trigger to the entity. the trigger has the correct value in the property "target", likewise the entity in the property "targetname". it shows me the message, that i wrote, but the enemy wont attack me.

ancient depot
#

I don't think enemies are set up to be alerted when triggered currently

coral dragon
#

ffs. i tried to make it work for the past six hours or so. well, thanks for the answer, zombie.

gritty forge
#

Zombie would it be okay if I use the source code of the wall hack as a base for my mod?

ancient depot
#

consider that code public domain