#dusk-modding
1 messages · Page 11 of 1
are you on windows?
if so theres a batch rename utility in microsoft powertoys and a software called "bulk rename utility" which is more in-depth
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.
Is the Full SDK ever coming out?
maybe
I dont see why it wouldn't
-6.0db feels like a comfortable volume for ambient music
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.
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
Okay, thank you.
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.
It's been so long I genuinely have no idea lmao
That rule probably dates back to like 2016
I was meaning to ask about using ambient_generic
when I use a trigger to activate for example an ambient sound it doesnt play it
even if the sound is in a correct folder etc
Can you give an example of where the sound was placed, and how the entity was set up?
Sure
Aight
How would that work? Would that be like a .dll file you have to manually put in the game files? Or would it still go in the modding folder?
The former
Oof. Doesn't sound worth it for the time being. 🤮 I can wait for functionality to be added
god i wish you could resize grouped brushes from outside the group in trenchbroom
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??
nevermind. im dumb. the map wasnt sealing
can you make a door not make a door opening noise when opened by a trigger?
Set its sound to an empty value (different from it not having a sound at all)
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
are you using the quake preset when making a map or generic
quake
alright, then go into whatever folder you have set up here
make a folder inside of it named id1
and put the .pak into it
then restart tb
works, thanks
green really fits that shape
why are the textures so cooked, do you have -notex disabled?
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.
i see
this is offtopic, but would it be possible to make pistons that move up and down
why does that looks like another giant robot leg
it reminds me of the stargate
dunno that
Eh, you could get them to move once. As far as I'm aware, we're not able to achieve anything that has looping movement because we don't have func_vehicle/func_train.
Like if you make a door target another door when triggered, and the triggered door targets the original door, the game just crashes.
In the current build WAD textures should be given higher priority than embedded ones, iirc
so -notex is mostly a size optimization
It's actually based on a building that used to appear in recurring nightmares I had as a kid. Here's the sketch that I based this off:
Basic AF lol.
looks like that sword from Halo
You know what, I can see that 😂 just imagine it skyscraper sized, and made of concrete
can someone help me to make light cones/rays
i tried using rendermode and renderamt but it doesnt really work
well technically yes it works, i can create an illusionary brush and make it transparent
but I cant seem to change its color
using rendercolor
or anything at all
makre sure you take a close look at rendermode on valve's goldsrc dev wiki
in case your are missing something
@hybrid summit, please keep all discussions in English.
Okay Ill do that
Check the pins
Is there a way to get files for the Steam workshop maps?
I bought from another store.
yeah, you can
You can? I keep getting a message saying I can’t save in this mode. I’m not playing Endless mode.
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.
Anyone have any guidance for this issue?
yooo that's mine
glad you enjoy it
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
Well its not fully out yet
The last update was something about a lot of HD objects/props
I think..
For example for trenchbroom there is still a lot of unavailable content
I dont know about other programs like JACK etc..
okay I could have just taken a look at steam announcements for dusk
last update was feb 26th
Hooray 8)
is there a way to fix the bug where water moves if a door is triggered inside of it
maybe you need a dont link spawnflag
on the door or the water
idk cus i havent made a map in 2 tears
I just checked mine and I have Don't Link enabled
This is correct yeah
does anyone know why i dont have "textures collection" button? (I set everything up as in the steam guide in pinned)
its new UI
its called texture browser now, youre good
ok, thanks
I'd mod Dusk for 900 dollars.
ur name makes sense
whats dusk modding
You mod DUSK.
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 ...
are there any ways to make a daytime lightning on your map, or its necessary to fill the whole map with light entities?
"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"
💀
whats dusk?
darker stage of twilight
ok
basically sunsetting
are there any already dead corpse entities? cant tell if im just blind, or if they dont exist
also, is there a way to place a sprite that rotates to follow the player, but only along the horizontal axis? like from doom
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
same question for the doors, but i'd imagine its the same answer
Shouldn't be any limitations
and i've got the path format correct, right? don't need a leading slash or anything?
sounds/ is technically optional, the game will already check sound/ and sounds/, and the file extension should also be optional
The only other thing I can think of is that it's case-sensitive
If your file name is not exactly DSSECRET.wav, it won't be found
nah, i've got the capitalization right
swag ty
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?
oh sick that sounds great
could you send me SDK/bin/win_x64/DUSK_Data/Managed/NewBlood.dll?
I currently have a dev version installed and don't wanna go and reset it to get the release version to patch lol
i dont have file perms, should i just dm you?
yup
lol fair
@thorn oasis This should work
hmm. now its just not playing any sound at all. but only on the secret. the door is still just playing the regular sound
oh I only changed trigger_secret
ah that makes sense
for doors it should be noise1
the key name?
gotta love it
okay yeah for the door too, it's not playing the vanilla sound anymore, but its just silent
odd. What if you use a .flac or .ogg instead?
and the sounds folder is all lowercase, and the casing of the file name matches exactly? That's so strange
Does it work if you try one of the sounds that exist in the base game?
nope, you just got the first member role (happens automatically)
as an silent nothing
lol, figured id have talked enough for that sooner or later
what if you just do altar_recharge
still silent
i'll try verifying my files? there's been some drive bullshit that's gone on with my pc. but idk
What if you make a sound folder instead of sounds, and then put your custom sound in there
and then use just the sound name
if that works, I think I might know what it is
yeah yeah
do you remember what you did to fix this?
remaking the secret isn't helping for me
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
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
Not that i know of
i guess you can teleport items in but they will be in preset spawn positions
Lemme go take a look at the solution for this real quick
it goes away when i delete a nearby door, but the door is the secret lol
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
still broken
enemies can walk through it fine, and i can shoot through it too
and even though it stretches floor to ceiling, i can crouch under it. if i stand up inside it, it activates and goes away
also, my mages aren't spawning where i put them?
oh they probably dont wanna spawn on top of a door, do they
oh yeah thats it lol
anyway after nearly a year of procrastinating barely a day's worth of work, here's E1M1
if i cant figure out how to fix that secret being solid i'll probably just have to delete it unfortunately
but who cares
anyway i'll upload it to the workshop tomorrow
I'll be able to take a look at your .map file for that secret in a day or so
Oh my god thank you so much
Ive been looking for ages to figure out how to change door sounds
Are you going to remake all of the levels? This looks amazing
mayyyybe but probably not. I only did this cus I made a HLDM port to use as a base
then again, things should go faster now that I've actually done it once
if i assign the secret trigger a clip texture, it's not solid. but then it doesnt trigger at all, rendering it kinda pointless lol
tried giving it a water texture, but that's still solid
honestly if i could just trigger a secret with a trigger_once that would work. could be other uses for trigger-able secrets too
yall think this is better than not having the sprites at all?
idk i dont like it but figured i'd get feedback
just two func walls
I think it looks good
my mod's description isn't showing up in game, but im not sure what i've got wrong here
oh the content field actualy has a list of tags, its not just another text box
@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
Never did
OH SO THIS WASNT A ME ISSUE
actually, doesn't look like it's fixed? pretty sure im on the latest patch, game files are verified and all that
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
That doesn't seem right, I tested it before release and it seemed to work. God this shit is cursed lol
can you compare that to the same map loaded into a quake source port?
im compiling for half life, which now that i say it could be the root of all my problems. there it's a pixel line that's probably a different bug in goldsrc. oddly enough it doesn't happen in the software renderer
left is opengl right is software
The left is a pretty common precision issue in OpenGL
yeah ive seen it lots of places
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
but if dusk produces an offset texture compared to them, it's a bug in dusk
the UV generation is very sensitive to floating point precision fuckery so it could be related to that
I could've sworn I fixed it though
maybe something about this setup exposes another place it can occur
UV generation within dusk, I should clarify
ah
BSPs don't store regular UVs in the model data, so you have to compute them yourself from planar coordinates
It's a nightmare for lightmap UVs especially, even some Quake ports don't handle it properly
oh now why the fuck are you like that
i was gonna say "oh its not some wildly large number, shouldnt be floating point bullshit"
wait thats x, not y
shouldnt be the issue in that case but who knows
yeah still happens even with that 0ed out
for example, a dusk custom map loaded into darkplaces:
same map, loaded into quakespasm
it also looks correct in dusk, but didn't originally, because it didn't do the math with a higher level of precision
The actual location of the geometry in the world has more impact here, because of how texture coordinates work in the final BSP
So the further the level is from 0,0,0, the higher the chances of UV issues
oh i ran this thing through an automatic doom > goldsrc conversion, the bsp is all sorts of fucked up
It being off by 1 specifically is suspicious though
but it's centered on 0,0 so idk
other textures probably, i'd have to take a closer look
The bug that was fixed originally was every texture
but there were a few that were also off
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
dusk can technically handle NPOT textures if you can convince tools to make WADs/BSPs that contain them
it's not a very well-tested scenario though because most tools don't like that
yeah still an issue here too
for this spot i just lowered the ceiling by one and a half units
because all the textures are up by 1.5x
interesting, can you DM me the affected map? In both bsp and map format, ideally
since thats the map scale
actually that could also be the issue
1.5x scaling on the textures
if it's only off by 1 in dusk then there's some kind of bug in dusk either way
yeah, just thinkin out loud what i've done so you know where to look
currently testing another potential fix for the sound issue too
that one is so weird
@thorn oasis see if this fixes the sounds
praying rn 🙏
hell yeah
Good to have someone else makin levels for a change lol
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
but now that i think about it... cs maps in endless...
That was literally my first thought when DUSK synchronized with my GoldSrc maps. All you need is add a skybox, music and enemy spawners. That would have been awesome
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
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?
Can you DM me a screenshot?
yea ok
ok... it looks like the update wasn't actually set live somehow... we'll fix that lol
this explains a LOT
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 forstartdist.fogStopDistance: Alias forenddist.iuser1: Alias forstartdist. Causes theenv_fogentity to mimic SvenCoop behavior.iuser3: Alias forenddist. Causes theenv_fogentity 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.
Fog entity docs
hell yeaaa 
waht happend to the dusk?
Allot of props still don't have collision.
Okay, I'll keep holding on. Hope you can get it sorted.
The actual update 
Turns out we didn't actually ship the update properly and that's why stuff wasn't actually working
The off by one pixel fix should be there now too
lmaooo
oh well that's not good
on the new patch, all of my secrets are completely solid
instead of just the one being half solid and i can kinda phase through it if i try hard enough
aaand then while i was gettin footage of that, i got another bug with the nuke pool continuing to damage me even when i left???
that one was probably just me entering and exiting it within a tick or some bullshit like that
and if you notice on the kill screen, despite the text and sound effect, the secrets werent technically triggering
Secrets being solid is weird because none of that code changed at all lol
I think there is some kind of evil spirit haunting your map tbh
this is why i hate computers
the evil spirit is apparently named gordon freeman
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
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
drag in any entity from the browser and replace the classname with 'env_fog', then just add in the new properties you need for it
You wont have it and have to add it yourself - the fgd hasnt been updated for it
just do that
thanks
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?
i really cannot find any guides... the one that i did was outdated and just let me to the server
@honest stag ok idk if you know but your map for the flesh castle has some clipping issues
here are they
you can easily walk off the map which i doubt was intended
Yea thatll be patched later
It's the same in my map
And I use Quake compiler
did you use the outdated one on the steam guides? when i setup trenchbroom last year I used that along with videos from dumptruck_ds and managed to get it working
I tried doing the same thing but i swear it didnt work, half the stuff wasnt there
is there any
up-to-date guide?
i don't think so, give me a dm and I can try help you out
oh thank god so its not just me
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
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
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
you got it boss
is there a new guide to dusk map making because the steam page is outdated
The only thing that is outdated is link for compiling GUI, but you can just download it from github
yea everything in that guide works just fine
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
close dusk
go to Dusk\config
delete dusk.ini
open dusk
One of my secrets that was not previously solid has now become solid
In fact the only time I can pass through any secret trigger now is if I go from underneath
Or if I teleport inside it
Can you send me a map to test with?
Secrets turning solid is really weird, I wonder if the game is throwing an exception while marking them as triggers or something
Hallelujah! The "off by one pixel" bug is fixed!!!!
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
ohhh fuck yes ty
found the pictures - in the files they are named: e[episode number]_map.png
YAYY
nahhh
@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).
oooh
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
instead of just the textures in e1m1
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)
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.
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
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)
oh yeah, doom 2's two secret maps are wolf3d levels
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.
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
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.
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)
that was not me, Im still in the early stages. just finished the textures
the transparency on this tree makes me fucking sick.
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"
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
lmao that's awesome
E
are there any ways of making the sky brush invisible or something like it? cuz this looks ugly
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
but what about for example City Lockdown? it clearly has light and shadows without any black sky brushes
seal your map
that's one
i think the texture has to start with "sky" as well
but sealing the map is important
@gusty sierra
You only put 1 skybox brush above, you need to create a literal box out of 1 brush
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
that's still not fixed? 
:"")
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
i set everything up as you said but it still doesn't seem to work

.
gimme a minute here
try getting this .wad and replace the sky tex with this one
so it looks like such
^^ Yea that's how I had my skybox set up in city lockdown (before I changed it recently) @gusty sierra
that worked! thank you

Well, I would start by checking in the ultrakill channel 😂
@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.
Campaign. I didn't have time to start an endless game earlier when I played
Bro I need to stop making these masochistic ass projects and not finishing them. Someone hold me accountable. I WILL release this map.
gonna need to see at least 1 more level uploaded to the workshop before i get old
its slowly coming together.. just 2 more maps
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 
one day i will actually release a map
consider: make good map get hired get access to new blood games early
the pipeline
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
didnt seem to for me, but also computers just seem to hate me for no reason
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)
@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?
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)
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.
Ȅ̶͑t̴̏̎e̴͚͂r̶̈́͝ǹ̵̑ȧ̷́l̸͂ Malice
Oh God. I need to be up in 5 hours for work, but im up making shit like this instead.
relatable 😫
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
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
Ultimately though, as long as you can produce a compatible BSP, you can use any mapping tool you want for DUSK
Oh dope
And thanks, yeah makes sense
Kind of pertaining to this, is it possible to backwards engineer a bsp file and like, decompile it back into a .map file? I found an old bsp on my computer, but no longer have the map file to edit or do anything with it in TB.
i definetly used a tool of that sort before
but i remember it was not perfect results
It depends on the format of the BSP file
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
discord pins
@ancient depot I no longer collide with the triggers but it doesn't count secrets anymore.
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?
wait never mind. I just needed to update the SDK.
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.
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.
Some sounds can't be replaced in the current build
I might have to investigate this one after PAX, but I'll see if I can try to squeeze it in before I fly to Melbourne
the modio folder isn't implemented, you want to put mods in local
modio is intended for when we have native integration with mod.io in the game, and mods downloaded through the game go in there
Damn.
how to make a rotating door work?
It seems to be just an issue with the SDK. It might get patched the next time it updates.
(Late response)
I don't think your mods are causing this issue.
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.
quick question does the sdk work on linux or do i need a windows machine
It should work under Proton
i was going to start learning it
@marble copper, please keep all discussions in English.
M
For Jakob or all monsters? Cant wait for braz. boneball
So I'm trying to figure out how to start mapping for Dusk. Got Trenchbroom downloaded but the info I found online seems to be an old outdated reddit post https://www.reddit.com/r/Dusk_The_Game/comments/f33t7u/how_to_make_maps_for_dusk/
is there an up-to-date one I'm just not finding?
Main thing is that Dusk.wad page doesnt seem to exist anymore
the guide thats pinned in this channel is still only minimally outdated and should work perfectly fine to get you started
#dusk-modding message
I kinda forget pinned messages are a thing on Discord. I find the gui for this platform incredibly overwhelming at times so thank you ^^
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 :/
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?
Ladders being invisible is a problem with the maps themselves, technically speaking, they need to be updated to use separate visual and collision brushes
The secret trigger issue is a bug that's fixed on the public testing branch, will be in the next patch but you can use the branch for now if you want
Can you elaborate on what you mean by broken events?
The sound file name goes in the message key
Not the first person to have that issue, is there documentation somewhere that suggested using a "sounds" key?
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...
@molten socket
I came across a page yesterday saying to use a 'sound' key, so I just assumed it was 'sounds' as that was coming up when I typed it in on trenchbroom lol.
But I've literally just seen this one, saying to use message, so I assume it uses all/ most of these keys too? https://twhl.info/wiki/page/ambient_generic
Yup, the implementation is based on the GoldSrc one
Not all of those are supported but the intention is that it mirrors goldsrc
cool ok, thank you 👍
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.
You can also play the level on Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=3350355216
nice
Thanks 😊
hooo, so how do I do that? Betas and sdk_testing? And yes some sequence that did not seem to activate... Also some trees and all trash cans that usually can be destroyed now you can just pass through..
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
you should put that on the steam forum so peoples who upload their maps there know about it so they can update. haha
that's how ladders work in half life
bunch of stuff in the sdk is half life functionality
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..
ah, i misunderstood then
Still: Demios — Today at 12:35 PM
you should put that on the steam forum so peoples who upload their maps there know about it so they can update. haha
any mods that make the game good?
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.. ^^
hmm, it doesn't seem like i have texture called "origin" in my texture browser (sorry, didn't have time to answer earlier)
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
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
for some reason my trenchbroom doesn't want to load halflife.wad 
if you're usin the quake preset for your map then it wont load it
try converting it to the valve map format
modding dusk is hard
i found out that my door is actually connected to a hinge and goes around it but...
aight I'mma head out
hey can you open the door for me?
What... Did you just say
@honest stag Yo Vriska could you recommend some decent fog settings?
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
I see thank you
wait.. there's fog now???
Has been for like over a month
n
dwdWAD
I like my channels dead brah
What do I assign this to?
doesnt matter, it's just where your finished .bsp gets put
however it never worked for me, i just use the working folder
Little test map that I made in jack hammer
Is there a way to make a proper skybox?
Figured it out
Hope this helps anyone wanting to map for dusk in jack hammer
I knew that was gonna happen lol
there's a little jack miniguide in pins
lil' jack
wrong chat srry
I'm struggling to put a skybox on my map rn.
I legit don't know what to put in here
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
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
Visually change the sky texture
@gritty forge
Refer here
Also
Basically every other map in dusk.mod.io includes a source .map
Oh thanks
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
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
I see
What kind of error are you getting?
You should probably avoid having files in OneDrive
It confuses a lot of software
Try moving it somewhere else, that might fix it
Well idk where else to put them because my entire desktop is on onedrive
The exact same error, or is it referring to files in C:\DuskMapping now?
Same error
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)
No other errors before that?
Sorry I meant the raw file, like in notepad
I don't know how to open that
Ok, I can think of two things to try here
- Replace
/with\in the paths forwadthere
- Split
wadinto twowadentries, like this:
"wad" "C:/DuskMapping/Textures/dusk_transparent.wad"
"wad" "C:/DuskMapping/Textures/origintexture.wad"
Still getting the same errors
What about the earlier error about a bad path?
No problem, I mean the first screenshot here
Yeah still getting it
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
So what would be a good fix
These are supposed to fix it, but you said it didn't change the error
Which is odd
Everytime I compile the map the .map file seems to revert back
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
I've actually tried that
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 ;
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
Also you're compiling with ericw-tools, right?
Built-in J.A.C.K compiler
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
So assign a brush to be the origin of the door?
If that's how it works in JACK yeah
Idk how it works either lol
Might as well give it a shot then I guess lol
What is this lip option?
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"
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.
I'll probably come up with an alternative for now
Maybe like a explodable wall or something
why not directly input the origin coordinate
into the origin key
isntead of having a brush there
Origin key?
and what about that brush you're using with the origin texture?
can you show that too
I've created and destroyed it so many times but usually it's over here
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
it should have an "origin" property, which is the coordinates of it, three numbers
is that right?
Should I add one?
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
X: -596
Y: -4
Z: 68
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
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
i assume that means jack hides some properties?
is there any way you know of that shows all properties of an object?
Probably
Moddb one
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
What's the other solution you had in mind?
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
I see
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
Yeah that's what I was thinking
importing a working door from trenchbroom into jack
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
Just played and finished dusk and opened this chat for the first time how do I play mods!!!
what if you played as v1 in dusk
i don’t know what would happen, depends on of v1 is worthy or not
looks peak
Holy shit that looks cool 👀
yooooooo
👌 the good stuff
Torii try not to cook challenge (impossible)
why do the trees have no roots underground?
evil cult magic eliminated the need for roots
i know this may sound silly but how do you actually delete things in trenchbroom?
ok thanks 🙂
wouldnt that be like the first thing to try?
second thing would be checking the options menu where you can rebind controls
i'm gonna be honest with you i didn't even know that the delete key existed
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?
select with mouse and backspace I assume
hey so like whats the legality of using textures from the internet? specifically these texture: https://www.quaddicted.com/forum/viewtopic.php?id=1280
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 ?
yeah just provide credit for the resources you use
ok
As long as you arent making money off it, nobody really cares
how do you add ambient music and trigger combat music?
Depends on the level editor
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
do we have particles for the SDK yet?
Next update
thanks, and change door sounds? like the metal one
o yea also
Ive been out of mapping since the workshop update
how abouts would I go about making my map steam worshop ready?

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
e
How do i get dusk hd on? i just bought dusk
This is for STEAM :
you'll see this appear when launching DUSK from the library
if, for some reason, this is being skipped, then find the Launch options :
( right click on DUSK )
Dont you also need dusk hd dlc in your library? https://store.steampowered.com/app/2717300/DUSK_HD/
I keep forgetting it might not show up for some 
is there the same thing but wit ultrakill cuz ngl i wanna mod ultrakill
look one channel down
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.
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.
quask
everyone eventually does
one guy whom i watched play never did and just bruteforced it
which is valid but like... turn around
How do you mod sounds for dusk?
I figured out how but now I have to trial and error which sounds are actually in the game or not
dusking ™️
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
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
wdym that looks like a normal UI to me
That's J.A.C.K
no shit
Everything is super compressed and small on my end because of my aspect ratio
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
Gonna see if I can find a solution
If I can't I might have to deal with trenchbroom being like this
Click the viewport you want (probably the 3D one) and press control + 4 then control + 5 then control + space (control + alt + T to hide the toolbar as well)
This can all be found under the view tab at the top
Furthermore, you can always press f1 to bring up the Trenchbroom manual
Usually about six units high if you're using the 16 size grid (the default)
Struggling with rotating doors again
you're not really meant to use the 2d views in tb much
not like you cant but i and many others work exclusively in the 3d mode
you should give it a shot
You could definitely play around with that, but it wouldn't be workshop compatible. You might want to wait for the next SDK update which brings custom scripting to the game
I'm using it because of my familiarity with J.A.C.K so I can slowly ease my way into using it
Wish there were more custom levels for Dusk, The American Nightmare is pretty cool even if a lil broken
check out dusk.mod.io for some older levels that didnt get ported to the workshop
Aren't those often more broken due to being older?
not really
I don't think anyone else has done many connected levels
Map jams ate a great thing to try though
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
O yeah I've seen them, I should try them
Wonder if there'll ever be more recent jams
What breaks when you save on a custom map?
There's gonna be a new sdk update??
Is the sdk getting its own editor or nah?
No
How much people are currently working on the sdk?
Zombie is the mastermind of it
Holy
In the current version? A lot. Right now saving in custom levels basically creates a mini .map file that is almost like what you'd get if you had mapped the level in that state to begin with
But naturally there's a lot of stuff that can't be controlled that way, so it doesn't save properly
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
Yup, it's being modelled after gmod somewhat
Gdusk, now with 50% more ragdolls
I'm currently working on a little mini campaign. Just taking me FOREVER lol

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
Verify integrity of the files, if that doesn't work reinstall
Oh shit city lockdown was you???
yeaaa

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
Made a test level to learn how to use DUSK's janky entities (pice by piece). This was a great excercise honestly and having a level like this to use just as refference will make mapmaking a lot less frustrating.
files and documentation in the comments below
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)
also here are the files:
And I do have a few questions I'd like to ask :
- 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?
- How to make a trigger_counter not display the message "sequence complete"
Thank you! I put a lot of effort into this little map
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
Good shit
Amazing
Looking forward to more stuff

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
i wanna see if i’m smart enough to make dusk maps (i’m probably not)
isn’t trenchbroom the recommended program
seems like you have image perms
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
Yeah Trenchbroom is the one I've been hearing about, from the very limited amount of time I've spent with it, it feels pretty intuitive
Could be you downloaded the wrong thing. But if you can compile map then it's all good 🤷
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?
also unrelated: I got the scarecrow pole to work
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)
I dm'd you
This is genius lmao
Nice work
Hey there, was just wondering if theres a way to adjust the intensity of a light source in Trenchbroom or nah
That is controlled by the "light" property on a light
How do I make this door go down?
You can set angle to -2
Or you can remove angle and add angles with a value of 0 0 -1
Didn't realize you were using this channel lol
Didn't see it anyway
@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?
Did you mean to post in #ultrakill-modding?
yes
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
I've also tried running it as administrator and with different compatibility modes with no luck
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
Alright ima trying it out right now, just a minute
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
yea I am having a bit of a hard time - not really used to doing stuff in the command prompt
That's fine. I'll dm you give me a minute
mod the og doom campaign into dusk
That's looking incredible so far
Somebody already is in the process actually: #dusk-modding message
every single level?
Based
We need particle effects
What are good side textures for a door?
Is this too big or is the proportions correct for something like this?
Feel like that's alot of empty space
looks a lil too empty yeah, some props would help
like a table, or a room partition
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
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
I always made sure to account for fov whenever muyb sent a recording but just lowering it would definitely make it easier
What are the default values again?
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.
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.
And if you hate the player you want openroom combat in a close quarters environment
Woe, cowgirls in cramped spaces be upon ye
Next SDK update when?:")
Soon™️
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/
It should? I'm pretty sure Zombie or 500_pts have mentioned its functionality in the past.
I tried but it didn't work out
I used BepInEx to make a wallhack for speedrunners lol
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
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?
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
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.
I don't think enemies are set up to be alerted when triggered currently
ffs. i tried to make it work for the past six hours or so. well, thanks for the answer, zombie.
Zombie would it be okay if I use the source code of the wall hack as a base for my mod?
sure idc
consider that code public domain
