#dusk-modding
1 messages · Page 12 of 1
Just the SDK client or the base game too?
Just the SDK for now
I only plan to make a bep mod for the base game
just adding some qol and fun features
Making the SDK the main build will require a bunch of work to make sure everything like saves, configs, etc can transfer
I'd like to maybe do that someday
But no time soon
I want to start off with something basic like changing the game title image
seems like something simple enough to get me started
Coat hanger
Now do it, but with 10x the triangles 😈😈😈😈
😈
Make half the bits of the entire level this one coat hanger
Like the frames are 20 fps cause of that hanger
question how do you mod dusk do i need to get a thing for to do it
yandere simulator in dusk
Check pinned comments. There's a complete guide there.
Would I need to decomp Dusk to make it easier to mod with bepinex?
Not sure I understand the question
You could use ILSpy to browse the game's code if you want to figure out how stuff is implemented, if that's what you mean
But it won't make the actual process of writing a BepInEx mod easier or harder, since you compile your plugin against the already-compiled game DLLs
Ah mb but yeah I'm just wondering how everything is implemented and stuff
Then yea you can basically just open up the game DLLs in ILSpy and it's all there
Alr thanks
For a lot of the code, what you see in ILSpy will probably be easier to read than the actual source anyway lol
The current source for stock dusk has gone through a lot of automatic conversions, reformatting, etc, and it's a clusterfuck to navigate at times
Never used ILSpy so I'm not sure which one to install
if you just want something portable you can extract and run, use the self contained zip at the bottom
if you want to actually install it, use the x64 .msi
the non-self contained zip is for if you have the .NET runtime installed already, it's just a smaller download since it doesn't come with it
Having trouble installing it rn for linux
Would it still work if I used wine?
No idea, worth a shot
For Linux you need the Avalonia version I guess https://github.com/icsharpcode/AvaloniaILSpy
np
So which files in dusk data do I need to open?
The managed folder has the game dlls
Assembly-CSharp.dll contains the actual dusk specific stuff
So to get myself started I want to add a new title image to the main menu and add an extra settings option exclusive to the mod
Not gonna add anything to that settings menu yet but I just want to implement the button in to see if it works
To change the title image you'd just have to GameObject.Find the logo object and change the texture
I forget what it's called, maybe it was DuskLogo?
You could use UnityExplorer to get an inspector in the game that lets you see the scene hierarchy
Oh actually it was LogoImage I think
Like this?
Something like that yeah, it should have either an Image or RawImage component on it, I forget which
GameObject.Find doesn't seem to be working
The game object is LogoImage and not DuskLogo I think
A bit stumped on where to go next from here
Load a PNG with File.ReadAllBytes, make a new Texture2D, use the LoadImage function with the bytes
Assign the texture to the image
I'm reading up on the Unity documents for help so its all over the place for me
Where should I put the path>
Gonna put it here just to be safe
@ancient depot Having trouble trying to figure out how to replace the image. Is there a specific way I have to do it as I went all over the internet for an answer and couldn't find one.
Since it's an Image and not a RawImage, it needs a Sprite and not a Texture2D
You can use Sprite.Create to make a Sprite from a Texture2D
@warped sluice
Had this cool idea where you start trapped inside a wooden crate and a leatherneck breaks it open in order to execute you. Not really sure how to continue the level past this first room, would love to hear your suggestions
everyone has a different workflow, but here's what i would do
If you're stumped after making the first room, try to outline your level in drawing or blockout so you have a general idea of how it's going to flow. you may even have no theme or visual concept for it until after you've had a good grasp on how it's going to work gameplay wise
where the player is going to go, which enemies to fight, what keys to pick up and where the locked doors would be, etc
tldr: greybox and then figure out the fluff like theming afterwards
or just rely on the concept you've already made and bounce off of that
not that you can't work without a greybox. lucas (the main top down shooter dev) usually works without greyboxing his levels and they turn out perfectly fine
but it will help you iterate on stuff that DOESNT work much easier
if you play a fully detailed room and realise it sucks it's much harder to change than a dev texture room
Definitely gonna try drawing a few layouts. As for the theme I like the idea of a cold industrial level
I'd definitely recommend at least having a layout in mind before starting, yeah
even if you deviate strongly from it, just having the base acts as a launchpad to get you into a good spot
it's just easier to make something in general when you have some kind of plan or idea tbh
it helps deal with the "so what part do I do next?" blocker
yeah
thank you vary much
Hello Home! Nice too meet u kings
So the only thing I can swap is the maps? What about the characters?
@craggy meteor, please keep all discussions in English.
#bnnuy-and-the-jits is the place for that
Tried to replace some music and it didn't work
its e3m5 action 1 loop
Its just playing the normal version of it and I've even replaced it in the base dusk content
How do I open the Dusk SDK?
Do you own it on Steam or GOG?
Steam
Should just be a launch options (the bottom one)
How am I meant to make mods for the game?
Depending on which kind of mod you would like to create, you would use a different third-party software. For instance, if you want to make a level you would probably use TrenchBroom. If you wanted to make a custom model, you would probably use Blender, and if you wanted to create a reskin of something you could use photoshop or GIMP or even MS Paint.
Isn't trenchbroom for quake modding?
dusk's moddable version loads .bsp files, for example same ones used in quake or half life
so you make essentially a quake map but with dusk in mind
trenchbroom, hammer, anything youd use to output a .bsp file at the end will do the job
Do I need quake to make it? Because I only own half life, not quake
you dont need to own quake, no
I know how to use hammer
some people use hammer only for dusk mapping
trenchbroom is more or less the officaily supported tool so to speak for now
but you can use hammer just fine
Is there a tutorial or something for making dusk maps?
you generally just make them the same way you'd make a quake/half life map but you'll need a .fgd with all the entity names and stuff
there's one in pins for trenchbroom and someone i think made one for hammer? but idk
idk if the trenchbroom fgd will work for hammer
but no harm in trying
Do I need to own quake to use trenchbroom or does it work with half life 1?
you dont need to own quake to use tb
cool
nice
What are the files of the Dusk models to import into Blender? for custom model example, please
These are the models for the monsters
you can find all the .blend files in pins
OMG!. thks so much kings!
Just note the .blend files don't always have the animations
Since some of the enemies were animated directly inside Unity
ok, nice same, and u do art with ur games, congrats, be well!
@woeful mesa, please keep all discussions in English.
@pallid temple, please keep all discussions in English.
Im frothing at the mouth for that geometry
Thank you. The challenge is making geometry that survives contact with textures 🙊
How do I get dusk.wad
None of the textures are working in trenchbroom
fuck me please and ty
what
try following the guide in pins
particularly when it comes to integrating the palette file into tb
Trying out dusk's modding :> https://steamcommunity.com/sharedfiles/filedetails/?id=3409666656
s
s
s
real
s
Alright can we stop? Wtf has this chat become in my absence?
ultrakids havin a bit of fun out of their contaiment zone
oh hey, it's almost feb and I have yet to ask my favorite question this year
SDK update when? 
Played a little derailed last night
Solid map so far but I died at the big fight after ||the rat boss||
I really like the difficulty of the map too, I was playing on CM so things got really intense lol.
Hello
I have a very, very dumb question, because I never actually looked into it
Please forgive my ignorance
But what CAN you do with the SDK?
Load custom levels, replace textures, sounds, models (to an extent)
Perfect
Thank you!
I have no coding knowledge whatsoever but does anyone think there's a way to make a co-op mod for the campaign? maybe using some of the duskworld infrastructure or something
Coop is on the way eventually iirc?
There isnt one
At least using the sdk right now
gotcha gotcha ty looking forward to doing coop speedruns one day eventually 🫡
Barrel Exploding 2 & 3 are broken in the SDK, they spawn the wrong barrel upon loading the map.
To sum it up they're basically swapped around.
Not sure if this was reported before but I thought I'd talk about it
I see
Any news about when the next update will be out?
When it is ready

Chat what if I wanted to swap Jakob with another character altogether?
Does anyone know if it would be against the rules to upload the first episode of Quake (e.g. the shareware version) to the workshop after tweaking the levels to work better in Dusk? I’ve been learning Trenchbroom for Quake mapping purposes and I was thinking that it might be a good practice project to port it over
and are there any .bmp or .map files for the vanilla dusk maps somewhere in the files or not?
Weren't those made in Unity?
yes, theres no quake engine associated map files in vanilla dusk
9
Can you not
9
Random child
so a tool i'm familiar with works in a unity game? awesome!
with the process of DUSK map-making it might as well be a kex engine game
i swear every day i'm happier i bought DUSK during it's 6th anniversary sale
works gr8
fgd link in the guide is dead tho, check pins/vriska's history in here for the file
i added some changes to my own for fog & endless, ill see if vriska wants 2 upload them since i dont have rank
g
thinking about doing some reworking and overhauling of my old mods and publishing them on the workshop at some point
Im rly busy these days but we'll see
Yeah, I just got a new job so I'm occupied from 4 am to 6:30 pm every day 😢
Are you working in the coal mines or something? What normal job has 14 and a half hour shifts
Please someone give me normal values for a nice fog effect, I get flashbanged every time I load my map
I can take a look at the fog in the silent hill map
You could prolly bounce off of that
Sure
i forgot where i had it on my pc, gonna have to wait a bit
found it
"startdist" "135"
"enddist" "1000"
"rendercolor" "108 100 116"
Nooo, Im a CNC machinist, but I have to get up and get ready to leave by 4:50 because I have an hour transit both ways.
This zip includes the .map sources for all the official dusk maps uploaded to the workshop. Fallen aces endless+campaign, Gloomwood, Flesh Palace, Gogatorium and Quiet mound
You can get the texture .wads from their respective workshop uploads
greetings
Hello buddy
Omg. Vriska, I decided to get out my VR headset, and using VorpX (software that converts games to function in VR) played the Fallen Aces level with a controller, and I think it was one of the coolest experiences I've had with this game. After I killed all the enemies, I just walked around the map admiring the brushwork. I need to boot up one of your older maps I have saved on my PC, because it's just so beautiful being able to look at it up close.
I had to use an Xbox controller, because idk if you can use the motion controls with VorpX, and I had to turn off auto run (and flipping😢) because that was motion sickness simulator.
oh hey thank you lol
the textures are more to thank for the beauty of the map tbh
Fallen Aces peak
that sounds really cool tho. i would love to see how dusk maps look in vr
I recorded it, but sadly, the vr aspect of it doesnt really get captured by recording. the biggest problem I had with it is camera height being weird. I tested it on maps ive made, and the base game, and I think its just a matter of tweaking settings to make it look right/better.
Blue screen room for chroma key edits
where can i find the trenchbroom entity definitions for dusk sdk?
.
is that fgd up to date? i know dusk got some updates recently so i'm not sure
Yeah it works well
alr thanks
so uhh how would i do stuff like make endless maps?
arent those defined by point entities?
or are they defined via some form of metadata? like a text file, json, etc
I posted map sources for some endless levels above
I can't type out full instructions here but you can take a look at them
alright thanks man!
one last question: is the claw of the flesh weapon available in the SDK?
.
Not the right chat but yes you should
wait, .bsp im coming from the source engine community , ARE THEY COMPATIBCLE
Yes, the game can even load Source engine BSP... to an extent
Kinda
Most of the HL2 entities aren't implemented and it won't load any textures
But you can run around and have basic stuff work
With the next update it'd be possible for someone to make a mod that adds in HL2 entities
okay so the posion headcrab is the pistol
Here's me playing a hl2 map
Why does it look like that...
no textures
The lighting is so gorgeous
AHHFFJ ME WHEN SORCE INGEN GAME
thank you dusk modders
but so are load triggers?
*do
there's something about lightmaps on simple textures that just hits right
What do we think about this opening room?
Would I use func_door for a trap sequence where the player gets locked in a room or would I use a different func for that?
Because I was thinking of using func_door but I'm not sure if the player could still interact with the door and sequence break
Are the players meant to escape through that same door?
No
But I think I figured it out
Also is there documentation on the sdk? Because rn I'm just trial and erroring a bunch rn
DUSK HAS MODS?
scroll up
How does teleporting enemies work in the sdk?
That doesn't answer the question I was asking
i am just saying
same way you'd teleport them in quake
trigger_teleport + teleport_destination_info
this goes for most things
the way you can do it in quake works in dusk 90% of the time
How do I change the music with a trigger?
thanks
Is an sdk update planned for the sale? 👀
How far up
🗿
hope so, theres like 3 campaign amps in teh workshop
dusk-modding
👍
Its possible btw
I did die but its possible to survive and kill both of them
that's evil
Using boss enemies as common ones to spice up the gameplay. The failed experiment really works as heavy class enemy because of its attack and health
I also plan to use the intoxigator as a common enemy as well
With the difficulty I plan for this map I feel like accessible or go easy might be the recommended for a casual playthrough
tomato soup
Working on a health regen for endless mod so health isn't so much of an issue anymore. I just got to tweak some things first and then I'll post here here.
Oh the video is fucked
lemme just clip it
Small update where every wave resets you back to 100HP
hopefully this makes the factory less of a shitty map
finally someone making useful mods
endless was such a missed opportunity with its almost non-existant health pickups
Planning on making a dusk chaos mod
Got 3 events down so far
yea, it was more survival than endless and didn't play super fun imo. Most screenshots of long runs were just people spending an hour on cathedral lol. Regen + way more aggressively scaling waves would be cool.
If anyone has any wacky ideas for chaos events then just reply to this message and I'll try my best to implement them with my current experience (good or bad but I'll assume 90% of you will make them bad lmao)
atm I have no idea how to spawn anything so don't request that
how do you do the thread thing
I already have plans to take things away from the player and also give power effects
Bad as in inconveniencing the player and not utter dog shit 😭
I kinda realized how that can be misunderstood
No clue how possible these are
1 - just makes you drunk, if you don’t already have that
2 - plays a bunch of random enemy idle and alert sound effects over time
3 - launch up far into the air
4 - remove all weapons but sickles
5 - make the player continuously swap to the cigar
6 - no jump
7 - stuck bhopping
8 - stuck walking
9 - randomly increase fire speed by a lot to waste ammo
10 - activate a bunch of cheats and turn them off when the effect ends (like nbufo, nbff, nbponcho, nbhot, nbshooters, nbdeathless, nbfrog, nbgotta)
I love that random enemy noise one lol
Added that one
I finally have the 10 I want but when I add more I'll use some of these
Dusk schizophrenia update
magic wand change would copy devil daggers imo. Remove infighting and make wave sets spawn on timer instead of wave completion. Anything to incentivize staying ahead of the spawn curve through better gameplay. There is a little bit of that with the score multiplier I guess reducing if you go too long without kills.
feasibility notwithstanding lol
Current events:
STEROIDS (200 Health and 200 Morale)
fuck you :) (Get knocked down to 1 Health and 0 Morale)
Drunk (Intoxicated for 30 seconds)
WEEEEEEEEEEE (Get flung into the air)
Schizophrenia (A fake enemy sound will play)
High gravity (High gravity for 60 seconds)
Low gravity (Low gravity for 60 seconds)
Blistering Heat (Activates superhot)
F A S T (Layers 10 FFT effects on you)
Pacifist (Strips your arsenal down to sickles)
oh boy gravity changes :)
so true, especially the cathedral part
horrors drop a small health kit so it amps the survival chance a bit
What do y'all prefer?
1️⃣ Secret text
2️⃣ Message text
So I found out that the player doesn't use the same gravity for jumping so the gravity events only effect props and certain projectiles
Good news I found the value so now the gravity events effect the player
Thinking about it now I'll probably make this an option so people can pick how they want the events to be displayed
My ultimate goal rn for dusk modding is to get enough experience to make a co-op mod in the future (assuming official co-op for dusk isn't gonna be released by then)
For now I'm just gonna stick to making these silly little mods
I wish dusk was on r2modman
Alr I made a request for it in the thunderstore server
Once its accepted I'll post the page here
Alr I'm putting 2 events on hold but I can release a small build of the mod onto r2modman once that's up.
it's packed with 11 events and is really jank but it gets job done and its good enough for y'all to mess around with
i believe in you muyb
how do i get the wad for dusk? I asked this a while ago but i cant find the wad file
how do i add the mod into the game?
you should watch a general trenchbroom guide
for quake mapping, by dumptruck_ds
loads of concepts carry over
and it teaches you how to add wads and that kind of stuff
i dont own quake, is that why the wad isnt working?
you dont need to own quake
have you got a link to the video?
IMPORTANT: Trenchbroom has had some user interface changes since this video was published. Please refer to the use manual if you can't find something mentioned. Also the pinned comments have some specifics.
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping aft...
watch this series
im trying to get my mod on the steam workshop but when i do it says cloud storage is full
i cant get my mod onto the workshop
did you make your thumbnail less than 1 mb in size
no
does it have to be a specific aspect ratio
what does cloud storage is full mean?
just try to reduce the size of the preview image and do it again
make sure its below 1mb
still doesnt work
a mod still gets uploaded to the workshop but it looks like this
what does the workshop uploader tell you
any errors? is your mod folder structured correctly?
why is the limit 1mb anyways, id expect it to be a bit higher no?
that's a question for steam
one moment
i dunno how steam expects people to upload good preview images and also keep them under 1mb
thumbnails are tiny anyway
fair
should i have the directory be in the dusk game files?
the mod directory in my case would be
D:\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\Baptism By Blood
im not sure if it MUST be in dusk files but since i test my mods right before uploading them i just use the current mod folder
dont see much point in taking it somewhere else before an upload
ive tried some different file directories but nothing has changed
you're gonna need to show me your workshop uploader screen and the mod folder setup you have
are you sure your mod is actually failing to upload? steam automated check takes a bit
how long on average does it take?
just keep checking it, it's like 5-10 minutes for me
does it normally get displayed like this
check your workshop uploads page in your profile
and find the earliest version of this mod, see if it looks like that as well
every version of it is the same
show your folder setup
show the inside of the maps folder too if you may
its just the bsp
yea i'd just try waiting a bit longer. maybe its taking a while since its your first upload - i see nothing wrong with the file setup unless your image is actually still bigger than 1 mb
its only 184 kb
odd, i'll ask around
With how long its going to take to get DUSK up on Thunderstore I decided to upload the chaos mod early up on mods.io so you can all mess around with it!
https://mod.io/g/dusk/m/dusk-chaos-mod
https://youtu.be/wssVKbfWTss
my mod still wont work even after a while. I'll just update it and try again sooner
Hey so like I need to ask here uhm when I boot up ultra kill it says I don’t have the license can anyone explain how to fix this( yes I bought the game off steam )
wrong channel
https://mod.io/g/dusk/m/dusk-fish i got my awful mod on mod.io if anybody wants to play it
you know what that means
https://steamcommunity.com/sharedfiles/filedetails/?id=3439624631 I FINALLY GOT IT ON THE WORKSHOP
Yo should I get dusk
we are all simply pretending it is a good game I'm afraid. 😔 ❕
Hehe, yeah.... We're pretending 😶
Guys,Is Dusk good?
Yes
I just wish the modding scene in the workshop is a little more active.
Does the steam workshop disable achievements?
sssssss
how do i make custom texture mods?
I don't think my appeal for dusk on thunderstore is going to get accepted anytime soon </3
Anyways I'm going to add more stuff to the Chaos mod since I now have a working computer again
Does anyone know if making mods for dusk on Linux is possible
It depends on what you mean
Like the Linux port or just using Linux to make the mod?
Because I'm using Linux to make the Chaos mod
You need to copy path of folders of the original texture. Example: custom_texture(mod folder) > textures > "barn_boards.png"
ive done that but the mod doesnt work
show your folder setup
Did you turn on this mod in game?
yeah
And other texture mods are off?
yeah
Are you sure you dont have other mods overwriting yours?
Disable all the other texture mods you have
And show your modding menu in dusk
yeah
im trying to add enemies into a map im making but none of them have any textures
?
nvm
how do i make doors in trenchbroom
Refer to the video series on quake mapping in trenchbroom i sent before
that one was just the first part
It explains doors as well later on
oh
which video talks about the doors?
im trying to add lights but they done work
I really gotta learn coding
NVM WE ARE SO BACK
what's thunderstore?
...a risk of rain 2 mod website?
bad example
Browse all communities on Thunderstore
Mostly just for the r2modman compatibility
so its easier to play mods
https://docs.google.com/document/d/1C9cbbeFme7uRKsrCdnbFwAYO8du6-aEvWSDofj_kFoI/edit?usp=sharing documentation on modding the game for BepInEx. So far I have documented everything I used for the chaos mod and I plan to add more as time goes on!
I believe it started out as a RoR2 mod launcher but it keeps getting more and more games, off the top of my head its got boneworks, lethal company, Titanfall 2, valhiem, and a lot more
It makes it really easy to install mods, all you need to do is pick out mods from the built in search thing and install, then boot the game up
yep, i'm on linux & everything works fine
Added a bit more related to the controller script
What do I use for modding? Is there a pre-installed software
Well what do you plan on modding?
Game modifications or just sdk stuff?
Maybe Making a level or two, maybe a texture swap or two
There is no level editor for dusk, we use third party software for it
The more or less officialy recommended tool for making levels is Trenchbroom, idk if it's available on linux
It is
Texture replacements are simply file swaps
idk what linux distro you use but its on flatpak https://flathub.org/apps/com.kristianduske.TrenchBroom
You can setup and learn trenchbroom through a fantastic youtube series by dumptruck_ds - it's for quake mapping but vast majority of what he says applies
Or if you're already familiar with it - something like hammer works too
I'm going to pray this works on steam os
I'm using a steam deck and I can say that it works
its even the version I use lol
Yippee
dusk
i agree
@loud quail, please keep all discussions in English.
Working on a Dusk Speedrun QOL and rn I have a simple speedometer set up
rn there's 2 mods on there and both are from me
I'm hoping other people can get into bepinex modding for this game to expand the library more
Hey everone, I am looking for the sound file of the weapon spin, does anyone know what it's called in the sounds folder?
hi
how do i load maps from workshop?
i subscribed for map and launched "moddable" version and map is listed in mod list but it isnt on custom levels, how do i play it?
make sure you actually enable the mod in the mod list
what mod did you download?
Try getting any other level mod and do the same steps
nah, i tried another one and it also isnt on custom levels its empty at all
are you absolutely sure you're enabling the mod? like it has a white square checkbox and then you hit apply?
wait, i thought you mean "apply" button instead, but a white square checkbox is only on dusk base content, not on these mods
enable it with the white square checkbox, then hit apply
it isnt there only on "dusk base content"
yes, click on the black square that is on the mod oyu want to enable
it will turn it into a white square
but, i cant, there is no square on it
let me boot up dusk and show
ok
hey, i rebooted my steam and now it works, thanks
Gonna be adding more events to the chaos mod 🙏
I plan for at least 7 more
Also I'll notify y'all whenever Dusk recives r2modman support
big john jumpsacre
Hello
hello, i have never used discord in my life and im new to making levels in dusk. i have a question: how do i (using trenchbroom) when selecting; new map> select game> quake(1) (map format standard) > replace the entities from quake to dusk? i have gone to (inside the editor) entity > entity browser> settings >(browse for external) > dusk.fcg. from here, everything's normal, but when i check the entity browser, i dont see the dusk entities, but rather, only the quake ones. i have tried > new map> select game> general (now called generic); and i did see the entities, but i couldnt get the dusk.pak to work, the console said something like "couldn't load..." (related to missing content that is included on the dusk.pak) for every entity loaded.
sorry for text wall zoinks
sounds like an issue with the game path
your game path should point to a folder with a subdirectory called id1
copy dusk.pak to id1, then make a folder inside of id1 called "gfx" and place palette.lmp inside
thanks
in the end, your paths should look something like
YOUR_GAME_PATH_HERE
└── id1
├── dusk.pak
└── gfx
└── palette.lmp
im going to test it
then paste YOUR_GAME_PATH_HERE into quake's Game Path in trenchbroom. hopefully that makes sense
how do i send images
it doesnt seems to recognise quake in the id1 folder
"Could not load texture 'textures{vent_grate.D': gfx/palette.lmp not found"
it says "gfx/palette.Imp not found", what could that mean?
by the way, palette.Imp did work before, tho it seems unrecognizable when it's in id1
maybe i should try the "general" in "new level> select game> 'general'
by the way, in the little bottom right corner of trenchbroom, there's a window that says "mods", i enabled gfx in there
my trenchbroom is a tiny bit blind, it cant find dusk.pak in the same directory
Adding file system path "E:\SteamLibrary\steamapps\common\Quake\id1\."
Adding file system package "DUSK.PAK" --------------------------------------------------here it seems to recognize the id1 folder
Adding file system package "PAK0.PAK"
Adding file system package "PAK1.PAK"
Adding file system path "E:\SteamLibrary\steamapps\common\Quake\id1\gfx" --------------here it seems to recognise the gfx sub-folder
Unknown entity definition header properties 'flags' (at line 48, column 30) ----------------brain aneurysm??? possibly??
Unknown entity definition header properties 'offset' (at line 48, column 71)
--more of the same--
Unknown entity definition header properties 'offset' (at line 479, column 13)
Loaded entity definition file dusk.fgd ------------------------------------------------ here's when i loaded the fgd with the dusk entities
Failed to load entity model 'w_g_key.mdl': not found ----------- and from here below, it kept showing entity models not loading (as result from the dusk.pak not being recognized)
"Unknown entity definition header" should be a non issue
is your map in the quake format
i guess make sure you're using the right game (Quake) & redownload dusk.pak from pins
this console log is from being in general, but with the quake direcotrie, tho i actually forgot to see the console log in the quake 1
*quake file direction, as in going into trenchbroom and putting the file path for quake
dont bother with generic map format when making your map
if you want the dusk .pak to work use quake map format
dont bother with the console log, just ensure you've followed all the steps
i also tired map format: valve (and standard)
try adding any texture .wad and tell me what happens
if the textures load or not
use any dusk wad from pins
by the way, how do i upload images?
i want to explain my issue, but it would be better if i could provide images
you need the mook role to send images
you get it around 80 messages
just tell me what oyu see, it will be enough
not in the console log but in the textures tab, are they all loading or nah?
nope, zoinks
do they appear in any capacity or are they all black or whatever?
E:\SteamLibrary\steamapps\common\Quake\id1 i have my dusk.pak in id1, and in E:\SteamLibrary\steamapps\common\Quake\id1\gfx i have pallete.Imp
they appear black, becuase of it not recognizing palete.Imp
firstly, copy the pallete file into id1 as well, outside of gfx
then ensure, double and triple check that your quake game path points to the Quake folder
the .wad's work, but the entity browser window has the quake entities
now put both the .pak and the .fgd into the quake folder
and load the fgd from trenchbroom
i got the same result
same result
you're still seeing quake stuff?
yes
i get two console messages saying something about two light models not loading, is it normal that the fgd weights 18 kb
the fgd is just a text file that contains links for tb to grab models from the .pak
tell me step by step how are you adding the .fgd
i go to trenchbroom, select quake (valve or standard), i go to the entity tab > in the little box that says "entity browser" next to it there's a text that reads "settings", i click it> a sub-title reads: external; (and in it, there's a button that says "browse..." : and now, i usually went to D: (where the .fgd was located) , but now that i tried opening the .fgd inside the quake folder, there was no difference; once i open the .fgd, i make sure to refresh (pressing f6, but generally pressing the reload button, next to the "browse..." one. and then i quit the settings
i just did it on a fresh tb install with nothing in my game path and it still adds the dusk entities albeit without models since i didnt set up the palette file
are you sure this is actually being set to the fgd
like it sets itself to the fgd and everything
i choose the "absolute" path file, if thats what you mean
yea absolute is fine, but afterwards you see the file path in external and everything
i do
yesterday i even restarted my computer, a few days ago i updated windows, so i guess we could rule those out
like, by all means you should be seeing this stuff in your entity browser
im going to try redownloading trenchbroom
haha it wont work, the "_tb_def" key even has the file path in its value
*file path to dusk.fgd
"Every game has a default mod that is always active and that cannot be deactivated - in Quake, this is id1, the directory that contains all game resources." - trenchbroom manual. i made an odd realization, my trenchwood, despite having quake with the correct file path, wont show id1 as "always active", it wont show it at all
but rather, it shows three available mods, called: hipnotic, rerelease, rogue. these arent quake's free dlc campaigns, because there are 4 free quake campaigns
tho they do contain game content inside
man i just realized i spent 2 hours here, crazy
thanks for the help
Try one last thing
Instead of actually using quake's respurces and game path, make afresh folder with only the contents you need for dusk
And name that your quake game folder in tb
Basically dont let it grab anything quake related. Just the palette, fgd and the dusk pak file
thats a good idea, thanks
hey i read your comment a bit late, but it seems it did recognize the fgd
it did replace the quake models
i seem to have found the issue to all of this, the "mods" thingy windows ins't working properly
right now i have tried putting the .pak in the same folder as .fgd, i have tried copying quake's folder structure
but the "mods" window thingy wont seem to allow me to enable mods, it wont show them to begin with
tho i think that would'nt explain why the .pak being in the same folder as .fgd wont work
to put it short: the issue right now is, getting the .pak to work in TB
i think i know what the issue may be related to: in the entity tab, i wrote _tb_mod D:\DUSK\id1 (in D:\DUSK\id1 i located the .pak file), so that TB would add that file path to enabled mods, but it didnt work. so i may have to download a different .pak file on this discord server (because my TB just REFUSES to accept this one), or redownload the pak file i have right now
if anyone has any idea to provide, fell free to message me, i may go eepy sleepy in a while
im going to redownload the .pak tommorow, if anyone could provide a download link to a .pak that functions for you and is the newest, then i would be glad to see if i can get it to work
good night
how do i add lights to my map in trenchbroom?
Is there a compiled r2modman version somewhere, or do i have to manually install bepinex?
i haven't actually tried this, but once you load the dusk entities, search for two entities called "light" and "light_enviroment"
ive tried that but none of the lights work in my map
watch the entire dumptruck_ds trenchbroom series i beg of you
Mapping for Quake: TrenchBroom 2.0 - Episode 16 - Lighting Basics
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Highlights:
0:00 Start
0:52 Light entities
1:29 Key lights
1:44 Fill lights
2:06 Double Check your “gamma” setting
2:43 Use Start map as brightness reference
3:41 Doom lighting vs. Quake lig...
i know how to add lights, its just that they dont work in my map
why is there a 5 second slowmode here
what happened 
did you double and triple check that you did everything right
ill try it later im doing something right now
"The Full Dusk Development Kit built upon the new version of DUSK is still a few weeks away." -February 26, 2024.
I'm saying "hurry up", but come on guys...
"them"
if there were multiple people working on this thing it'd be finished already
There's multiple people working on ultrakill and the ultrarevamp update took months to release
"where is the SDK update!!!" - mfs that have never touched trenchbroom a day in their lives
fuck off. it's like 1 and a half guy working on it tops & there's literally nothing stopping you from making a map (bsides time). fog arrived a year ago. the door problem is solved. the big fish are fried
Sorry, I meant to say "I'm not saying hurry up" last night, I was a bit drunk
I just don't like it when it's officially announced that something is only a few weeks away, and a whole year has past
To be fair the sdk being finished has been "coming soon!!" for 4+ years now, of course people are going to meme about it
They should have stopped talking about it years ago and just dropped it when it was done
Well, the only thing you really cant do is custom scripting
The sdk has been recieving updates since it came out, including workshop support
We've been making custom levels perfectly fine for years now
Hell someone even made a full on campaign
That's the problem, even with the ability to make custom maps for years it's still been stuck on this ancient and extremely unstable version of the game
It's not very playable compared to the standard of the retail game
You should report any crashes you encounter, ive not had many issues of bugs playing custom maps
Most come from mapping errors
Crashes during map restarts/saveloads happen pretty constantly when you try to speedrun most custom maps
Even the most basic ones that are just geometry and weapon pickups
haha i just realised what i asked for, i was sleepy. by the way, trenchbroom is malfunctioning for me, is there any alternative someone could recommend for me?
both the latest version of trenchbroom and the latest .pak file 100% work together
you dont need to be enabling "mods" or anything of that sort in tb
i just did it with a clean install on a different machine again
are you absolutely positive you are following the right steps
just to be sure: dusk.pak in id1. and palette.Imp in gfx, right?
i'll record the full process start to finish
you may be missing steps long before that
alright, thanks
got distracted, will upload in a minute
hehe no problem
thanks for the video, im going to reinstall trenchbroom, and follow these steps; as it did not solve the issue sadly
just to be sure, should i download the file in github named "trenchbroom_WIN64_AMD64" ? my video card is an AMD, and i have a windows 10 (with the latest driver updates)
that one works fine
it didnt seem to work
by doesnt seem to work do you mean the fgd is loading entities but not the models for them?
try adding textures again
yes, its loading the entity definitions, but doesnt load the models
the textures work, but not the models, by the way, i once got a crash, i dont know exactly how, should i send you the crash.map and crash.txt?
...a crash??
i guess so
but you cant send files until you get a higher rank i dont think. just dm them to me
DM meant directly sending the message to you by clicking on your profile, right?
yea
hehe how do i send files?
just drag and drop them into the message that you're sending
try right click-message
to go into a separate window
at what point does it crash?
like do you try to do something specific and it crashes or?
i cant remember what steps i did at the time, it was 1 minute after i imported the fgd, i think i was typing in the "key" blank space (above the entity browser)
i wasn't replacing anything, but rather, i was creating a new key
like this?
yes
that shouldnt be any reason for a crash, dunno
you could ask on the trenchbroom discord if it keeps crashing for you like that
that def shouldnt be happening at all
well
if you were somehow changing one of the locked keys it could be a problem i guess
im going to restart my computer, i read kernel32.dll in the crash.txt, that made me think i could try restarting just to make sure its not any sort of faulty behaviour
tho i doubt its related to the kernel32.dll
no worky
hey that message made me a mook
send a few pics if you may, you can do it here
show your whole folder setup as well as the game path of quake in trenchbroom
okay, and what is the game path that you have set for quake in trenchbroom?
dont bother setting up game engines
alright
in fact remove that profile i would say
hold on, why is your fgd named just dusk.fgd? isnt it dusk4.fgd in the file?
in the .zip i mean
i think i downloaded the fgd out of this discord, tho im going to search for dusk4
um sigma
i think it was from the r/dusk_the_game subreddit, in a post that asked for the game files
i dont know how old that post is
should i care for light.apr and other 3 "not found"?
dont worry about them
vriska thank you for the help, now i can have fun playing with the level editor, by the way
i realized something:
i downloaded a software called "QuArK" that allows to modify .pak files
i realized that each model has it's animation frames inside the model, so technically, does that mean i can replace the models inside the frame files?
*with frame files i meant the models that when loaded in consecutive order create the animation
and would it be posible to give individual textures to each frame (model), or does the model use only one specific texture that cant be replaced
the way i explained it was a bit confusing, but here's a screenshot
each h_x is a frame, so could it be possible to change the model inside these frames? and/or move the character (as seen in the screenshot, the wizard) bones
i never messed with that, so i got no answer
it has been done it seems, tho i wonder if it's possible to replace the texture of specific individual frames
if it's on workshop its a dusk model replacement
what you see in trenchbroom is just visual representations of the enemies in .mdl format for convinience
they are not the actual models that dusk loads
model and animation mods are .iqm models
anything you'll be tweaking with in the .pak will stay only visible in trenchbroom and not reflect inside the actual game in any way at all
yes of course, that gave me an idea, technically it's possible to make a (chapter or wathever they were called) and (technically) create new enemies
but is it possible to modify things like damage and health of enemies? or is it completely not possible for the workshop
alright thanks
goodbye, and thanks again for the help. i may not come back to discord unless i need support again
Were the vanilla maps made with Quake mapping tools just like how custom maps are made?
Dusk modding
real
quick question, i saw this video and it seems to be that the color picker doesn't appear, does dusk support colored lighting?
Mapping for Quake: TrenchBroom 2.0 - Episode 16 - Lighting Basics
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Highlights:
0:00 Start
0:52 Light entities
1:29 Key lights
1:44 Fill lights
2:06 Double Check your “gamma” setting
2:43 Use Start map as brightness reference
3:41 Doom lighting vs. Quake lig...
this video uses an odler version of trenchbroom
look around in the UI a bit more, it should be there
alright thanks
it seems to only allow me to type the rgb values into the value space
tho it still works, so thanks
its right there for me
i just booted up the latest tb
click on the color key
and make sure you didnt collapse that menu
by accident or something
haha thank you, it was collapsed
it didnt open the color picker automatically, i dont know why
what method do you recommend for lighting up large areas of field? should i copy and paste light entities? or is it possible to utilize one light entity to light up large areas?
Sunlight
I believe dumptruck_ds covers sunlight in one of his videos on lighting
if you're talking about a big internal area without an open sky
then just tweak delay/wait values on light sources, dumptruck covers them too
alright thanks, i found the video talking about _sunlight
you are using a func_door_rotating, which is a half life entity that requires a lot more setup to use than a normal door
you can either mess with it or i recommend you just use a normal func_door, trenchbroom wont recognize how to setup a rotating one
alright thanks
||John Cruelty Squad when you perform the Death surgery:||
thanks
Dusk modding
(real)
i have a very basic question about func_door:
how do i make the arrow (the direction at which the door slides into) change direction?
i saw something about the key 'angles' but it didnt seem to change the arrow's direction
use angle instead of angles iirc
i think angles works but is kinda buggy, so use angle if you dont need to move the door diagonally up/down
i read that the values -1 and -2 are reserved for vertical movement (in a quake wiki)
that worked, thanks
i have a question: how do i make wads for my map? i tried making a wad with the wad editor SLADE, but trenchbroom, despite being able to find the folder path it's on, the textures wont appear on the decal library
i got it to work, but the wad's textures dont seem to show in trenchbroom, neither does it show the wad in the material browser's settings
i'll try using it
it doesnt actually have any textures it seems
are you sure you did it correctly
ah wait
i see the issue, the latest version of wadmaker generates wad3s
which quake maps in tb cannot load, only half life ones can
try downloading an older version from git
like 1.1
alright thanks
that worked
how do i make wads with transparency? i know the { at the start of the png's inside the wad, but looking at dusk_transparent.wad, the textures look black and white. is it related to the pallete.Imp i used for creating the wad?
the texture file youre using needs to have the transparent pixels of the image as a specific color on the pallete
which is the very last one here i believe
so you just fill the alpha channel of your image with that color i guess
should work i think
alright thanks
i did see dumptruck_ds talking about this, but i wanst too sure about this working
*talking about transparencies, specifically the last color on the palette
it works, thanks
sorry if my question may be basic, but i didn't find information: how do i make trigger zones? and while im at it, how do i loop audios? (like music in the background, or sounds that turned on by a trigger)
Dumptruck_ds explains triggers
could you send the video's link please
nevermind sorry, i was just blind
i found it
How come the SDK was made in a way where it requires you to import Quake/GoldSrc maps, rather than allowing the community to use Unity itself to build the maps? I know other heavily moddable Unity games like Lethal Company do the latter and it actually doesn't seem as complicated as this solution.
Because it's cool
And the original idea was tightly integrated mod support rather than relying on an external copy of Unity
If I could go back in time though, I'd probably have just done it that way, and then had BSP import tools built into the Unity stuff
Hindsight is 20/20 etc etc
makes sense, this definitely has its own charm for sure
dusk modding
how do i add custom sounds to my map?
my question relies mostly in the file path,and what i should include in the 'message' key's value
it also wont work in the folder path for my own map, i also tried creating a folder inside the sounds folder (as marked in a red circle)
yesterday i posted this because i saw no info in dumptruck's that could of have solved this issue, sound effects are stereo. because dusk is a modern game, i doubt bits even matter. and the markers: i loaded a sound from (mnt > local > dusk > sounds) , so it should of work, but it didnt, so the issue is something else
i also didnt find info in the pinned posts of this discord, either did searching in this discord channel keywords, either the internet, so i would be glad if someone could help
you can't
you can't do that
zoinks, how do i add background music? is it possible to add multiple songs in one level?
use trigger_changemusic
thanks
look it up in this channel before using it
very useful, thanks again
hey i have a question, does the 'delay' key count down in seconds? im asking because it kind of works for making sound effects, and making a transition from the sfx to the music requires a delay from both triggers activating at once.
do you mean as in the sounds wont play when released to the workshop? (if they're custom made and inside my map's folder)
d
u
s
k (i don't play dusk)
actually i think i understand, you can change the background music, and that includes custom music, and afterwards release the level to the workshop (or mod.io). but you cant add a 'sounds' key to a trigger and make it work, right?
Guys how do I get the V1 mod for dusk?
what mod?
V1 mod
sorry but do you mean model? i dont seem to find any v1 related mod in the steam workshop, mod. io or moddb pages (other than the recent retexture mod)
Dudes an obvious Ultra-troll who leaked over into the chat.
Shit I need to get to updating my dusk chaos mod. I haven't done that yet isbjdbdj
Dusk Eighty Tuah
damn bro sweet dusk mod!!! how do I set it up?
where's the egg incubator
why did you delete his link, it was clearly just an egg incubator dusk mod
If you look at the subreddit the dumbass linked, it's hilarious
It's all posts from the same account
haha
And botted comments
lmao
no more reverse engineering posts...
oh wow
been a while sicne ive seen a spacewar in a steam profile
last one was mine 😎
can i use gta v hacks to regrow hair
gotta lay off the buckwheat
i have buckwheat and i must reverse
You guys think there’s a possibility that someone will make a whole ass episode?
maybe, once the sdk gets support for music and other things
would be neat to see someone take the quake mission pack route of “new levels with a few new enemy types and variants”
someone already did
American Nightmare i believe its called
https://steamcommunity.com/sharedfiles/filedetails/?id=3111686939
(the aforementioned episode)
gonna give it a replay
It's pretty buggy rn. For instance, secret triggers are now solid for some reason
From what I know this has to do with the current version of the SDK in general
The secret trigger thing should be fixed
Anyone here play dusk
No
This channel is just here because the people running the server are TOO LAZY to remove it
36 minutes straight playing ultrakill sandbox mode, crazy
got bored 🙏
were you reenacting the machine vs machine war
awesome
i dont know if it's unproper for me to post this in this channel, but one time i spawned 60 cencerous rats vs minos prime
minos was stuck in a fetal position permanently
i even have screenshots
lol
btw the rodents literally do 0 damage
godness i had volume at 100
damn did your ears pop
the ping got me off guard
we should talk in ultrakill lol not only is this not dusk its not even modding
yes
b
It's the channel for modding a specific new blood game - people usually come here to either ask technical questions or post their content
Not really suppoesd to be very active and chatty usually
whats dusk
Hello i have a couple of questions:
How do i make the "End level" door (and doors in general)
and how do i make a destroyable grate?
Thanks in advance.
@crisp raven Oh its that simple... Thanks ^^"
i made a discoverey a while back that dusk moddable is technically compatible with hl1 mods, it regeiters EVERY glsrc game in you libraby
how do I make doors in trenchbroom?
by using func_door
ive tried that but it doesnt work
can you explain exactly how to make a func door since i might have done it wrong
make a brush, right click it, select func-door
do you mean the properties like this?
no, i mean you right click on the brush
yeah ive done that
what exactly doesnt work about the door?
its just a normal brush
finally, hdusk is possible
i recommend looking at quake mapping videos by dumptruck_ds on youtube to see step by step procedures
Mapping for Quake: TrenchBroom 2.0 - Episode 3 - Brush Tool & Tips
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Map-Center on Discord https://discord.gg/vSvqwys5hB
If you haven’t watched the other episodes here’s a link to the playlist:
if you're not sure on how to do doors then this series may help you a lot
I got doors working but none of the lights in my map work
My ladders are not appearing on my map
when you turn a brush into a func_ladder, it becomes an invisible ladder entity. therefore, you need to put another brush right behind it with your ladder texture
which would be a normal brush
Oh okay thanks ill try it right now
oh my god its vriska from hit webcomic homestuck
hey fellas, does anybody know whether the dusk.wad file is still available anywhere?
the pins
ohh thanks!
hi there! sorry if this has already been asked, but is there a guide for making a model replacement?
nothing in particular right now, but it's a similar process to creating model replacements for modern quake source ports
you can grab the IQM exporter for Blender here https://github.com/lsalzman/iqm/tree/master
The IQMs in DUSK have predefined animation names that your custom model must match, those are:
Idle
Attack
Pain
Death
Some enemies such as the final boss have unique additional animations, you can import the existing IQM models into Blender to take a look using the iqe_import.py plugin from https://github.com/ccxvii/asstools
Only other things to note:
- The names of the materials in the model should be a texture path relative to your mod folder (such as
textures/model.png) - Some bones are used as attachments, so their names must also match the original model (
A_Weaponfor enemies that have a separate weapon model, for example)
sweet, tysm :> this is a great start
i appreciate it a lot
is it possible to take out the weapon models and edit them and reanimate them?\
In the future yes, not in the current build
Custom weapon models will be coming with the scripting update, so that you can actually make custom weapons instead of just model swaps
It was not
nice
is enemy scripting planned?
also, could someone tell me how to export iqm's in blender? i verified the addon was turned on, but the file name autocompletes to .blend
what is up gang
idk how late I am to the party but you can finally play dusk mods with r2modman!!
No need to manually install bepinex mods anymore (Unless if you want/need to then I don't judge)

I tried out Cardboard dusk (excelent mod btw) but for some reason all the enemy models are HUGE
did anyone else run into this issue?
@quaint heath
This means you're using an old build of the SDK, are you on the public test branch by chance?
have they added duskworld custom maps yet?
Not a thing yet
I think that might be the issue
would you mind elaborating if you know anything specifically? idk sorry if im bothering you lol
Co-op hasn't entered development, and it's still something we want to eventually do
alright thats nice to know though thanks
So it's not cancelled but there also isn't anything to say about it
How do I put a map made in trenchbroom into Dusk?
did you compile it
dusk
dusk part 2
no no its funny leave it
is anybody there
dusk modding
please
that time you put a hl2 map in was cool
it had no textures and the poison headcrab was a pistol
i miss yall
There's always at least someone working on levels even if they dont post here
Should be more active once the sdk is more fleshed out
when's that
I will be remaking blood levels as soon as that happens thank you
hey do you guys know if theres any guide to replicate dusks aesthetic for game models?
low poly + downscaled photosourced or handdrawn textures i guess?
google some ps1 aesthetic tutorials
yes
do any of yall know how to get dusk moddable to run on mac
for whatever reason it refuses to start
anyone knwo where you can find the 3d models in files?
Wdym 3d models
Entities and objects?
Just browse
Your drive:\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\
The .iqm models are locataed in the dusk folder, the .blends can be found in pins
Ty lads
Rainworld reference?
are there good mods?
@untold spruce, please keep all discussions in English.
Has anyone here tried reshade with dusk and got the depth buffer to set correctly? I can't seem to get reshade to read the game's depth properly
hey has anyone heard of this unfinished map called lower 2? its been a while since the guy said anything. i think he died

pretty sure they were a blood sacrifice for the fog update
we got fog now?
dusk modding
dusk 2 today
modding DUSK (i'm working on mod called Goofy ahh DUSK which replace all textures with shitposts) https://www.youtube.com/shorts/g6FIAEsALiA
including sounds (and bonus map :0)