#dusk-modding

1 messages · Page 12 of 1

ancient depot
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Just note that BepInEx-type mods will break with the next major SDK update since pretty much all of the code is different

gritty forge
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Just the SDK client or the base game too?

ancient depot
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Just the SDK for now

gritty forge
#

I only plan to make a bep mod for the base game

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just adding some qol and fun features

ancient depot
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Making the SDK the main build will require a bunch of work to make sure everything like saves, configs, etc can transfer

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I'd like to maybe do that someday

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But no time soon

gritty forge
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I want to start off with something basic like changing the game title image

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seems like something simple enough to get me started

gritty forge
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Coat hanger

muted glacier
gritty forge
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😈

onyx jay
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Make half the bits of the entire level this one coat hanger

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Like the frames are 20 fps cause of that hanger

keen hull
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question how do you mod dusk do i need to get a thing for to do it

blissful lion
muted glacier
gritty forge
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Would I need to decomp Dusk to make it easier to mod with bepinex?

ancient depot
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Not sure I understand the question

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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

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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

gritty forge
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Ah mb but yeah I'm just wondering how everything is implemented and stuff

ancient depot
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Then yea you can basically just open up the game DLLs in ILSpy and it's all there

gritty forge
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Alr thanks

ancient depot
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For a lot of the code, what you see in ILSpy will probably be easier to read than the actual source anyway lol

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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

gritty forge
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Never used ILSpy so I'm not sure which one to install

ancient depot
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if you just want something portable you can extract and run, use the self contained zip at the bottom

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if you want to actually install it, use the x64 .msi

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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

gritty forge
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Having trouble installing it rn for linux

ancient depot
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Oh those downloads are for windows

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I dunno what the process is for Linux

gritty forge
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Would it still work if I used wine?

ancient depot
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No idea, worth a shot

gritty forge
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This works

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Thanks again

ancient depot
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np

gritty forge
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So which files in dusk data do I need to open?

ancient depot
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The managed folder has the game dlls

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Assembly-CSharp.dll contains the actual dusk specific stuff

gritty forge
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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

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Not gonna add anything to that settings menu yet but I just want to implement the button in to see if it works

ancient depot
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To change the title image you'd just have to GameObject.Find the logo object and change the texture

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I forget what it's called, maybe it was DuskLogo?

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You could use UnityExplorer to get an inspector in the game that lets you see the scene hierarchy

ancient depot
gritty forge
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Like this?

ancient depot
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Something like that yeah, it should have either an Image or RawImage component on it, I forget which

gritty forge
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GameObject.Find doesn't seem to be working

ancient depot
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The game object is LogoImage and not DuskLogo I think

gritty forge
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A bit stumped on where to go next from here

ancient depot
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Load a PNG with File.ReadAllBytes, make a new Texture2D, use the LoadImage function with the bytes

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Assign the texture to the image

gritty forge
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I'm reading up on the Unity documents for help so its all over the place for me

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Where should I put the path>

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Gonna put it here just to be safe

gritty forge
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I think I got it?

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Hold on is this better?

gritty forge
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@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.

ancient depot
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You can use Sprite.Create to make a Sprite from a Texture2D

opal meadow
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@warped sluice

toxic cosmos
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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

honest stag
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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

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where the player is going to go, which enemies to fight, what keys to pick up and where the locked doors would be, etc

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tldr: greybox and then figure out the fluff like theming afterwards

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or just rely on the concept you've already made and bounce off of that

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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

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but it will help you iterate on stuff that DOESNT work much easier

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if you play a fully detailed room and realise it sucks it's much harder to change than a dev texture room

toxic cosmos
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Definitely gonna try drawing a few layouts. As for the theme I like the idea of a cold industrial level

tropic totem
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I'd definitely recommend at least having a layout in mind before starting, yeah

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even if you deviate strongly from it, just having the base acts as a launchpad to get you into a good spot

ancient depot
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it's just easier to make something in general when you have some kind of plan or idea tbh

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it helps deal with the "so what part do I do next?" blocker

tropic totem
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yeah

keen hull
dusky sigil
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Hello Home! Nice too meet u kings

dusky sigil
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So the only thing I can swap is the maps? What about the characters?

wet marlinBOT
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@craggy meteor, please keep all discussions in English.

elder gyro
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im bored

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anybody up for a chat

gritty forge
gritty forge
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Tried to replace some music and it didn't work

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its e3m5 action 1 loop

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Its just playing the normal version of it and I've even replaced it in the base dusk content

vivid sequoia
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How do I open the Dusk SDK?

crisp raven
crisp raven
vivid sequoia
crisp raven
vivid sequoia
crisp raven
# vivid sequoia 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.

vivid sequoia
honest stag
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dusk's moddable version loads .bsp files, for example same ones used in quake or half life

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so you make essentially a quake map but with dusk in mind

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trenchbroom, hammer, anything youd use to output a .bsp file at the end will do the job

vivid sequoia
honest stag
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you dont need to own quake, no

vivid sequoia
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I know how to use hammer

honest stag
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some people use hammer only for dusk mapping

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trenchbroom is more or less the officaily supported tool so to speak for now

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but you can use hammer just fine

vivid sequoia
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Is there a tutorial or something for making dusk maps?

honest stag
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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

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there's one in pins for trenchbroom and someone i think made one for hammer? but idk

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idk if the trenchbroom fgd will work for hammer

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but no harm in trying

vivid sequoia
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Do I need to own quake to use trenchbroom or does it work with half life 1?

honest stag
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you dont need to own quake to use tb

vivid sequoia
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cool

dusky sigil
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nice

dusky sigil
crisp raven
honest stag
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you can find all the .blend files in pins

dusky sigil
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OMG!. thks so much kings!

ancient depot
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Just note the .blend files don't always have the animations

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Since some of the enemies were animated directly inside Unity

dusky sigil
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ok, nice same, and u do art with ur games, congrats, be well!

wet marlinBOT
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@woeful mesa, please keep all discussions in English.

wet marlinBOT
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@pallid temple, please keep all discussions in English.

muted glacier
crisp raven
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Thank you. The challenge is making geometry that survives contact with textures 🙊

vivid sequoia
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How do I get dusk.wad

vivid sequoia
pine badge
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fuck me please and ty

vivid sequoia
honest stag
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particularly when it comes to integrating the palette file into tb

deep mason
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s

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ssssssssssssssssssss

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s

golden basin
stoic locust
#

s

onyx jay
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s

frosty marsh
#

s

patent nimbus
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real

drowsy forge
#

s

muted glacier
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Alright can we stop? Wtf has this chat become in my absence?

honest stag
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ultrakids havin a bit of fun out of their contaiment zone

nimble prawn
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oh hey, it's almost feb and I have yet to ask my favorite question this year

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SDK update when? goldensmile

gritty forge
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Played a little derailed last night

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Solid map so far but I died at the big fight after ||the rat boss||

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I really like the difficulty of the map too, I was playing on CM so things got really intense lol.

weak hollow
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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?

honest stag
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Load custom levels, replace textures, sounds, models (to an extent)

weak hollow
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Perfect
Thank you!

deep sonnet
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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

bold orbit
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Coop is on the way eventually iirc?

deep sonnet
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xdd

honest stag
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At least using the sdk right now

deep sonnet
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gotcha gotcha ty looking forward to doing coop speedruns one day eventually 🫡

gritty forge
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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.

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Not sure if this was reported before but I thought I'd talk about it

honest stag
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This isnt the sdks fault

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Its the fgd that's wrong

gritty forge
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I see

molten socket
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Any news about when the next update will be out?

bold orbit
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When it is ready

eternal spear
weak hollow
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Chat what if I wanted to swap Jakob with another character altogether?

merry lintel
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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

merry lintel
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and are there any .bmp or .map files for the vanilla dusk maps somewhere in the files or not?

half dust
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Weren't those made in Unity?

blissful lion
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yes, theres no quake engine associated map files in vanilla dusk

lucid osprey
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9

gritty forge
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Can you not

tough halo
drowsy forge
coarse bear
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so a tool i'm familiar with works in a unity game? awesome!

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with the process of DUSK map-making it might as well be a kex engine game

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i swear every day i'm happier i bought DUSK during it's 6th anniversary sale

last lion
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works gr8

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fgd link in the guide is dead tho, check pins/vriska's history in here for the file

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i added some changes to my own for fog & endless, ill see if vriska wants 2 upload them since i dont have rank

spice kraken
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g

tight hedge
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thinking about doing some reworking and overhauling of my old mods and publishing them on the workshop at some point

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Im rly busy these days but we'll see

muted glacier
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Yeah, I just got a new job so I'm occupied from 4 am to 6:30 pm every day 😢

cerulean karma
molten socket
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Please someone give me normal values for a nice fog effect, I get flashbanged every time I load my map

honest stag
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I can take a look at the fog in the silent hill map

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You could prolly bounce off of that

molten socket
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Sure

honest stag
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i forgot where i had it on my pc, gonna have to wait a bit

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found it

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"startdist" "135"
"enddist" "1000"
"rendercolor" "108 100 116"

muted glacier
honest stag
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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

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You can get the texture .wads from their respective workshop uploads

dim kelp
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greetings

weak hollow
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Hello buddy

muted glacier
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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.

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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.

honest stag
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oh hey thank you lol

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the textures are more to thank for the beauty of the map tbh

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Fallen Aces peak

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that sounds really cool tho. i would love to see how dusk maps look in vr

muted glacier
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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.

gritty forge
naive aurora
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where can i find the trenchbroom entity definitions for dusk sdk?

crisp raven
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.

naive aurora
# crisp raven .

is that fgd up to date? i know dusk got some updates recently so i'm not sure

naive aurora
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alr thanks

naive aurora
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so uhh how would i do stuff like make endless maps?

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arent those defined by point entities?

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or are they defined via some form of metadata? like a text file, json, etc

honest stag
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I posted map sources for some endless levels above

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I can't type out full instructions here but you can take a look at them

naive aurora
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alright thanks man!

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one last question: is the claw of the flesh weapon available in the SDK?

ancient depot
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yes

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weapon_darkclaw iirc

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or weapon_dark_claw

jaunty gazelle
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.

gritty forge
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Not the right chat but yes you should

frank parcel
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wait, .bsp im coming from the source engine community , ARE THEY COMPATIBCLE

ancient depot
gritty forge
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Wait so I could just boot up a hl2 bsp?

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And have it almost functional

ancient depot
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Kinda

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Most of the HL2 entities aren't implemented and it won't load any textures

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But you can run around and have basic stuff work

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With the next update it'd be possible for someone to make a mod that adds in HL2 entities

gritty forge
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okay so the posion headcrab is the pistol

gritty forge
weak hollow
gritty forge
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no textures

muted glacier
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The lighting is so gorgeous

frank parcel
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thank you dusk modders

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but so are load triggers?

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*do

ancient depot
gritty forge
gritty forge
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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?

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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

quaint heath
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Are the players meant to escape through that same door?

gritty forge
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No

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But I think I figured it out

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Also is there documentation on the sdk? Because rn I'm just trial and erroring a bunch rn

unborn wraith
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DUSK HAS MODS?

frank parcel
gritty forge
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How does teleporting enemies work in the sdk?

wintry meteor
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okay

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dusk sucks

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i regret buying this game

gritty forge
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That doesn't answer the question I was asking

wintry meteor
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i am just saying

honest stag
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trigger_teleport + teleport_destination_info

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this goes for most things

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the way you can do it in quake works in dusk 90% of the time

gritty forge
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How do I change the music with a trigger?

honest stag
gritty forge
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thanks

pearl fox
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Is an sdk update planned for the sale? 👀

unborn wraith
unborn wraith
frank parcel
honest stag
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Theres quite a few

kindred crypt
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dusk-modding

frail sage
gritty forge
gritty forge
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I did die but its possible to survive and kill both of them

olive kestrel
gritty forge
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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

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I also plan to use the intoxigator as a common enemy as well

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With the difficulty I plan for this map I feel like accessible or go easy might be the recommended for a casual playthrough

naive aurora
gritty forge
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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.

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Oh the video is fucked

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lemme just clip it

gritty forge
gritty forge
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hopefully this makes the factory less of a shitty map

blissful lion
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finally someone making useful mods

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endless was such a missed opportunity with its almost non-existant health pickups

gritty forge
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Planning on making a dusk chaos mod

gritty forge
feral holly
gritty forge
#

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)

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atm I have no idea how to spawn anything so don't request that

merry lintel
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how do you do the thread thing

gritty forge
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I already have plans to take things away from the player and also give power effects

gritty forge
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I kinda realized how that can be misunderstood

merry lintel
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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)

gritty forge
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I love that random enemy noise one lol

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Added that one

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I finally have the 10 I want but when I add more I'll use some of these

merry lintel
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Dusk schizophrenia update

feral holly
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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.

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feasibility notwithstanding lol

gritty forge
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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)

open viper
gritty forge
#

What do y'all prefer?
1️⃣ Secret text
2️⃣ Message text

gritty forge
#

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

gritty forge
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Good news I found the value so now the gravity events effect the player

gritty forge
gritty forge
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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)

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For now I'm just gonna stick to making these silly little mods

gritty forge
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I wish dusk was on r2modman

gritty forge
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Alr I made a request for it in the thunderstore server

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Once its accepted I'll post the page here

gritty forge
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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

hardy gyro
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i believe in you muyb

vivid sequoia
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how do i get the wad for dusk? I asked this a while ago but i cant find the wad file

quaint heath
#

check pinned messages

vivid sequoia
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how do i add the mod into the game?

vivid sequoia
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i cant load the wad into trenchbroom

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and lights dont work

honest stag
#

you should watch a general trenchbroom guide

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for quake mapping, by dumptruck_ds

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loads of concepts carry over

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and it teaches you how to add wads and that kind of stuff

vivid sequoia
honest stag
#

you dont need to own quake

vivid sequoia
#

have you got a link to the video?

honest stag
#

watch this series

vivid sequoia
#

i dont know why the fish use the boneball textures

vivid sequoia
#

im trying to get my mod on the steam workshop but when i do it says cloud storage is full

vivid sequoia
#

i cant get my mod onto the workshop

honest stag
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did you make your thumbnail less than 1 mb in size

vivid sequoia
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does it have to be a specific aspect ratio

honest stag
#

not that i know of

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just needs to be less than 1mb

vivid sequoia
#

what does cloud storage is full mean?

honest stag
#

just try to reduce the size of the preview image and do it again

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make sure its below 1mb

vivid sequoia
#

still doesnt work

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a mod still gets uploaded to the workshop but it looks like this

honest stag
#

what does the workshop uploader tell you
any errors? is your mod folder structured correctly?

vivid sequoia
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do you have a reference image of what the folder structure should look like?

gaunt violet
honest stag
#

that's a question for steam

gaunt violet
honest stag
gaunt violet
#

fair

vivid sequoia
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should i have the directory be in the dusk game files?

honest stag
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the mod directory in my case would be
D:\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\Baptism By Blood

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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

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dont see much point in taking it somewhere else before an upload

vivid sequoia
#

ive tried some different file directories but nothing has changed

honest stag
#

you're gonna need to show me your workshop uploader screen and the mod folder setup you have

vivid sequoia
honest stag
#

are you sure your mod is actually failing to upload? steam automated check takes a bit

vivid sequoia
#

how long on average does it take?

honest stag
#

just keep checking it, it's like 5-10 minutes for me

vivid sequoia
#

does it normally get displayed like this

honest stag
#

check your workshop uploads page in your profile

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and find the earliest version of this mod, see if it looks like that as well

vivid sequoia
#

every version of it is the same

honest stag
#

show your folder setup

vivid sequoia
honest stag
#

show the inside of the maps folder too if you may

vivid sequoia
#

its just the bsp

honest stag
#

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

vivid sequoia
#

its only 184 kb

honest stag
#

odd, i'll ask around

gritty forge
vivid sequoia
#

my mod still wont work even after a while. I'll just update it and try again sooner

shell ember
#

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 )

honest stag
#

wrong channel

vivid sequoia
merry lintel
#

you know what that means

vivid sequoia
jaunty gazelle
#

Yo should I get dusk

quaint heath
#

we are all simply pretending it is a good game I'm afraid. 😔 ❕

muted glacier
#

Hehe, yeah.... We're pretending 😶

hardy lava
#

Guys,Is Dusk good?

toxic zealot
jade marsh
jade marsh
#

Does the steam workshop disable achievements?

gritty forge
#

sssssss

vivid sequoia
#

how do i make custom texture mods?

gritty forge
#

I don't think my appeal for dusk on thunderstore is going to get accepted anytime soon </3

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Anyways I'm going to add more stuff to the Chaos mod since I now have a working computer again

gritty forge
#

Does anyone know if making mods for dusk on Linux is possible

gritty forge
gritty forge
#

Like the Linux port or just using Linux to make the mod?

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Because I'm using Linux to make the Chaos mod

vivid sequoia
#

How do i make texture mods for dusk

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i cant get any custom textures to work

gritty forge
vivid sequoia
gritty forge
#

show your folder setup

vivid sequoia
gritty forge
#

Did you turn on this mod in game?

vivid sequoia
gritty forge
#

And other texture mods are off?

vivid sequoia
#

yeah

honest stag
#

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

vivid sequoia
#

im trying to add enemies into a map im making but none of them have any textures

zenith oxide
#

i see the sdk in there

vivid sequoia
zenith oxide
#

nvm

vivid sequoia
#

how do i make doors in trenchbroom

honest stag
#

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

vivid sequoia
#

which video talks about the doors?

vivid sequoia
#

im trying to add lights but they done work

rapid dome
#

I really gotta learn coding

honest stag
#

what's thunderstore?

gritty forge
honest stag
#

...a risk of rain 2 mod website?

gritty forge
#

bad example

#

Mostly just for the r2modman compatibility

#

so its easier to play mods

gritty forge
#

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!

merry lintel
# honest stag ...a risk of rain 2 mod website?

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

last lion
gritty forge
gritty forge
#

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

honest stag
#

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

gritty forge
#

It is

honest stag
#

Texture replacements are simply file swaps

gritty forge
honest stag
#

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

gritty forge
#

I'm using a steam deck and I can say that it works

#

its even the version I use lol

#

Yippee

brazen sky
#

dusk

languid pollen
#

i agree

wet marlinBOT
#

@loud quail, please keep all discussions in English.

gritty forge
gritty forge
gritty forge
#

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

fallen oxide
#

Hey everone, I am looking for the sound file of the weapon spin, does anyone know what it's called in the sounds folder?

limpid jackal
#

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?

honest stag
#

make sure you actually enable the mod in the mod list

limpid jackal
#

wait a sec...

#

i applied this on mod list but still nothing

honest stag
#

what mod did you download?

limpid jackal
#

doom e1m1

#

its level

honest stag
#

Try getting any other level mod and do the same steps

limpid jackal
#

nah, i tried another one and it also isnt on custom levels its empty at all

honest stag
#

are you absolutely sure you're enabling the mod? like it has a white square checkbox and then you hit apply?

limpid jackal
#

wait, i thought you mean "apply" button instead, but a white square checkbox is only on dusk base content, not on these mods

honest stag
#

enable it with the white square checkbox, then hit apply

limpid jackal
#

it isnt there only on "dusk base content"

honest stag
#

yes, click on the black square that is on the mod oyu want to enable

#

it will turn it into a white square

limpid jackal
#

but, i cant, there is no square on it

honest stag
#

let me boot up dusk and show

limpid jackal
#

ok

honest stag
#

click the black square, it has to be there

limpid jackal
#

hey, i rebooted my steam and now it works, thanks

gritty forge
#

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

gritty forge
frank parcel
rapid hare
#

Hello

short gale
#

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

last lion
#

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

short gale
#

thanks

last lion
#

in the end, your paths should look something like

YOUR_GAME_PATH_HERE
└── id1
    ├── dusk.pak
    └── gfx
        └── palette.lmp
short gale
#

im going to test it

last lion
#

then paste YOUR_GAME_PATH_HERE into quake's Game Path in trenchbroom. hopefully that makes sense

short gale
#

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)

last lion
#

"Unknown entity definition header" should be a non issue

honest stag
#

is your map in the quake format

last lion
#

i guess make sure you're using the right game (Quake) & redownload dusk.pak from pins

short gale
#

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

honest stag
#

dont bother with generic map format when making your map

#

if you want the dusk .pak to work use quake map format

short gale
#

alright thanks

#

there seems to not be anything different in the console log

honest stag
#

dont bother with the console log, just ensure you've followed all the steps

short gale
#

i also tired map format: valve (and standard)

honest stag
#

try adding any texture .wad and tell me what happens

#

if the textures load or not

#

use any dusk wad from pins

short gale
#

by the way, how do i upload images?

#

i want to explain my issue, but it would be better if i could provide images

vivid sequoia
#

you get it around 80 messages

honest stag
#

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?

short gale
#

nope, zoinks

honest stag
#

do they appear in any capacity or are they all black or whatever?

short gale
#

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

honest stag
#

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

short gale
#

the .wad's work, but the entity browser window has the quake entities

honest stag
#

now put both the .pak and the .fgd into the quake folder

#

and load the fgd from trenchbroom

short gale
#

i got the same result

honest stag
#

put the files into id1 then

#

and try again

short gale
#

same result

honest stag
#

you're still seeing quake stuff?

short gale
#

yes

honest stag
#

that doesnt make any sense

#

are you actually adding the .fgd?

short gale
#

i get two console messages saying something about two light models not loading, is it normal that the fgd weights 18 kb

honest stag
#

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

short gale
#

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

honest stag
#

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

short gale
#

i choose the "absolute" path file, if thats what you mean

honest stag
#

yea absolute is fine, but afterwards you see the file path in external and everything

short gale
#

i do

#

yesterday i even restarted my computer, a few days ago i updated windows, so i guess we could rule those out

honest stag
#

like, by all means you should be seeing this stuff in your entity browser

short gale
#

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

honest stag
#

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

short gale
#

thats a good idea, thanks

honest stag
#

Make sure to mimic the folder structure though

#

So like id1 and gfx and all that

short gale
#

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

vivid sequoia
#

how do i add lights to my map in trenchbroom?

gritty forge
#

Is there a compiled r2modman version somewhere, or do i have to manually install bepinex?

short gale
vivid sequoia
eternal spear
vivid sequoia
eternal spear
#

why is there a 5 second slowmode here
what happened goldensmile

eternal spear
vivid sequoia
split sapphire
#

"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...

gritty forge
#

Hey give them some time

#

making stuff like an sdk isn't an easy task

nimble prawn
#

"them"

#

if there were multiple people working on this thing it'd be finished already

gritty forge
#

There's multiple people working on ultrakill and the ultrarevamp update took months to release

last lion
#

"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

split sapphire
#

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

night cargo
#

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

honest stag
#

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

night cargo
#

It's not very playable compared to the standard of the retail game

honest stag
#

You should report any crashes you encounter, ive not had many issues of bugs playing custom maps

#

Most come from mapping errors

night cargo
#

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

short gale
honest stag
#

both the latest version of trenchbroom and the latest .pak file 100% work together

honest stag
#

i just did it with a clean install on a different machine again

#

are you absolutely positive you are following the right steps

short gale
#

just to be sure: dusk.pak in id1. and palette.Imp in gfx, right?

honest stag
#

i'll record the full process start to finish

#

you may be missing steps long before that

short gale
#

alright, thanks

honest stag
#

got distracted, will upload in a minute

short gale
#

hehe no problem

honest stag
short gale
# honest stag

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)

honest stag
#

that one works fine

short gale
#

it didnt seem to work

honest stag
#

by doesnt seem to work do you mean the fgd is loading entities but not the models for them?

#

try adding textures again

short gale
#

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?

honest stag
#

...a crash??

#

i guess so

#

but you cant send files until you get a higher rank i dont think. just dm them to me

short gale
#

DM meant directly sending the message to you by clicking on your profile, right?

honest stag
#

yea

short gale
#

hehe how do i send files?

honest stag
#

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?

short gale
#

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

honest stag
#

like this?

short gale
#

yes

honest stag
#

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

short gale
#

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

honest stag
#

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

short gale
#

here's the folder path in english: D:\DUSK\id1

honest stag
#

okay, and what is the game path that you have set for quake in trenchbroom?

short gale
honest stag
#

dont bother setting up game engines

short gale
#

alright

honest stag
#

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

short gale
#

i think i downloaded the fgd out of this discord, tho im going to search for dusk4

honest stag
#

i literally just got the .zip from the pinned messages

#

this one

short gale
#

haha thanks, i had no idea that was a feature

light granite
#

um sigma

honest stag
#

where did you even get the initial one?

#

im not sure i've seen it

short gale
#

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"?

honest stag
#

dont worry about them

short gale
#

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

honest stag
#

im not sure what you mean

#

but you could ask the trenchbroom discord

short gale
#

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

honest stag
#

i never messed with that, so i got no answer

short gale
#

it has been done it seems, tho i wonder if it's possible to replace the texture of specific individual frames

honest stag
#

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

short gale
#

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

honest stag
#

you can modify enemy health but not damage

#

well only in custom levels

short gale
#

alright thanks

#

goodbye, and thanks again for the help. i may not come back to discord unless i need support again

coarse wharf
#

Were the vanilla maps made with Quake mapping tools just like how custom maps are made?

ancient depot
#

Nope

#

They were made in Unity using ProBuilder

frank slate
#

.

#

;

haughty valve
#

Dusk modding

vivid sequoia
short gale
#

quick question, i saw this video and it seems to be that the color picker doesn't appear, does dusk support colored lighting?

honest stag
#

this video uses an odler version of trenchbroom

#

look around in the UI a bit more, it should be there

short gale
#

alright thanks

#

it seems to only allow me to type the rgb values into the value space

#

tho it still works, so thanks

honest stag
#

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

short gale
#

haha thank you, it was collapsed

#

it didnt open the color picker automatically, i dont know why

short gale
#

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?

honest stag
#

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

short gale
#

alright thanks, i found the video talking about _sunlight

short gale
#

my door is not dooring

#

hold on let me send a mp4 instead

honest stag
#

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

short gale
#

alright thanks

weak hollow
# short gale

||John Cruelty Squad when you perform the Death surgery:||

short gale
#

wonky

#

i have a question, how does the key "fog" work? it doesnt seem to work in-game

honest stag
#

refer to this message

short gale
#

thanks

haughty valve
#

Dusk modding

short gale
short gale
#

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

blissful lion
#

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

short gale
#

i read that the values -1 and -2 are reserved for vertical movement (in a quake wiki)

#

that worked, thanks

short gale
#

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

honest stag
#

use wadmaker in pins

short gale
#

thanks

#

i forgot pinned messages was a thing

short gale
# honest stag use wadmaker in pins

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

honest stag
#

are you sure your wad actually got made

#

send it here

short gale
honest stag
#

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

short gale
#

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?

honest stag
#

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

short gale
#

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

short gale
#

it works, thanks

short gale
#

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)

honest stag
#

Dumptruck_ds explains triggers

short gale
#

could you send the video's link please

#

nevermind sorry, i was just blind

#

i found it

coarse wharf
# ancient depot They were made in Unity using ProBuilder

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.

ancient depot
#

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

coarse wharf
#

makes sense, this definitely has its own charm for sure

empty rapids
#

dusk modding

short gale
#

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)

short gale
#

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

honest stag
short gale
#

zoinks

#

how do i add sounds to my map? (if possible)

honest stag
#

you can't do that

short gale
#

zoinks, how do i add background music? is it possible to add multiple songs in one level?

honest stag
#

use trigger_changemusic

short gale
#

thanks

honest stag
#

look it up in this channel before using it

short gale
#

very useful, thanks again

short gale
# honest stag you can't do that

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)

gritty forge
#

d

molten zenith
#

u

short gale
#

s

hoary lynx
#

k (i don't play dusk)

short gale
#

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?

merry flame
#

Guys how do I get the V1 mod for dusk?

short gale
merry flame
short gale
#

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)

muted glacier
#

Dudes an obvious Ultra-troll who leaked over into the chat.

gritty forge
#

Shit I need to get to updating my dusk chaos mod. I haven't done that yet isbjdbdj

lusty jolt
#

Dusk Eighty Tuah

ancient depot
#

damn bro sweet dusk mod!!! how do I set it up?

short gale
#

where's the egg incubator

#

why did you delete his link, it was clearly just an egg incubator dusk mod

ancient depot
#

If you look at the subreddit the dumbass linked, it's hilarious

#

It's all posts from the same account

short gale
#

haha

ancient depot
#

And botted comments

honest stag
#

the buckwheat obliterator setup

#

truly breakfast of champions

ancient depot
honest stag
#

no more reverse engineering posts...

short gale
#

(posted by the same guy who posted the gta v link)

#

he bald

#

nvm it says retinoic

ancient depot
#

lmao the steam profile

#

my favorite game

honest stag
#

oh wow

#

been a while sicne ive seen a spacewar in a steam profile

#

last one was mine 😎

short gale
#

he's actually balding

ancient depot
#

can i use gta v hacks to regrow hair

honest stag
#

gotta lay off the buckwheat

ancient depot
#

i have buckwheat and i must reverse

north sparrow
#

You guys think there’s a possibility that someone will make a whole ass episode?

naive aurora
honest stag
#

American Nightmare i believe its called

last lion
crisp raven
#

From what I know this has to do with the current version of the SDK in general

ancient depot
#

The secret trigger thing should be fixed

merry flame
#

Anyone here play dusk

quaint heath
#

No

gritty forge
#

This channel is just here because the people running the server are TOO LAZY to remove it

short gale
merry flame
short gale
#

were you reenacting the machine vs machine war

merry flame
#

plus an FFA

short gale
#

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

merry flame
#

btw the rodents literally do 0 damage

short gale
#

godness i had volume at 100

merry flame
short gale
#

the ping got me off guard

merry flame
#

we should talk in ultrakill lol not only is this not dusk its not even modding

short gale
#

yes

daring crow
#

b

silver helm
#

hello

#

anyone talks or?

honest stag
#

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

silver helm
#

ohh sorry

#

didnt know

merry flame
#

whats dusk

gritty forge
#

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
gritty forge
#

@crisp raven Oh its that simple... Thanks ^^"

frank parcel
#

i made a discoverey a while back that dusk moddable is technically compatible with hl1 mods, it regeiters EVERY glsrc game in you libraby

vivid sequoia
#

how do I make doors in trenchbroom?

honest stag
#

by using func_door

vivid sequoia
honest stag
#

show your setup

#

the door and its properties

vivid sequoia
#

can you explain exactly how to make a func door since i might have done it wrong

honest stag
#

make a brush, right click it, select func-door

vivid sequoia
honest stag
#

no, i mean you right click on the brush

vivid sequoia
honest stag
#

what exactly doesnt work about the door?

vivid sequoia
#

its just a normal brush

blissful lion
#

finally, hdusk is possible

honest stag
#

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:

https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K...

▶ Play video
#

if you're not sure on how to do doors then this series may help you a lot

vivid sequoia
#

I got doors working but none of the lights in my map work

gritty forge
#

My ladders are not appearing on my map

honest stag
#

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

gritty forge
#

Oh okay thanks ill try it right now

crystal night
#

oh my god its vriska from hit webcomic homestuck

vestal pumice
#

hey fellas, does anybody know whether the dusk.wad file is still available anywhere?

honest stag
#

the pins

vestal pumice
#

ohh thanks!

merry lily
#

hi there! sorry if this has already been asked, but is there a guide for making a model replacement?

ancient depot
#

nothing in particular right now, but it's a similar process to creating model replacements for modern quake source ports

#

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_Weapon for enemies that have a separate weapon model, for example)
merry lily
#

i appreciate it a lot

brittle ice
#

is it possible to take out the weapon models and edit them and reanimate them?\

ancient depot
#

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

brittle ice
#

damn

#

also was coop cancelled and stuff

ancient depot
#

It was not

brittle ice
#

nice

short gale
#

is enemy scripting planned?

short gale
#

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

ashen nymph
#

what is up gang

gritty forge
#

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)

crimson reef
toxic cosmos
#

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

ancient depot
sharp nest
#

have they added duskworld custom maps yet?

honest stag
#

Not a thing yet

toxic cosmos
brittle ice
ancient depot
brittle ice
#

alright thats nice to know though thanks

ancient depot
#

So it's not cancelled but there also isn't anything to say about it

serene drum
#

How do I put a map made in trenchbroom into Dusk?

last lion
#

did you compile it

ashen nymph
#

dusk

ashen nymph
#

dusk part 2

frank parcel
frank parcel
#

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

honest stag
#

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

blissful lion
#

when's that

frank parcel
novel goblet
#

hey do you guys know if theres any guide to replicate dusks aesthetic for game models?

blissful lion
#

low poly + downscaled photosourced or handdrawn textures i guess?

#

google some ps1 aesthetic tutorials

serene drum
humble crescent
#

do any of yall know how to get dusk moddable to run on mac

#

for whatever reason it refuses to start

novel goblet
#

anyone knwo where you can find the 3d models in files?

molten socket
#

Entities and objects?

#

Just browse

Your drive:\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\

honest stag
#

The .iqm models are locataed in the dusk folder, the .blends can be found in pins

novel goblet
#

Ty lads

sterile lodge
#

Rainworld reference?

crimson reef
#

are there good mods?

wet marlinBOT
#

@untold spruce, please keep all discussions in English.

novel sage
#

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

long anchor
#

hey has anyone heard of this unfinished map called lower 2? its been a while since the guy said anything. i think he died

last lion
#

pretty sure they were a blood sacrifice for the fog update

long anchor
#

we got fog now?

tall cipher
#

dusk modding

balmy glade
#

dusk 2 today

nova violet
#

including sounds (and bonus map :0)