#dusk-modding
1 messages · Page 16 of 1
does it use a palette too or what
thought he pinned my message there my heart stopped
lmao
Hey do the Dusk maps need to be VIS'd?
@ancient depot and... how it actually works?
the .wad or the tool?
tool
you use it on the command line, instructions are on the releases page
for example, if you have palette.lmp in the same folder as the tool, and a textures folder
you do
makewad textures palette.lmp mywad.wad
okay now that's more like it
Nice!
the code stinks major ass but it's something
Now split that into multiple meshes using the BSP tree and you'll see why Dusk doesn't have occlusion culling for user maps yet
can we change the game over screen?
That will be part of scripting
lmfao yeah, I get the reason why there's no vis now
Not sure if this has been addressed, but not all of the entites' in the entities list seem to be assigned to the correct name. I placed an "item_serum" and was greeted by Big John instead when I launched the map, and pistols won't spawn for me at all.
monster_army and object_forklift worked though, as an example.
Can’t wait to make some new weapons for dusk once the models can be replaced!
o🅱️ject
Not just replaced
@balmy thorn I think it's pickup_serum
added and scripted to be something new entirely!
That's what I meant
Actually gman might've been what spawned Big John, but yeah, pistols won't spawn.
Also do we need to include vis files?
no
Ok
they're not used currently
gotcha
infidel_1.flac
where can i find the Half Life BSP?
I just added a generic entity and renamed it.
just gonna leave this here
You can find Half-Life's BSPs in valve/maps in your Half-Life game folder
thanks mate
at least light entity works
Lightmaps are wonky with Quake 1 & Half-Life BSPs, we're still trying to fix that
I recommend double checking maps in Quake for lighting
If it looks correct in Quake, it'll look correct in Dusk once we fix the problem
do i copy and paste all the BSPs into SDK/mnt/yada yada yada?
Yes
It's so great to see developers actually supporting modding unlike Nintendo and other companies like them trying to sue modders
Any idea why certain items won't spawn? The serum won't spawn either.
Zombie, wad is supposed to be used in trenchbroom or i should put it somewhere?
Even through pickup_serum?
me dum dum
Can you send me a map?
ok
totally going to be injecting this on my dusk.wad (fixed the hair sry)
When I load my map it's black for a second then puts me back on the loading scream but with the in game HUD.
Not sure what I'm doing wrong.
it failed to load
what did you make the map with?
TB
Same happened to me until I switched to the quake 3 map format and a new compiler (at the same time, so I don't know which of those was the real issue).
only time my map wasnt loading is when player info start wasnt present
I have info_player_start from Quake. Maybe thats why.
how do i fox the lack of textures?
I think so.
I have info_player_start from Quake. Maybe thats why.
mine works
Maybe because I have no level end trigger.
weird stuff
Hmm
Wait what?
dll?
At first maps didn't work and Zombie sent the dll fix or something
This is news to me.
Do you know any tutorial about
How to use dusk textures and dusk stuff in trenchbroom
I am new to this programm and I have been sitting for a while
Trying to find the solutions
Solution*
@small gate 
Guides are on the way
https://cdn.discordapp.com/attachments/662546782873714709/662551853468221440/NewBlood.dll
put this in SDK/bin/win_x64/Dusk_Data/Managed
That thing
download the dusk.wad
in trenchbroom, choose Face on the right panel
down below there should be a texture collections thing
add the dusk wad to it
@half dust if you send us an output log when you get that issue, we can troubleshoot it
I wouldn't just be using random dlls lol
@half vessel now theres a good reason to get that discord nitro
@still raptor Not sure how to do that.
Try the dll actually, just consulted with zombie
Seems some texture offsets can cause that
There will be a patch for this stuff later today likely
I'm in. Now my map is just unlit.
do you have textures?
Yes
wtf
I just haven't placed any lights.
oh makes sense
Maybe if I add sunlight.
lights need to be compiled too right?
i think?
yeeesss?
Oh the worldspawn has a light value but I guess its not inherited.
that dll helped me out
everything except textures works fine for me.
actually let me check if sunlight works
so uh
i want to use the uv editor thing to properly allign textures but it's empty
how exactly do i make a texture appear there?
in trenchbroom
google gives no help whatsoever
New hotfix incoming for some bugs
- Fixed some items disappearing under the floor on spawn
- Fixed some maps not loading their textures properly
- object_forklift is no longer rotated onto its side
sick
@half dust sunlight works for me
hotfix
is the fix on steam or I have to download that
It'll be on steam whenever the next patch drops
kk
gotta wait for David to wake up and do a build
Well specifically your light has built incorrectly if the map is pitch black
Or you don't have enough lights
click on any of the brushes and change the light
to have some ambient light
when you make the soundtrack for a retro fps https://i.imgur.com/XilmFHo.png
oh man, I tried turning off the dusk mod
font is ded
yeah we need to lock dusk on lmao
it auto turns back on if you load a campaign level
aaah, 15 minutes of work, then 30m-ish of commute, then i can actually start porting and starting to finish my old quake stuff
I wonder, is there gonna be a way to change the menu background and UI in later builds?
https://imgur.com/a/O7I0MLA does this link work? the new .dll fixed the missing textures, this quake xmas jam map now works perfectly! ❤️
or before the open source version whenever that comes
barely got stuff set up this morning before leaving (and thankfully texture wad now since i for some reason used hlbsp for quake maps)
h o w
It's not working for some people
yes, I just replaced it
I also have the palette.lmp right outside the maps folder, like you said. Nothing else.
I found the crowbar hit audio 👀
what's the name of the sound file for melee hits
ain't in the sickle folder
File: ChapeloftheDamned.bsp
************ ERROR ************
LoadEntities: not 2/3 values for _sun_mangle
What does that mean?
Where is the Mandrill Maze
Where are the Quake BSPs located?
in the pak's
rush b
What do I do with the PAKs?
well I replaced the metal box sound with HL1 crowbar sound
since I can't find the melee hit sound
I have seen the light!
don't have anything that can record a video with sound tho
I have no textures tho.
is it a quake 1 format map
Yeah
do you have the palette.lmp in your mod's folder
Maybe we should add a feature that automatically grabs palette.lmp from Quake on Steam if you own it
It's inside PAK0.PAK
ah
yeah idk how to open that
the loading issue with arcane dimension didn't get fixed yet right
nope
Am I supposed to put that pallet somewhere?
oof
put it in the mod folder
where your map and texture folders are
I think I'm just gonna continue making textures & models until there's a clear way to make maps without palettes tbh
Holy shit!
You can pretty easily make a map without a palette
I have textures.
I'll write something up later
Thanks!
I'm out
I tried making a quake 3 map in trenchbroom and it wont let me import textures
btw flames your map looks amazing
do i have to extract everything from PAK00 and PAK01?
Is it just me or is this build quite stuttery? Not feeling as silky smooth as dusk normally would? I’m guessing this is because it’s beta?
It lags like crazy for me.
yeah had the same
I thought maybe it's because some entities are messed up or something.
I have a random floating switch in the middle of nowhere.
Not sure where it came from.
Yeah all the custom maps that I’ve loaded stutter a lot, I’m glad I’m not alone aha I’m sure it’ll be ironed out though
have peoples uploaded their maps yet
some, yeah
after watching other people's maps i dont want to show my "ass spaceship" to anyone ever lol
gUyS i JuSt FiNiShEd DuSk So ExCiTeD fOr ThE aSs DeE kAy
Vriska you new to mapping or a returning one?
new
basically when i heard about dusk sdk i started screwing around in trenchbroom for the first time
spent like a month learned barely anything but made a very shitty map, now i'm making a "sequel" which will be a lot better hopefully
thats how it starts :D
almost the same for me ^
shouldnt ever be ashamed of what you do even if it's just two sticks crossed in an empty room you still made it
only way is up
that's true
so did anyone upload a dusk format thing for trenchbroom yet
yea guess so
i hope to make a full on episode step by step
i always say something like this to myself when i try something new @last talon
uhh.. does this already support jack?
I want to make a map pack with a single player hub you come back to that changes as you progress, prolly gonna have to wait for scripting
I havent even looked at it yet
hmm it should tho
if I can just get it set up right which wont happen on the first time lol
@fluid nimbus Yes, hubs are a bit complex to do "the right way", they'll probably be added when we support Half-Life style map transitions
I think I'm gonna need proper scripting for what I want to do anyway
And I can confirm there do seem to be some stutter issues, we've noticed it internally
It's under investigation
any idea what's gonna be added in the next proper patch?
Custom models, most likely
ayy
kk
What the big mages called?
heh
wizard?
from what i remember, yea
Mods works on gog too?
if the build's been uploaded to gog already, yeah.
the only thing the gog version won't ssupport is the steam workshop
was gonna load up quake but then I remembered that the maps are still in the .pak and just decided to play Dark Souls 
for very obvious reasons
Mmm so how can download them if ppl only put on workshop?
i think moddb and nexus will be the real hubs for maps and mods. workshop will be secondary
that's gonna be a bit tricky unfortunately
think so too because tbh workshop is horrible to browse and use
yeah, you gotta hope or ask the author to uipload the mod to a 3rd party site
yeah i hope the modding community chooses something like nexus as their main place to go
kinda hoping steam workshop will be where the memester mods are
and the real ones somewhere else
steam workshop is kinda blegh other than it being easy to access
so you dont have to wade through shit
Mmm gotcha, don't think that modders will want to make a mod only for one type on users, or i hope so
if they do its their bad really
if all else fails you can always ask a friend or someone on here to download the mod for you
Ah ok, it will work then. Yeah a friend of mine have it on steam so I'm covered in case
tbh i don't blame people uploading mods one place only. Once you have more than one mod made it gets tiring to upload threads and stuff in many websites every update
verify cache?
nice idea
For reference, the patch is 23mb on my end
Achivement Unlocked!
Achivement Unlocked!
Achivement Unlocked!
woo
that's super strange
it works in quake, but in patched dusk
also it works on your end
so uh
UI seems to have been broken by this patch?
the HUD doesn't work and the mod menu shows the default HDusk joke screen
Zombie plz
is it?
gonna verify integrity
nope
just me then, that's a relief
yeah the mod menu has placeholder text that says HDusk
lmao
you never see it because it gets cleared before it's shown
https://cdn.discordapp.com/attachments/543624452865523728/662663097949093888/dark_claw.png
What was this weapon gonna be? It's named "dark_claw"
the claw that shoots the pewpew
not yet
That's a really crusty texture
ok that makes sense

oops
i validated just in case, had two :p
woooooo https://imgur.com/a/9x4FUC7
also, duskdude is pretty tall :p
but, map at least loading, with textures :D
No graphics
oof crash when loading Q1 maps
the first one that showed up, had ac in the name
ac?
I just yeeted the id1 folder in the mod folder for reference
like b_rock2 or whatever it's called for example
leme just make models in the map editor - someone at id
pretty much
I changed some entities and now it's taking forever to compile.
how do you even open the .pak
or wherever the default quake maps are
You can use a program called Slade3 for that
kk
it will fire medium speed projectiles at you watch out
@ancient depot quake maps don't have textures too
Slade3 is the standard Doom mods pk3 editor, highly trusted
but what projectile
@long anchor missing palette.lmp?
or maybe it's in a mod folder that isn't turned on
hey I am not really sure if this is really right place to ask, but would it be possible to make info_player_teamspawn behave as a normal spawnpoint to add compatibility for TFC maps?
palette.lmp
what's this btw
It's the Quake colour palette
Cheers a lot! @ancient depot
The textures in the BSP don't actually have colours in them
They just refer to colours in the palette
ok
So we can't load the textures without the palette
just google "quake palette.lmp" to find it
Been grinding on this shit for like 13 hours now
and where do i put it? maps folder?
in the mod root folder
ok
wtf is up with the framerate
so /mnt/local/[mod]/
yeah got it
just added support for info_player_teamspawn, it'll be in the next patch
just wanted to be sure :3
Great, looking forward to it 👍
yay
HUUUH
you can get achievements from modded maps, even when using cheats
just accidentally got pacifist, untouchable and another one
yup
low tech
AHAHAHA YEEESS
https://imgur.com/9ddbVoP
First thing I'm gonna do when I have the time is replace some weapon (and maybe enemy) sounds.
Recreate orange map pls
i just put quake palette in my mod folder and now it works
hate to ask, but how do I access the sdk?
check the pinned
pinned messages
cool
indeed
its going to be a long road ahead
get beta, press launch from the steam library, select dusk sdk, launch
i think you need secret code to access it
well, "secret" :p
think it's just a cover-asses thing, so that people don't expect it to be a finished or fully working thing :p
Know what?
it's literally called a beta
congrats!
neato
man what a night
at least those bugs were easy to fix
ok that was offtop
...mostly
It's a necessity
It doesn't even really need to be the Quake palette, you just need any valid palette.lmp so the game has some colours to work with
In the future we'll embed a palette into the code so that won't be necessary
Zombie IT department is successful once again
can it be a palette with every color ever
has to be a 768 byte file with 256 colours (24-bit RGB)
It's a necessity
then sorry for bothering you with nonexistant problem
oof
Nah there was definitely a bug that I discovered relating to textures when I first ran your map
I had a palette but it still didn't work at the time
Guys guys stay with me, Quake Palette but brown shades are replaced with pink
well, guess when png stuff working properly you won't need it?
ah i see
since, as some have said, the quake textures don't really have any colour data
still looking forward to someone making a dusk profile or something for trenchbroom so I don't have to use texture wads to make maps anymore
since og game limited to 256 colours
(and ofc palette shifting for stuff when needed)
hate to ask yet again, but I have no idea how 'up to code' the sdk is(considering it is in beta), so does it resemble an sdk for other games. I'd like to make maps for Dusk, but I'd like to hone in my skills so to speak
well, you should get trenchbroom (https://kristianduske.com/trenchbroom/) to make maps
the sdk is basically everything but a sdk right now
it's just a version of the game that run mods
dusk can handle q1/q3 bsp's along with hl bsp's
@hollow laurel
well, guess when png stuff working properly you won't need it?
Yes and no
You'll just have the option of loading PNGs instead of the embedded ones
hmm
shit
now i feel a need to convert to that... only wondering how much of an arse moving from hlbsp
(i didn't know about bsp2 when i started making these, so hlbsp was just... well, extended upon original q1 bsp)
Man, thanks to Darth Zombie and everyone involved for patiently answering our questions and shit ❤️
oh yeah, this is totes swell
t h a n k s
Best part of the Mob Of The Dead Intro.
@hollow laurel If you use ericw tools it's as easy as adding -bsp2 to the compile settings
is it possible now to make a proper sky box?
so
Dusk Workshop support when
any notable mods yet
skyboxes aren't supported yet
but you could fake it with a huge box surrounding your map I guess
well, at this point it seems to be mostly memes :p
ok
Lol
do you need wads for trenchbroom regardless of map format or there's a format where you don't need to use wads, not even for editing
well, i was already planning to add stuff like that since i do like 3d skyboxes
gonna make underground level then, uhehe
you'll need the wads to make textures show up, but it loads stuff in relation to where the maps are
@fluid nimbus Quake 3 BSP is the only one you don't require a wad for currently
make sewer levels
I tried quake 3 format and it wouldn't let me import textures
But Quake 3 BSP isn't fully supported yet so I don't recommend going with that over Quake 1 BSP
then again I don't own Q3
nooo not sewers
You need to convert the textures from TGA to PNG
is there anything beside the weird bezier stuff that's broken tho
so, i setup a dusk game thing in trenchbroom (with a way too large icon), setup folders and such, and it finds the quake and dusk wads for me
Yes
ah
ponders if he should retexture to use dusk textures instead, since DUSK
since i still need to expand the map, due to duskdude being really fucking fast :p
still doesn't do anything when I drag in trenchbroom
does q3 have any real advantages?
Quake 3 BSP support currently lacks:
- Crucial entities (like teleporters)
- Collision brushes (it just uses the visual geometry for collision right now)
- Shaders (some textures will load, but most will show up as missing because the shader tells the game which textures to use)
- Bezier surfaces
Q3 BSP has major advantages
so there isn't really a way to use external textures without shit breaking right now
It loads much faster because we don't have to generate lightmaps
It has native support for full colour lightmaps
Collision is much more robust and tweakable
And you can use external textures really easily
Well basically
we only support textures in the root "textures" folder for q3bsp right now
So if you have textures in say, textures/space/, they won't load
you need to move them into textures/
and they have to be PNG or JPG, no TGAs
yeah I know
it's just that I can't use external textures on anything beside Q3 as far as I can tell
that texture folder trick worked for return to castle wolfenstein
kk
Wait, RTCW maps load?
I'll just make more textures and models since then
?????
yesir
lemme pull up a screenshot

It was pretty much as brown
I've got some really weird stuff happening like the rotating doors are all over the place and the scarecrows are lying down.
you'd be tired too if you had to stand up and still for days waiting for the god damned intruder
rotating doors aren't supported yet
and cat decides to be extra annoying now of all times
atm a rotating door just spawns as a func_illusionary so it doesn't block your way
scarecrows lying down is... odd though
It's the scarecrow that you can like wake up you know.
oh, monster_scarecrow_post?
yeah
Cool
Nice dude
Some of the textures missing when I converted Wolfenstein textures to png
think i'm waiting for a proper fgd before mucking about with stuff (along with hopefully trenchbroom displaying models), so now just to test some things...
I am going to replace every single sound in Dusk with me poorly imitating the sound
I still don't know what's the name of the sound file for hitting things with melee
cause I have the half life crowbar sound
and I'd like to make the best possible use of it
You can go the hardway and listen to all of them
yesss
huh, there's a pic of dave's cat
science
aw yeah
@ancient depot for some reason texture "dirty_ceramic_ti" is missing when i load the map
^
you should look for very_important_texture.jpg
someone try Sepulcher form AD
Isn't that the map that performed like garbage before it was optimized?
Or maybe it was the swamp one
hmm.... might just keep with the quake textures for some stuff, due to theme
biggest Quake map sofar
@long anchor Are there any other truncated textures you're using?
Or is that the only one?
oh yes, the one that was taking hours to compile
- obligatory HD texture pack

(as in, the name being truncated to 16 characters)
hmm
dusk HD and every texture is literally just pictures of real life surfaces
Also yes we'll have an fgd eventually, everything is just very WIP right now
nooo
yes
god noo
this is HD big john
and yeah, exptected that 500_Pts
exptected
dead_pine_needle
HD texture packs are the biggest shit ever made, DUSK needs them to be complete
@ancient depot
I assume it's dead_pine_needl in the editor
maybe
In the future, will there be tools to edit Dusk code?
Using dnspy is only fine for small tasks
nope it's needle
custom script is planned iirc
@gritty forge yes
oh right nevermind, massive brain fart there
Cool
ok hold on, gonna try something
Quake movement for Dusk here i come
same with decay_bricks2_n
not every day Zombie is active in chat 
Since ZScript is pretty much C# it will probably take me little time
we need custom scripting so we can format peoples drives with C# 
Custom scripting isn't gonna be C#

Way too complex to sandbox that
Nein
hmm
Good
html
Currently it's C
But in a custom VM
not that i know c, but at least the syntax is common enough
(i work with one of the most dreaded languages.... guess which)
Java? JavaScript? Python?
still better than Lua
Python
also, bit surprised no one said php
c# is all I know oof
well, at least it has some common ground with c
C# is very far removed from C
you'll be fine
since so many languages inherit some syntax from c
c is way stricter iirc, so no fuckups :p
just that it'll shit itself at runtime?
Yeah
how close is c to c# in syntax
instead of the compiler going "no! bad programmer >:| "
AngelScript 
There are similar syntactic elements in C and C# but you wouldn't be doing yourself a favor if you tried to compare them while learning
ah
1 == "1" evaluates to true
uploading new dusk wad @long anchor
holds flashlight under face
Is it supposed to take so long to compile? I feel like it's not.
it'll appear here when it's done, for now I gotta go for a little bit
yeah, my compiles go wroom so far, though my map is pretty small so far
You can try reading some C, see how you feel about it.
Go through the Quake engines source code
since built around quakeguys movement speed
As a mostly C# person i fell very comfortable reading C after an initial impact
lmao they nylar assets are called "nargle"
y'know, having this level of support is awesome, but don't wear yourself out man ._.
nyarlathotep you mean? :p
ye
C be like: pointers bro
Sup bois
yo
I copied all of my files into a safe folder so I don't taint my game forever
And gorls
Pointers gud
@ancient depot thanks for new wad. Also, how to make door opening sound and message? For sound i just typed door_metal in sounds option but it didn't work
Any new maps that have been made
we don't support those fields on func_door just yet
well, working on converting :p
lol okay
some stuff i never released
func_door was implemented like, the night before release lmao
apart from sending to a few mates to let them have a look
SDK still needs some work
indeed, lots
But it's pretty fun so far
think that's the point of it being in super-alpha :p
I say the most important thing that needs to be implemented is saving
we need funko_pop for cibi Dusk Dude
who's save file is this where they haven't done anything in e1
saving is like the least important right now
theres a lot of really core functions that need to be taken care of first
but all will come in due time
Will we get access to the Dusk levels when it goes open source or on the full launch of the SDK?
Can someone tell me what kind of map compile times they're getting.
Guess I'm a dumbass lol
Mines like 25 minutes.
no no
i mean for our workflow
to a user, saving is very important
but we need to work on a lot of huge missing features, like supporting external textures, etc
custom models
external textures support would be lit
didn't someone make a dusk profile earlier for trenchbroom
that'd be nice to have
mine is super-basic
sdk has peaked
I just don't want to look at a texture wad ever
as in a copy-paste of the generic one
Is there any list as to what quake mon_entity equates to what dusk enemy?
yeah @hollow laurel has the right idea if you absolutely need it right now
but we will release an official one after doing the proper work for it
just follow the docs and chuck the one you make into the [userdir]/appdata/roaming/trenchbroom
you CAN get it working, but theres a lot of work to get it perfect
oh yeah
including having properly formatted models, the works
had an idea earlier to edit the quake fgd, opened that and went nooooope
already saw that ogres get converted to scarecrows and fiends into wendigos, which makes sense
imma map
@ancient depot Should it take like half an hour to compile a map? It only took a few seconds before I started adding Dusk entities.
no it probably shouldnt
though, the fiends become chainsaw dudes, which doesn't quite work with the balance of my map, but that's an issue for future tosoth to deal with
what step of compiling are you on
WVis?
so, i made this piece of crap to test stuff.
gotcha
Oh
and i need various door/button stuff working anyhow to make the map work as i want (since otherwise the exit is about 3-5 seconds from start :p )
so, might as well, polish what i have geometry wise to work better with dusk's pacing
(also try to make some sort of massive 3d skybox, just because)
well, i do like.... looming things far off
so you dont have to do that
that you can see are sortof 3d
insinuating that i can draw
:p
think the word i used when describing the super-early map 2 i made to a friend was "monolithic"
as in, the sortof.... too big to be real, but it's there sorta deal
i mostly wanted to mess around with a lot of custom visual stuff, but looks like we're limited to stock dusk assets for now.
anyone know what game I should use as a base in trenchbroom?
well you can do texture replacements
and any custom texture wad
so you arent really limited texture wise
but if youre talking about shaders and custom models, then yes, those will be part of future updates
aww, can't paste image
console when 
id assume patch 1 jakob
but, for my test.... the outer skybox walls are.... 18944 units wide
dont quote me on that
where do I get SDK
but it was mostly a matter of time
???
pinned
thank
Teleporters not working? 
hmm.... if it's not too much, some sort of insta-kill entity if people fall of a map? ._.
🤔
hehe
problem would be end of level kill count
unless you make a thing to squish them.....
since, well, last part of map is past a point of no return
(unless you really muck about)
also...... how picky is the engine about leaks?
i mean, sealing them, but just curious
put a big john in the leak
ok so I'm a noob with trenchbroom and I'm trying to figure out how to use the dusk wad
- haha
@long anchor So I assume that wad worked?
- you put the dusk wad (and the quake palette.lmp file, google it) in the root of the mod folder
say, i have my maps under /mnt/local/absolution/maps/, so the wads and lmp goes into /absolution
Awesome, thanks
Basically I was truncating names to 16 characters instead of 15, so there was no room for a null terminator in long names
jusk is now on par with like
those hl2 maps that just spam the hl1 gman face on everything
so, HL2
well, the game doesn't shit itself with a massive box around it https://imgur.com/a/6VwGEui
though, it did increase light compilation time to about 37s :p
is that a skybox?
yeah, they've said that there's issues with lighting
i made a massive box around the level
so i can have fun with 3d stuff there
oh ok
the floor/ceiling of it is.... about 19k x 19k units
doesn't work if i want far-away stuff
Well my cellshaded project got super fucked up cause im an idiot, so now im working on HDusk
as in, decorations
HD high resolution textures
already have at least one thing planned, but i also want some towering structures far away and such, because i just find that cool
dopefish is too powerful
nor can the cult symbols
Yeah the texture replacement code is super hacky right now, it needs a bit of cleanup
Luckily does the job 99% of the time though
well jusk is basically complete
still, pretty impressive how easy it was (for me, mind) to get my quake maps run in this
just need to do the sounds and wait for my friend to wake up to make more of these horrors
tired me spent about an hour this morning trying to figure it out
(tired me is very bad to figure stuff out)
jusk when
holy shit
indeed
jusk soon
Attempt at high res
nifty
it's 32x32 but it'll be stretched to be 16px per unit
well, long as it's nearest neighbour it's fine :3
maybe more
(one thing that annoyed me with so many quake ports, bilinear filtering....)
game was made for not that
:|
and dusk is great that, yeah, it's how it is
I'd turn off texture filtering in everything ever if I could
if the pixels are big enough for me to see I want em square not blurry
even if it's high res realistic shit I'd be fine with no filter
by then you usually have normal maps, specular and so on, so you pretty much need it to look uniform
god who even likes filtering
i don't think i've ever met a single person who actually enjoys it
There might be a bug in the secret trigger class
what do you mean
It hasn't been tested so it's possible
here i am, testing stuff 🙂
ty for doing what you're doing
I directly replaced the rat's sound files but they don't seem to be working
hmmm
same name of the files, same format
anyone know some not-arse way to make a sphere in trenchbroom?
this is all for a shitty meme
might just be missing something
oh boy time to make duskert bus
👀
your pfp is blessed
hdusk here we go
uh oh
after doing this modding stuff i kinda want to play some sweet sweet duskworld
some of the enemy sounds wont be moddable yet due to some structural issues
that will get shorted sortly probably
shorted sortly lmao
i got the death sounds working for the leathernecks
but i haven't tested it with anything else
rats have no death sound
yeah
alert and attack sounds are what don't work, yeah
y e s
And make them deliberately step into hazards
it was going to be jerma rats
for accuracy
wasn't it
peach castle roof texture
from far away it should be fine https://i.imgur.com/k12rX3Z.png
Super Dusk Brothers
duskert bus is going to be epic
it's gonna be a retro game inspired mod in general, not just mario
Desert Dusk sounds a bit better imo
^^ no
desert hup
8 hour of continuous bunny hoping
yay, made a sphere
if you touch outside the road you die
p u r e w a l k
Jump! Epic synth riff plays
just had to basically reverse-engineer a year old tweet
"TrenchBroom needs primitive brushes!"
NOT WHERE WERE GOING!
"Repeat Command" abuse by Ninja.Cow on the TB Discord :D https://t.co/pbYq07kjvn
(also, just a thought, maybe allow people doing stuff to just paste images here, since it'd be nice to be able to post snips of stuff)
https://i.imgur.com/fEpXvyN.png now I can finally make a bad test map for my terrible meme mod
can't you paste images here
no
imgur
that's annoying
also sharex let you take a screenshot and automatically upload it
compared to making a snip in win10
that's what I'm using
that's the only image i'm using
win+shift+s, mark, paste
i just use printscreen and paint
I should learn some TrenchBroom, it is pretty epic
it's quite nice
it's great
i started making this in worldcraft
you can post images directly once youve erned the rat rank
and... i earn that how? ._.
which just requires a day or so of active posting
youll get it soon
prolly will be even better when I figure out how tf to import textures in quake 3 map editing
Some dude is working on a Quake to doom map converter, i can't wait for it
when your name changes color
yeah
just quite used to just sharing stuff on some other discords :p
but, understandable you limit it on a server this large
doom to huh, zork
Wolf3D
.bsp to text description
well, that's more or less a .map :p
the virgin TB vs the chad HEX EDITOR
just need to.... decorate it a bit, to make it menacing
angry sphere
Make it roll
.-.
suggestion : servitor from destiny
i'll wait for the fgd
And cue Indiana Jones music
well, it's gonna have spikes and stuff
how do you get the 2D view windows open like that
and, hopefully, be gameplay relevant (depending on how the tools do, might end up being more of a plot device)
I only have the 3d view
Tosoth you got the role
yay
You can post images
he joined the cult
test
oh lol
wooooo
speak of the devil :p
t h e s p h e r e
It just works
told ya
yeah, just was afraid it'd take way longer since I mostly lurk
^
nah you just gotta chat for like one day
but, well, this actually gave me motivation to continue working on my maps
yeah you have a really strong start, looking good
hopefully our tools will improve fast enough to keep up with you
it's been very much an on-and-off project
as in, first map i did was a basic difficulty select map (since i wanted people just to punch the map name into console and play)
dates to.... 2013-09-19
I'm not really gonna start making an actual map in trenchbroom till quake 3 or anything that doesn't use texture wads is properly supported personally
I'm less excited about playing Half-Life or Quake in Dusk than actually playing a level pack designed for Dusk... Any chance people might be working on something like that?
also I still have to figure out how to import textures at all in Q3 trenchbroom
that will be very soon martin
which was map0, or, well, absolution_0.bsp (or, well, vis file)
ay