#dusk-modding
1 messages · Page 17 of 1
its one of the first features we intend to add
<_<
depression is very much a motivation killer
but hey
time to get shit rolling again
thatll do it
I'm bad at staying focused on thing so tedious repetitive tasks like having to make a wad, putting that wad in trenchbroom and moving the real textures to a folder every time I make a change to one texture just doesn't really work for me
i feel you
same lol
i have little issue fiddling with the small stuff, it's doing stuff long-term that's hard for me
(as proven by what's now a near 6½ year project)
give zombie a little bit to work some stuff out, and when patch 1 hits, hopefully a workflow for you will be available
nice
well, i'm just gonna fiddle with geometry and such for a bit, on my end
since, well, need to make things a bit larger due to movement speed
at least for map1
trigger_hurt isn't here yet?
seams like things kinda spawn in the ground
yep
that looks like a slice of pie
quake 1 pickups? yeah, noticed
yeye
was just focused on getting stuff working to say <_<
also I thought we have scaling for the levels
that's the idea i was talking about. crouchjump platforms with lava pit (that doesn't hurt you now). lights are broken, map is garbage, i'm out.
they've said that light entities are wonky, and to be fixed
since duskdude's movement feels like everything is slippery those platforms are nighmare to jump on.
of-fucking-course map1 was a breeze to get working nicely, map2 is a trashfire :C
but with crouchjumping you need to press 3 buttons at once
well, fuckit opens files in notepad++ to make it work
since, .map-files are text files that are parsed by your editor of choice :3
would it be possible to make custom campaigns? i mean with their own level select screen, like with Dusk campaign?
i've got much worse idea
well, they at least support level transitions
make a campaign where every level is sewers
the walls inside peach castle but shittier https://i.imgur.com/OpHIixF.png
that is a worse idea than italy invading greece
why is e1m1 nor nuts not recreated within first hours
3 episode of escher lab
you guys are a joke
it'd get old real fast
escher labs are actually nice
yes but
3 episodes
hey, i'm porting over and trying to finish my old quake maps
of constant confusion
have a level without the fucked up geometry in the middle just to confuse peoples
(and i was at the legal age of getting booze when i started, all those years ago, way beyond even)
was pretty happy with the feel of this room, there's water to swim up inside the pillar thing
but, map2 never got beyond geometry/texture work really
erebus reactor beta screenshot
nice
well, made this back in 2015 <_<
also i like caterpie_i_choose_you.png
i want to script duskbooze to give you invincibility when you're intoxicated
so, maybe me and david have sortof the same idea about big environments
depends
the whole point of erebus reactor being big was to let you go outside and see an environment even bigger
and then another even bigger
heh, yeah
and then big john
AUGH

"there's always a bigger fish"
oshry needs to get super-drunk and just make more voice lines like that
cue skyscraper eating erebus reactor
for us mappers and modders
now wait a fucking second
why are there nuclear silo structures underground
what's the point???
well, since i don't have to care about the limits of the quake engine ^^
where is the smoke or whatever come out of said silo gonna go
(now, don't at)
well he owes us explanations
that's rude :p
still, i do get some pleasure from having something i made called beta erebus reactor
add a shitty kazoo version of whatever theme erebus reactor has over the map
or cursed piano midi
add a big john in every secret
._.
i'm trying to have a theme here :p
which is not a meme
something people would great deem
(and so on)
yes please show me
I need to play the rest of DUSK so I can get into this, but what's the best mapping program to use with this? I just want to know what's needed to make a map.
Trenchbroom is what we're going to officially support
now i'm really tempted to make a cat easter egg
hes in the dusk reveal trailer
I've been busy today but I've been trying to keep tabs on what you all are making. Love what I'm seeing so far!
Aight, sounds good. Just gotta learn TrenchBroom
HE'S HERE
that model is so much cooler then the current one
I'll be continuing work later today on adding/fixing entity related stuff
wee
I know there are still a bunch of features you guys want that aren't in yet
door sounds and trigger_hurt BlessRNG
well, apart from me and like.... two-five others, people are making memes :p
and at least i can wait, because holy crap do i need to restructure
Yeah as expected @hollow laurel lol
quakequy
so, basically need some stuff between abbey and cathedral in absolution_1 ._.
quakeman is ranger, nah?
ranger is from q3
shhh
i know
:3
lol
+mlook
no
-mlook
that's not the problem
miracle it even worked tho, considering the game was quite dependant on floating-point processing.... which the 486 couldn't do
so, it ran at like.... 10fps
rip
well, that was back in.... 1996 somewhere, just months before we got our first pentium
has anyone uploaded some maps to play yet
what is the pinned mod
it's just a place to upload mods
not moddb
the wad?
oh ok
and before that it's the moddb page for the game
has anyone uploaded some maps to play yet
i did, like two of them
where to
they're shit tho
isnt there supposed to be some new beta branch
haven't uploaded anything yet, could do a quick job to make it completeable
i dont see anything
if people want
check the pinned messages
but, with so many things not working, it's a bit meh :p
has anybody made e1m1 yet
one of them has the code for beta branch
@harsh swift guarantee you e1m1 for goldsource exists
well brutal half life has an e1m1 recreation i think?
maybe even with textures in the file itself
sure, just want to make it compileable (because too many faces on the sphere)
then i need to move a few doors
Has anyone made Big John Rem Lezar yet?
yay, compiling
me and a friend are working on making a vinny mod
we are making the cultists rem lezar
ive made the leatherneck meat
so, quick test, move doors, compile and test again, then i'll chuck up a 7z
the lightworld step takes a bit since my massive open 3d space :p
doesn't take long ingame for when it bakes stuff
at least rem lezar is getting some rep
well, that's expected
ah okay
Same with weapon sounds unfortunately
since, from the looks of it, you basically worked your arses off to get something functional out
i have gotten weapon sounds working
also, a me-thing: i need to stop quitting the game when i finish a test run
since, from the looks of it, you basically worked your arses off to get something functional out essentially yeah lol
i really appreciate it, and you should take a break if needed ._.
since, well, burnout is never fun
we have enough to get started with stuff
kill me
pfft you think David should relax and spend time with his family??
There are a few things I definitely want to fox before we do the official beta announcement
yeah, so doing a sortof.... semi-closed alpha works
we give feedback and stuff, so you can sort stuff out
yeah
i did tell him earlier :p
(mostly from own experience of me basically shutting down when i get too stressed from work)
Yeah feedback is greatly appreciated. We're gonna set up a Trello and try to get it all catalogued
Anyway g2g, will check back later and see how everything is going.
any game that lets me do this
@half vessel omg
is a good game
dave ta tas
well, i'll be finishing testing a bit, and then it'll be super-early dusk version of the absolution series :p
I can't wait for model replacements
also, my cat just started pulling things off of shelves, so brb
the beta branch is out to haunt me, i turned off my computer when it was updating at around 30% and now i boot it back up and it's dropped down to 17%
rip in pepperoni
i'm so happy i can get a 100mbps line in a town of about 1700
the fastest i can get is like 20 down
:C
sometimes it goes up to thirty
i usually get around 2mbps (fuck you comcast i know you can give me better) on average but it's stuck at 300 kbps
the best internet in the country is on the us air force bases on our soil
huh, what country?
australia
spiders are cool
insert australia joke
no >:|
the fire isn’t
and serious no
huntsmen are friends!
(i'm arachnaphobic)
ah fair
as long as you don’t kill them fair enough
but yeah the fires
those are baaad
looking to be our worst ever
and showing no signs of stopping
worst in the world ever
ive only ever done doom1/2 wadding so trying to learn the ropes with TrenchBroom. doesnt anyone else have it where everything leaves trails. even scrolling thru entities
someone posted a pic of a huntsman in a discord once, just because well.... poking fun i guess, i had to stay away from there until the picture was pushed way up
mind that spiders in sweden are tiny as all hell, and none are dangerous to anything larger than a fly
huntsmen are harmless
they’re not poisonous or anything and they’re actually scared of humans
they just wanna coexist with humans because houses are good places to catch bugs
compiling
yeah they’re pretty big
"pretty big"
the record size was as big as a facehugger lmao
think the largest spider we have body-wise (without legs) is at most 0,8cm or so
even i wouldn’t go near that one
and those send me into primal fight-or-flight mode
tbh here it’s the smaller ones you gotta look out for
i’d say our plant life is scarier though
aight
ah yeah
@hollow laurel what about the map?
bit annoyed that the extra shotgun i'm trying to place isn't showing up...
since, well, map's balanced for quake
uhm
where you start with a gun
uh :p
heh
Higher
@fringe nymph dont backseat mod
there's no backseating lol
I know its still a part of the rules to not do a mods job
well, fair enough
but it's also common courtesy to tell people they're getting way off topic in my opintion ._.
also, guns spawning, just need to open up the level changer
i was just confused af when i saw the conversation so i just wanted to remind ppl theres such channel
yeah, and was a good thing
oh wait you meant backseating moderator
srry
heh
ye we were getting pretty off topic
and you're getting off topic again by continuing the discussion about back seating lol
uh
porn mods when
no
veers back on-topic nearly done, just trying to fix a few pickups, but is playable on medium
has that old endless map with the water ruins been added yet
hopefully last compile
well, first level needs to be basically playable
(one secret needs noclip since can't be arsed with water at the moment)
aite
cut nipple flaps for the leathernecks
hot
eh, good enough.... makes zip
y e s
no func_buttons?
not yet, so my map is.... open :p
smh
(i just moved doors around, so i can just move them back when it works)
hmm
you need the wad files, and the quake palette lmp
unzip into own folder under mnt/local/, with the wads and palette in the absolution folder
if anyone needs it
Anyone know what entity is the big mage?
as for playing, without buttons working, when you leave spawn area, go right and follow the path to cathedral, then go back to the first building and jump down the hole
so you sortof get the flow
gotcha
then, in the pit, there's stairs down to level exit that leads to map2, you need to noclip that
this is what im getting. has anyone ever exp this?
but, can have a look around
hmm, nope
seriously outdated drivers, or super-old graphics card?
its a gtx 1660ti
well, i don't use the newest, due to issues....
well, latest trenchbroom build from the github
drivers...
i was getting like 2 fps on quake RTX with last drivers. updated and it was running at like almost 60
yeh same. i just got latest release last night
One of the first things I'm gonna look into is buttons and triggers for opening doors
yay
for my driver
they've had some issues with some games, along with security issues in later drivers, so i've put off updating for a bit
checking what im on
but, ofc, if you want to use the raytracing stuff.... :|
bit of a rock-hard place thing
why there's a leatherneck on top of the cathedral
wut
hahaha
well, things i need to sort out
think i messed up doing things for the skybox
also, and sorry for doing this, @iron needle , but someone compared a room in one of my maps to erebus reactor, and that's a feelgood that's gonna last sooooo long :3
26.21.14.4166 weird my version number in dev manager. let me check in geforce exp
@hollow laurel I approve
yay
i did want the second map to be.... well, massive, the geometry imposing
the dogs become wendigos
which does throw off the difficulty of the last room in map1 :p
since i made it dogs for easy, dogs + 1 fiend for normal and just a bunch of fiends on hard
but, stuff i'll fix when the fgd is made
441.66 in geforce exp
thats weird dev manager shows diff. maybe i should try to downgrade
well, could be some weird build number they use
well maybe, but literally trenchbroom is the only thing ive ever had issues with
i guess ill toy with it :/
i just get it from the nvidia control panel (i don't have geforce experience installed because it's a bit of a hog)
thanks
@hollow laurel nice maps
Just so you know shotgun shells will prevent your map from loading.
they tricked me into using geforce experience with a free quake champions skin lol
yay, thanks :D
wanna see them remade when SDK will fully work
hah
well, already doing some stuff, since i can work the geometry
gonna extend the bit between abbey and cathedral, for starters
are people just posting maps to this channel?
with some neat things there
well, i did since i posted something new :p
well, kinda new
guess ill have to scroll
stuff i started work on for 6 years ago
or search, from me, and has file
in this channel
you can post maps here but i strongly suggest making use of moddb or nexus. something users can easily reference and find
and if you jump there you'll have instructions as well
well, this is super-early, just posted because people wanted
Opening doors causes everything to start lagging.
is there a dusk texture wad?
@hollow laurel i was experimenting with quake mapping recently, i've got some maps too. this one is unfinished (they all are), but i tried my best with this one. too bad that lights don't work properly, it looks much much better with proper lights.
oooh, still looks really nice
Dusk looking kinda good
thanks
the front of the thing is really cool, guess i think more in.... straight lines and such :p
still, you have something really awesome going there
thanks
might use it for some inspiration on how to decorate, because you've used geometry really nicely
it would be cool if there was a channel for only links to mods. moddb or direct, but just a central place that only has links
FUCK, I SLEPT ALL DAY
@hollow laurel lol actually you can load it in quake itself and see how it looks intended way
welp, rip
yeah nah. just bookmark the nexus/moddb dusk page like a normal person and check it daily
heh, can't be arsed :p
right now
was getting food ready
well, there's also the thing of really WIP stuff
that you don't really want to upload to those places
but still want feedback
i meant more for the direct links here in discord. i cant for the life of me find what tosoth was talking about
Sadly I've been putting off an obscene amount of homework and will have to postpone my entry into the dusk sdk
thanks
rgr
(that's just my.... well, guess 2kr, since that's the smallest coins we have)
i hope someone makes something like skulldash
Time will tell....
Sooner, or later...
Time... will tell...
russian overkill 2 when
wouldn't it be russian overkill 3?
either way, RO for dusk
^
duskcraft anyone
@long anchor aww, not Dusk textures? 😛
Does every texture for a particular map have to be in the folder for any of them to appear?
Because no matter what I do textures for bsps don't show.
what do you mean?
guess for quake map ports
Like I made a folder called "maps" and put the bsp in there, and then a folder called "textures" with the jpg format textures.
@long anchor in that screenshot someone posted
But this is all I get
@pale pendant have you put palette.lmp in your mod folder?
@pale pendant are they textures for the map or are they supposed to be replacing Dusk textures?
Does Dusk support modeled maps than using BSP?
well, not currently
Ah.
and, at least what unity tool david used was apparantly a bit.... balls
Gonna cry
@pale pendant they should be I think
making it more impressive that the dusk maps are as cool as they are :3
@hollow laurel yeah you guys have way easier tools to work with in Trenchbroom than I did
As I was gonna port facility from GoldenEye as a joke map. But the game's editing tools export as FBX.
Should result in better mapa
two things that are burned into my brain: erebus reactor looking up, and that spiral staircase
@long anchor yeah, it's not a problem I was just joking 😛
uhm
Would love to play dusk on Amid Evil levels.
anyway i said thanks to Tosoth, map on Jakob's screenshot isn't mine
also it's probably me being dum dum again
Oh I misunderstood lol
Did someone say RTCW maps work?? Lmao
SHIT! HIDE
that's the map i posted
also, rott2013 to dusk converter when
just for you to know
well, that's extra breathtaking
@long anchor What is this palette file you speak of...
and, i do un-ironically like rott2013
thanks again
@pale pendant quake palette. someone said that quake textures don't have color actually, so they refer to quake palette
here, take it
das yu
@long anchor that's a really cool looking map
put it in mod folder
So I put that where in my SDK folder?
thanks @iron needle
i chucked it into dusk, and just the geometry for detail was glorious
in /local/$modname
^
feel like it's gonna take longer to port my stuff over now :p
SDK/mnt/local/modname
Ok testing now
ok so forgive my stupidity, but i have maps working like yours Tosoth. i keep seeing people say the texture wad is in pins. i dont see it
Imma yoink that palette too if thats alright. Im still trying to get this to work...
IE i have it working, but is there something im missing?
the dusk one is
your map is great btw
im playing it now. let me chekc pins again. maybe im missing some textures
Ahhh gotcha
how am i missing this
Adding the palette didn't do anything.
hmmm
Yep.
i have quake wads. im looking for the dusk one. i dont know if something up with discord but i swear to the wendingo god i dont see it
All I am trying to do is get the custom jpg textures for the Quake 3 map PadKitchen to show up
can someone please paste it and i will quit bothering
My past experience with modding comes from GZDoom Builder, does the SDK have software make maps custom maps from scratch in a similar manner, or do I need to use another program to make the maps and then use the SDK to load them in?
yeah it's not for some reason
which folder do we put the BSP files in again?
yep
i just chucked mine into a folder so it'll probably be easier whenever it's 1) done 2) workshop support :p
for whoever cant get it working after placing everything in the right directories. have you restarted dusk_sdk?
they wont show up until after restart
oh yeah, also
you can go into the mod menu and unselect then select the mod
to make it reload
^
ah kewl
well, drunk me is gonna do shenanigans for a while, maybe fiddle with map a bit, but, we'll see
anyhow, major thanks @ancient depot , @iron needle and, well, everyone for feedback, and help on stuff
also you don't really need to restart dusk to test maps. I just run my map, then do few changes in TB and compile it and then i run it again
and it works
if i could, i'd use the nobel prize medal emote
thanks everyone basically
👍
i played the hell out of dusk, i'll play even more since SDK is about to be released
yee
Is there a place or site where mods from the community can be downloaded since Workshop isn't coming yet?
moddb or nexus
where will I be able to get SDK
hmm odd i put all the map files in the folder but they aren't in game
@hard stone pinned messages
@rich quarry did you select the mod in "modding"
yeah
yes
Has anyone uploaded anything to ModDB yet?
Wanna make sure there aren't weird issues with it before we decide that's the official place
last time I cheked, no not yet
Doesn't look like it
@hard stone you need to select beta branch in steam by entering betacode from one of the pinned messages
you get hl maps from hl maps folder
my things are not close to done, so wary of putting them on sites ._.
also, think that steam workshop stuff can be downloaded via external tools, if the dev of game doesn't block it iirc
Are the environmental textures available yet?
Just bsps have to be added right not the aas files?
@iron needle there are no mods to put on moddb yet since some of the necessary stuff don't work
like lights
or water
or skies
etc
we can make rooms with monsters n weapons tho
Nevermind my previous question. I found them.
like i did
Right but people have already been asking about places to upload
Also what about lights doesn't work?
Do you mean lightmaps or light objects?
like here
@hollow laurel im just kinda using your maps to make sure i know how to set up everything right. when you say wads in absolution/ you were referring to dusk.wad? or also PAK0.PAD PAK1.PAK?
where will the mods be pinned, in this channel or another
i just notice a lot of black places so not sure if i have everything right
@iron needle idk honestly
dusk.wad is probably not needed, but quake.wad and palette.lmp
but there's something off with the lights
Anyone know why Trenchbroom won't load the textures inside the actual texture folder (like it's arranged when you first access mods), and only the sub-folders of the texture folder?
think they've said that the lights are off currently, and will be fixed so it'll be on-par with what we get in quake
Anyone know why Quake 3 maps have these gaps? Are these transparent textures or something?
@balmy thorn ya need to use dusk.wad
off as in weird
that's nothingness
had that since one bit of my massive skycube wasn't sealed ._.
@pale pendant besier curves aren't supported yet
or that
I am sad
also.... david...
where will the mods be pinned, in this channel or another
@iron needle that's how my map looks in dusk, compare
i'm doing things with your game
all the lights on their proper places
when i think quake wads i think the .PAK files. is there a specific "quake.wad" on quaddicted.com you are referring to that needs to be named specifically "quake.wad"
We don't have a channel for pinning mods
yeah
so then
for the half-life stuff, probably not gonna be released because ip issues
i personally used quake 1 preset in TB and then i loaded this dusk.wad
@long anchor Nevermind. I solved it by moving all the environmental textures to it's own folder called "environment". Worked like a charm.
aight
oh okay
Thanks for the reponse btw 😉
👍
oh wait, i do use one dusk texture in my map, for that bit really far away in the shot above :p
since it looked menacing
There are some lightmap related issues we're looking into yeah
my aim basically is that people will feel that brutalistic buildings look like quaint swedish cottages if i do this right
Quake 1 maps in Dusk look like Quake 64 ATM due to the light map issues. And I love it.
heh
@gritty forge so wait, that sounds like a different issue than what I'm thinking of. Is there something with brightness that's going on?
or, well.... uh..... albert speer's stuff
things made to look really imposing
and overwhelming
It just looks brighter to me overall.
@long anchor All the textures in the wad are black for some reason?
It might be a placebo effect, or I'm too used to quake source ports.
also
well, the lights aren't working properly yet :p
is it just me, or there's something weird with sounds in SDK build?
In the editor.
They are all black.
that's... odd, haven't seen that, it's either i messed up setting things up, or they're there....
hmm
@long anchor yeah that's another thing we're looking into
oh ok
Yeah, alll the textures appear in the texture browser but they are all pitch black.
Never encountered this issue before.
well, just for reference, for my folder structures.... gets pictures
first of all, where i keep the .map files
wads one step up.... opens trenchbroom settings
(just want to rule out any faulty folder settings mind)
The Hitman Absolution sequel nobody asked for 
what quake.wad are you using bro?
hmm, think it should be an original-ish one.... not quite sure
i mean, it's 14 years old, it can nearly drive a moped :p
hmm, that one says 101
so, guess v 1.01
and in trenchbroom my game path is set up as thus:
@iron needle Should it be okay to create a sub-folder in the textures folder and copy the environmental textures there while also keeping them in the main textures folder? For some odd reason Trenchbroom won't open them unless they are in their own respective folder, but if I move them then they disappear from the menu once I load the mod.
oh yeah, there are issues with those
there's the dusk.wad to overcome that
but you need the quake palette file
With black textures 😛

Prays
@ @balmy thorn I'm actually not sure sorry lol
Zombie would know but he's asleep atm
No sweat 😉 I'll figure something out.
imma add nicotine to this
i know you can turn on/off grid, maybe there's something like this that makes it black?
because tech issues annoy me, even if it's someone else's
Where is the SDK?
read pinned messages
check pinned for code to get into the steam beta
^
then, well, check other pins, and also search this channel
can someone pin message with wad BlessRNG
whos going to be first to make nuts
that's a good question
you know it will happen 😛
there might be a problem with performance
Can't find it.
oh im sure there will be performance issues. that will be the fun
i think same amount of enemies will kill your pc
when your computer gets too hot to touch, you know it is working
@gritty forge what can't you find?
sean: check last pin, at the top before the list of notes
@balmy thorn first off, list off what graphics card you have and driver version, im gonna google-fu a bit
sprited BJ 
@hollow laurel It works flawlessly with Quake, Wrath etc, so I doubt that's the issue.
oaky
okay even, just checking
and i guess the texture collections thing looks like this for you (maybe sans dusk.wad)?
Mhm
what trenchbroom build are you on?
Quake
as in version
Right
for reference
v2019.5
even tho this SDK build is very alpha, it was a good move to release it. we can spend this time getting accustomed to everything and learning
Alright 😉
by the time the updated versions come out everyone will have a running start
i'll keep looking
@balmy jetty also it's good for bug hunting and testing stuff
ya
i started this map a couple of months ago an now im picking it up again since the sdk alpha is out
heh, pretty much in the same place :D
Didn't solve it.
rip
hmmm... shit
Guess I'll use the Quake 3 setup for now 😦
anything in the console when you load it up?
on my end it's this without any following or preceeding errors:
by the time the updated versions come out everyone will have a running start that and also this is the best way to test it and get feedback
guess there'll also be a more... adapted build of trenchbroom? :p
Oh I see Veven already said that lol
fgd and all
Yeah good for big hunting
"Could not load palette file 'gfx\palette.lmp': FIle not found: 'gfx\palette.lmp'"
there ya go
that's the thing for models to show up?
and entities/triggers and such
or rather entities in entity tab?
everything basically
double y e s
so, google up "quake palette.lmp"
there's a wiki-link high-up with a download
chuck that where the wad files are
palette.Imp is in PAK00
if you have quake, and the tools to unpack it
it can't be directly shared here because ip stuff..... but, well, telling someone to google something i think is fine enough :p
ip stuff?
intellectual property
ah i see
because zenimax owns that particular file basically
since it's quite specific and all, and originally only distributed as part of the quake pak files
when i load a texture wad all of the textures in the preview are all black
am i doing something wrong?
well, good you came here now
wait i think i posted something quake related
scroll up a tiny bit
i'm going to jail bye
hahaha
think it's fine
since another dude has the same problem
probably that you are missing the palette.lmp file
It still didn't work 😩
also it's time learn how to model and animate
cause we'll ned that
@balmy thorn that's bad
hmm
and you have your .map in a mod folder... the wads and lmp in the folder above...
fuck
@balmy thorn can you send a pic?
(use imgur, since you need to post for a bit before you can just paste stuff)
ok
How should the folder structure look like btw? I saved/compile the map under the "maps" folder in the mod, and put the wad in the textures folder.
Along with the palette.imp
oh
as such
im dumb time to figure out how to use the sdk
i don't have wad in root folder
in fact it lies on the desktop
and everything works
well, mod root i have mine
wut
^
Fml. Didn't work.
right now the sdk is coming we can expect hdusk
@hollow laurel fun fact i just remembered: that cathedral i built in quake inspired by the one from e3m1 of dusk
hah, awesome
all my stuff was started before i even heard of dusk <_<
and basically just me winging it via rule of cool
i started mapping when duskdevs said that we will be using TB to build maps
"so you can start practicing already" or something like that
it did make me take a stint to learn trenchbroom after about a year of inactivity <_<
Got it to work
yay
what was the problem?
Thanks for the help guys.
np :D
Me being dumb, basically. I had set my Trenchbroom working folder to the Dusk mod folder and not the actual Trenchbroom folder. Been months since I did any Trenchbroom setup 😛

good
That's actually way more frightening than the vanilla texture.
@hollow laurel what application are you using to compile maps? cause the one im using is not working or im doing it wrong
sec
- download the latest release from https://github.com/ericwa/ericw-tools/releases
Quake/Hexen 2 Map compiling tools - branch of http://disenchant.net/utils - ericwa/ericw-tools
got that
- stick said things in trenchbroom/utils
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
oh ok
i for some reason cannot find palette.lmp
- my current setup
google "quake palette.lmp", should be able to find it (there's a quakewiki link that has a download for it)
thanks
well, mostly np (because i want to play some remnant) ;p
hehe, :3
this is my first time tinkering with stuff like this please point me in the right direction
i looked at the pins
okay, where you at in the setup chain?
you can upload to imgur and link
ah, nah, that won't work
needs to be the quake wad file, along with the palette.lmp file in.... in your case the quake_maps folder
in my case it looks like this
with absolution being my mod folder
and then what is maps for
i have the .map and .bsp there
basically as a working folder, for the moment, should probably sort that out at some point
then again, meh, don't care if people get the source files for my maps
aight just a sec i'll throw those files in
what tool would I use for mapping? trenchbroom?
i've used i forget what doom map editor
that one wasn't that bad
if trench is easier that's even nicer
well, you need something that can make quake 1/3 or hl1 maps :p
and for that style... trenchbroom was really nice for me
moved to that from worldcraft
yup
uhh
and most of what i made was in worldcraft
is there a specific preference for dusk on trenchbroom or should I just click generic?
@agile fjord I use Quake 1
i suggest using quake
well, quake works nicely since the game translates stuff over
they're working on a proper dusk profile
^
cool cool
but it's quite a bit of work
@hollow laurel I'm assuming I get quake.wad from quaddicted or something like that
huh, it was unpinned
i wasn't pinned at the first place
think it was
so i tried to compile my map and this happened
https://i.imgur.com/qkrIrr1.png
hmm
What's the dusk wad link? Anyone have it handy?
pin that
Dusk wad to use in Trenchbroom: https://cdn.discordapp.com/attachments/586508960128040961/662680941990248488/duskwad_v2.7z
latest darth zombie put up
i wanna play dusk mods now gimme
can I play fortnite in dusk
disgraceful
scripting isnt out yet and we are making maps now
i want to learn how to make them instead of being lazy as i am as always 
unworthy
was it a map you made from scratch?
also , does half life in dusk actually work or was it custom made?
yeah it works
Anyone gonna do Serious Sam maps?
those will take actual work
since their code is based on the fairly well documented bsp formats
that is open source and all
and has been for a looooong time
I hope to see Serious Dusk
hmm, all i can think of is to check the directories of your game profile, and the settings for compiling
|| where do i find .map and .bsp files again? this is what i get for having not played through quake yet ||
mine for refence
quake just has bsp files, in the pak's
.map are the source files
ye
basically just text files
aight
@terse flame loading up any HL map should work, minus some textures (Dusk doesn't support wads yet)
thank you
imma wait a few weeks until the game gets more mods
no more mods, sdk is canceled
The error im having when compiling is when light.exe is almost finished
https://i.imgur.com/iQwAhb1.png
tries to load my map but cant find it
rats rats we are the rats
need to see all of them, to get the whole picture (hue)
dang, the Quake maps lag quite a bit, anything i can do about that?