#dusk-modding

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faint summit
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for some reason when i convert ogg to flac, the sounds end quicker

heavy sluice
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yeah they will in the future

pearl reef
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and are weapon mods available right now or not really

faint summit
#

what it works fully here?

crude cedar
#

alert/attack sound replacement is broken rn

faint summit
#

When I click to check the sound it seems to end quicker

crude cedar
#

I tried with my rats

faint summit
#

makes no sense

fringe nymph
#

reb how you come up with such unique and brilliant ideas

faint summit
hoary juniper
#

Hey Reb, spiders

heavy sluice
#

weapon mods aren't available right now its just basic maps

faint summit
#

that's weird

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When I open them in grove music, it ends quicker

iron needle
#

@ebon jetty is that light baked?

fringe nymph
#

you can replace player sounds but not enemies/music

ebon jetty
#

@iron needle probably not since today's the first time i've ever used trenchbroom

fringe nymph
#

i havent tried environmental/ambient stuff

heavy sluice
#

oh yeah you can also replace textures and shit

lament ore
#

Other than Source (hl2) BSPs, BSPs do not store the original geometry. Most of the faces are clipped/removed/etc and it's impossible to perfectly derive the solids back from what's left, much like how it's impossible to automatically get source code back from a compiled program (unless there's debugging symbols).

cold latch
#

Can I make Big John say that he loves me

fringe nymph
#

no

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not yet

cold latch
#

Can't wait for the Big John Romance mod

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BJR

lament ore
#

IIRC how most bsp decompilers work is they create one giant solid and basically do a bunch of boolean operations to "carve out" the negative space of the map which kinda works but it's a huge mess no matter what.

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@ancient depot how does AI Pathing work with custom maps?

ancient depot
#

it generates a navmesh while loading

faint summit
#

can I mod weapon sounds?

ancient depot
#

and Q3BSP also stores the original geo

fringe nymph
#

yes

honest stag
#

today was a nice day of fighting trenchbroom
finally everything i wanted kinda worked out, only thing left is to finish the map and figure out which textures show up and which dont

#

that's really weird tho
i use dusk.wad and some textures just dont work
random ones

lament ore
#

Any way to view the generated navmesh? Can't imagine it's gonna work perfectly completely automatically

fringe nymph
#

just make foolproof layout

ancient depot
#

@honest stag which wad

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v1 or v2

lament ore
#

Setting light property on worldspawn doesn't seem to be working with the new dll btw, at least in JACK

ancient depot
#

did you lightmap your level?

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it only works if you don't do that

honest stag
#

wait

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there is a v2?

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is it the one dave linked?

ebon jetty
#

i won't lie my lighting doesn't look great either but that's probably because i'm overlaying light entities over the torches

ancient depot
#

Yeah, I made a mistake in my tool when I first made a texture wad

honest stag
#

ah i see, i'll get the other one then

ancient depot
#

and it left out the null terminator for textures with long names

#

the new one is pinned here

lament ore
#

Tried both running and not running HLRAD. Neither worked

ebon jetty
#

im guessing im not approaching lighting in the right way

ancient depot
#

what are you setting the light value to? @lament ore

lament ore
#

How are you approaching lighting @ebon jetty ? Placing light entities should work fine

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@ancient depot 255

ebon jetty
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im doing that

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light entities on top of the torch models

ancient depot
#

hm, should be working then

lament ore
#

what color and brightness are they aupenn?

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I'll send map file and such in a sec

ebon jetty
#

i haven't messed with colors

ancient depot
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oh wait

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can you send me the map compiled?

ebon jetty
#

i think the lights are 300

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and have the candle setting

lament ore
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yes will do

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@ebon jetty iirc it's a byte so it should only go up to 255 unless that's different in trenchbroom

ebon jetty
#

it defaulted at 300

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so i assumed it was 300

ancient depot
#

We support values higher than 255 but 255 is "full bright"

fringe nymph
#

it dosent roll back to 0?

ancient depot
#

nope

gritty forge
#

Hopefully soon I will be able to show you my reworked player pain sound. I made it sound less like it came from some old-school styled game... I mean like the beeps and boops kind.

ebon jetty
gritty forge
#

It sounds more natural.

ebon jetty
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this is what i've done and yeah

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it doesn't work well

honest stag
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man it's so nice to make a map when everything actually works

gritty forge
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Also, I fixed the click from the landing sound.

fringe summit
fringe nymph
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are you sure it dosent clip off the room?

ancient depot
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Yeah I think I set the ambient light value in the wrong spot which is why it doesn't work rn

lapis hare
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Could you stop stealing our women, man? I don't wanna have to keep doing this kind of work.

ancient depot
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need to test with a map to find out

lament ore
ancient depot
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thanks

lament ore
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bsps with and without lightmapping, the .map, and the original JACK .jmf

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removed the doors in this version so you can look around too

errant hollow
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i just loaded up hl1 map and like 10 big johns spawned right in front me

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nice

fringe nymph
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which mapformat/game should i stick with trenchbroom in order to not lose any utility later on when sdk will get expanded

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generic quake, generic half-life or q3a

lament ore
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I assume trechbroom with quake will always be the first priority

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Trenchbroom does support "generic" engines though. Maybe one day we'll have direct DUSK support in Trenchbroom.

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Speaking of, @iron needle will we perhaps be getting IQM versions of the models used in the Dusk campaign? I'm sure tons of people would find it helpful to use those models as a springboard for making custom models

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Especially since animations tend to be a huge time sink

ancient depot
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Yes

lament ore
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Sweeeet

ancient depot
#

@fringe nymph Anything other than Q3A should be mostly the same aside from fixes

fringe nymph
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so generic-hl just to be sure

lament ore
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If you're using Trenchbroom don't do Half-Life. Trenchbroom doesn't have full HL1 support.

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For trenchbroom, just do Quake

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And also if I'm not mistaken, HL1 maps won't be able to support the direct UV mapping feature of trenchbroom, no?

fringe nymph
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it doesnt matter if i do map for the dusk, does it?

lament ore
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You still need to compile the map through the target game (in this case, HL1) tools

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The workflow to get trenchbroom maps compiled into HL1 maps is obtuse at best

fringe nymph
#

the same is with the quake 1

lament ore
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Yes, but like I said Trenchbroom doesn't have HL1 support. You won't be able to see any HL1 models in the editor, for example.

fringe nymph
#

and i do not need to see them

ancient depot
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@lament ore your "no lightmaps" bsp actually had a single black lightmap in it

fringe nymph
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ill use dusk entities

ancient depot
#

but I compiled my own and I can confirm I fixed the problem

lament ore
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@fringe nymph you cannot use Dusk entities directly in the editor.

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You use entities of the target game which then map over to Dusk entities

ancient depot
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You actually can use dusk entities

fringe nymph
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ye

lament ore
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Oh you can?

fringe nymph
#

just type in the proper name

ancient depot
#

Yeah, the SDK has an "entities.txt" file

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you have to manually enter the class names

fringe nymph
#

and it should work

lament ore
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Oh I see. Still though, I really don't see any reason why you'd use the HL1 tools if you're in Trenchbroom.

fringe nymph
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lightmaps?

lament ore
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@ancient depot wonder how I can get rid of that lightmap in JACK. Might just have to jump ship to trenchbroom

ancient depot
#

It's the map compiler that adds the lightmap

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I just used ericw tools

lament ore
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Ah I'm using the tools included with JACK which are probably forks of ZHLT

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Any way the SDK could detect that the map has a single black lightmap and use the worldspawn light value instead?

gritty forge
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I can't believe there is an unused hup.

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Wait.

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Never mind.

ancient depot
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it could, but that would break maps that are supposed to have a single black lightmap

gritty forge
#

It isn't unused.

lament ore
#

Ah, shame

gritty forge
#

I am pretty sure it was used for Jakob if I remember correctly.

lament ore
#

I'll just learn Trenchbroom. I've been meaning to for a while anyway, the only thing holding me back was lack of HL1 support

ancient depot
#

JACK should be able to change map compilers

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You don't have to switch if you don't want to

lament ore
#

I know it can, I just don't like going against the flow of things

ancient depot
#

Would be worth waiting until I post the hotfix anyway so you can try again

lament ore
#

Will do

ancient depot
lament ore
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I've been meaning to create a fork of Trenchbroom to work on HL1 support but y'know, full time job and such

ancient depot
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it already supports valve220 .map files afaik

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just needs entity defs

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and ofc model format support

lament ore
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Yeah model support is the big thing

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Trenchbroom already supports IQM, no? I'd be tempted to add native Dusk support in a fork if yes

ancient depot
#

I don't believe it does

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for our trenchbroom support kit we're exporting a bunch of animation-less .mdl files

gritty forge
lament ore
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ah, poo

gritty forge
#

There's a whole bunch of alternate sound effects.

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An alternate dying sound for the wendigo.

ancient depot
#

Yeah, I made sure some of them got exported

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There are more that aren't in the files yet

gritty forge
#

Just let me talk about them, though, I need to become a rat ASAP.

ancient depot
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hahahaha

gritty forge
#

Also, are they unused or are they gonna be used?

fringe nymph
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unless you dont gain xp on dusk-mods leonthink

gritty forge
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Do I not?

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I need to know.

ancient depot
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They're unused

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And you gain it in all channels afaik

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I think except for meme factory

gritty forge
#

Makes sense.

ancient depot
#

I could be wrong

gritty forge
#

So why aren't all the sounds available in the files?

ancient depot
#

we had to manually go through and give them all names

gritty forge
#

You can have me do that...

ancient depot
#

at some point there were just so many sounds to go through that we started skipping over unused ones

gritty forge
#

I'm all about audio.

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I wouldn't mind doing it. I wouldn't even skip a beat.

ancient depot
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Nah don't worry, we're handling it in a patch

gritty forge
#

Well, you might wanna rename "water_night_very_cluster" to "hallowed_health_ambience"

#

Because that's what it is...

ancient depot
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It's called Water Night because that's the source of the sound

gritty forge
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What's water night?

ancient depot
#

but yes, I agree calling it hallowed health ambience would be better

gritty forge
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You can just give credit in the metadata.

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And "switch" should be called "pickup_object"

hallow fern
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greetings all

gritty forge
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Hello

hallow fern
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i'm insanely stoked that this is out

gritty forge
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Honestly it isn't as exciting as I thought it would be... Considering how limited it is at the moment.

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At least I am finally able to fix that stupid low quality water sound...

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It's fascinating how many unused sounds there are.

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Maybe I can modify the code to repurpose them... That would be cool.

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I don't know coding all to well though.

ancient depot
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Some of the sounds are only half unused

hallow fern
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I'm mainly just stoked to fire up Trenchbroom and mess around

ancient depot
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For example, there are unused weapons that we haven't made usable yet

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But when those weapons are enabled, they use some of the unused audio

gritty forge
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Wait! There's more weapons!?

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Holy shit.

ancient depot
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Yup, some enemies and objects got cut too

gritty forge
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Gimme 1 or 2 examples.

torpid agate
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There was a bfg that got cut I think

gritty forge
#

Please.

ancient depot
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three weapons that come to mind are

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Chainsaw

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Dark Claw

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Totem

gritty forge
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I knew it! I knew there was an unused chainsaw when I looked in the sound files.

hallow fern
#

Custom weapons are something I'm definitely looking forward to

ancient depot
#

there's probably the texture in there somewhere too

gritty forge
#

Why are there 4 melee weapons, though?

ancient depot
#

that's the Dark Claw

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in that video

gritty forge
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Oh. Okay.

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Why are there 3 then?

ancient depot
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"why not?" lol

solid isle
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wait does the SDK come with a texture wad?

ancient depot
#

you'd have to ask David

hallow fern
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The more the merrier

ancient depot
#

the sickles used to be hammers

hallow fern
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@solid isle the wad is in the pinned messages

gritty forge
#

Does the chainsaw replace the sickles when you get it?

solid isle
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oh it's a recent post then

ancient depot
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The chainsaw code is missing atm, but I've recovered it from older builds

solid isle
#

or "recent" I guess since I havent checked since last night

ancient depot
#

We're gonna rewrite a bunch of weapon code later so they'll all be individual guns

gritty forge
#

Too many weapons... There's only so many keys.

ancient depot
#

There was a pump-action shotgun at one point too

gritty forge
#

Is there a traditional grenade launcher? The Mortar always felt odd to me.

ancient depot
#

both single and double barrel versions

gritty forge
#

Damn, I wanna use those.

deft frigate
#

i am turok

ancient depot
#

No but there was an M16

lament ore
#

Speaking of, how do you plan to get C code running on top of Unity? Is it just interpreted or?

ancient depot
#

The M16 is lame compared to the assault rifle in the final game though

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It's interpreted yeah

lament ore
#

Interesting. In-house solution or?

ancient depot
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I'm considering converting it to IL so it can be JITted

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In-house VM, third party compiler (written by a friend of mine)

lament ore
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nice nice

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I was actually working on a compiler for my own C-like language recently

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transpiler, more accurately

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It took PICO-C (my language) source code and outputted valid PICO-8 Lua code

ancient depot
#

Neat

lament ore
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I need to redesign it from the ground up though and Capitalism (tm)

ancient depot
#

How extensive did that compiler's infrastructure get?

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Did you have an AST for example?

gritty forge
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What are some unused enemies?

lament ore
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I did generate an AST yes

ancient depot
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There were Lost Soul-like enemies at one point, and a thing called the Meat Lass

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There are also headless soldier enemies with a magic weapon replacing one of their arms

lament ore
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Currently it generates a single AST from the Pico-C source and for the most part simply translates that to Lua

gritty forge
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Why didn't the Lost Souls make the cut?

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Headless soldiers? Like the Beheaded Sirians?

ancient depot
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and this guy

gritty forge
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Pick up the can.

lament ore
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However I'm running up against a complexity wall here and I want to redesign it to generate a Pico-C based AST, then transform it to a Lua based AST

fringe nymph
#

headless soldiers are available in the one the alphas

ancient depot
#

the E3 one I believe

fringe nymph
#

ye

ancient depot
#

@lament ore that sounds like the right approach, yeah

gritty forge
#

Were they a Serious Sam reference?

ancient depot
#

nah

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they were the original mages

fringe nymph
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not related at all

lament ore
#

some day I'll get around to it lmao

gritty forge
#

What about the backpack full of ammo? I know Doom has it, but the Dusk one behaves more like the one from Serious Sam.

lament ore
#

Also when you say convert to IL, would that be done during runtime (like how most JS/Python VMs do it) or more like a .NET approach?

ancient depot
#

IL as in .NET IL

fringe nymph
#

i dont think thats a direct SS influence

ancient depot
#

It'd be converted to a .NET assembly at load

hallow fern
#

Possibly dumb question- is there an FGD or anything I'm missing, or do you just throw the entities in trenchbroom?

ancient depot
#

The latter for now

hallow fern
#

Gotcha gotcha

gritty forge
#

How come there aren't any Serious Sam references? It classifies as old-school.

lament ore
#

Ahh I see. Downside of that approach is the source files can be excluded from the final package which can kinda dissuade people from learning from other people's work

gritty forge
#

It's one of the last of them.

ancient depot
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Serious Sam is a different kind of old school than the kind Dusk is going for

lament ore
#

Although overall I'm sure it'll be better

hallow fern
#

Mod some in, Sean

gritty forge
#

Yeah, but the final level before the final boss really gave me Serious Sam vibes, because of the sheer number of enemies.

hallow fern
#

That and the blood tornado one

ancient depot
#

Ahh I see. Downside of that approach is the source files can be excluded from the final package which can kinda dissuade people from learning from other people's work
The IL transformation is done by the engine and the dll is never distributed with a mod

gritty forge
#

Yeah, you're right.

ancient depot
#

That said, mods would distribute in a separate bytecode format that the compiler outputs, so yes, they could avoid sharing source

lament ore
#

Oh so the IL will be generated on first run then?

ancient depot
#

Yes

lament ore
#

oh

gritty forge
#

Never mind. There's only like 33 enemies in that part.

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That's more like Doom.

ancient depot
#

I would hope that the community fosters an attitude towards sharing mod source code

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Unfortunately in the Quake community sharing of QuakeC seems to be very hit or miss

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I hope that doesn't happen here

lament ore
#

right

gritty forge
#

Is there a laser gun? I see sounds called "lazer"

ancient depot
#

Meat Lasses and the M16

lament ore
#

Something really unfortunate that's happened with HL1 modding is that tons and tons of documentation, tutorials, etc have fallen to the sands of time

ancient depot
hallow fern
#

Lord knows Valve certainly hasn't helped with any of that

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Which is a shame

ancient depot
still raptor
#

We're gonna do our best to keep good docs

hallow fern
#

Bless you kings

ancient depot
still raptor
#

We planned to have a wiki, but haven't put one up yet

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As it's way too early

ancient depot
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Note this build is ANCIENT which is why it looks so ugly

hallow fern
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Yeah

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It'll come about

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Like I said more than anything I'm stoked just to have the .wad and everything to fool around in Trenchbroom with

gritty forge
#

I just looked up double barrel pump shotgun, and only found 1.

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The DP-12.

lament ore
#

Not to mention if Dusk maintains a passable level of compatibility with the Quake entities, a lot of existing documentation on Quake mapping can apply to Dusk

ancient depot
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It's inspired by Chasm: The Rift

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You can find the single-barrel pump action shotgun in the E3 demo

hallow fern
#

func_bread's right

gritty forge
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You should see the DP-12, though. It looks like it came outta Quake 2.

lament ore
#

Idk if I have the old build around somewhere but a while back I replicated a bunch of the fun HL1 entities in Unity and built a WTF-esque map

hallow fern
#

Not to mention the Quake mapping community is super helpful, at least in my experience

lament ore
#

if anyone remembers the WTF maps from Sven Co-op lol

hallow fern
#

oh god yeah

lament ore
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Dusk WTF maps 2020

hallow fern
#

I'm very hype for co op

gritty forge
#

Arcane Duskmensions.

hallow fern
#

I was just thinking the other day how much I miss that era of TF2 where you'd just hop in a server and hang out with people

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would love to see that with Dusk

torpid agate
#

I opened some arcane dimensions maps in dusk today. My computer was NOT happy.

gritty forge
#

I've been here for like 6 hours. I'm still not a rat...

lament ore
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Oh yeah I miss the hell out of that era. I probably spent thousands of hours just hanging out in servers of Sven Co-op and Gmod

ebon jetty
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@ancient depot have you checked the lighting thing yet

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i'm sorry if im coming across as impatient

ancient depot
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which one?

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I thought I published a hotfix

ebon jetty
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the one i downloaded earlier?

ancient depot
#

So just to clarify, you're trying to get fullbrights right?

ebon jetty
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yeah i just got light entities in the corners at 255 brightness

ancient depot
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Yeah, you need to have a BSP that doesn't have any lightmaps

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alongside the patched dll I posted before

ebon jetty
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oh

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well onto figure out how to fix that then

ancient depot
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this dll btw

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as long as you haven't run light on your map, it should work

ebon jetty
#

well time to delete my bsp and all my lights

ancient depot
#

you can keep the lights in your map

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just re-run qbsp

ebon jetty
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so all i have to do is re-run qbsp?

torpid agate
#

Just recompile the .map without the light option ye

ancient depot
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yeah

gritty forge
#

Last question for tonight.

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What's the "modio" foler?

ancient depot
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for when we support mod.io as a source

gritty forge
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Okay.

ancient depot
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basically an alternative to steam workshop

gritty forge
#

What's wrong with workshop, though?

ancient depot
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it's only for steam users

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so people on gog can't use it

gritty forge
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Oh, that's right.

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I can be really dumb sometimes.

ebon jetty
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okay i've attempted it i don't think im doing it right

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so first i deleted my bsp files

gritty forge
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Aight. Imma hit the hay.

ancient depot
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g'night!

gritty forge
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Good night. Hopefully tomorrow I become a rat.

ebon jetty
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i did that to generate a new bsp

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uncheck run quake i accidently left that there

ancient depot
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that should work

ebon jetty
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my map is just pitch black

ancient depot
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hm, can you send over the compiled bsp?

torpid agate
#

Weird

ebon jetty
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ok

ancient depot
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the light property on worldspawn isn't set

ebon jetty
#

ah

ancient depot
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it works if I add that

ebon jetty
#

my bad

ancient depot
honest stag
#

is that
a torch

ebon jetty
#

ye

cold latch
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lit

urban tide
#

Wait .... the SDK is out?!?!

fringe nymph
#

ye

ebon jetty
#

oh

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he didn't know

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yeah

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it's been out for a day

urban tide
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How do I get into it?

cosmic copper
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@ancient depot Im having a similar problem. waht does the light value need to be set to?

ebon jetty
#

@urban tide look at pins

ancient depot
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255 for full brightness

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you also need the dll

ebon jetty
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darth quick thing

ancient depot
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because support for the light value isn't in the current steam build

ebon jetty
#

actually wait i think i figured out my problem

ancient depot
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feels so weird to see people calling me darth lmao, that's just a shitpost name one of the mods (probably jab) changed my nick to

gritty forge
#

yo how the f word do i configure trenchbroom for dusk?

urban tide
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@ebon jetty Im freaking pumped!!

ancient depot
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At the moment you map as if you were mapping for quake

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But you can use some Dusk entities if you enter their names manually

ebon jetty
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i didn't know

ancient depot
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the list of entities is in entities.txt

ebon jetty
#

ye that too

gritty forge
#

oh alright thanx

cosmic copper
#

ok, so the light jsut ahs to be a constant value for now?

quiet harness
#

trying to change a song file but i've been running into a bunch of problems. ive re-named it to the file i want to change (e3m10_action_1), ive put it in a folder named what ive chosen (C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\test\music) and tried putting it in C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\music but nothing seems to be working. What am I doing wrong bros?

ancient depot
#

yes

cosmic copper
#

ok

ancient depot
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@quiet harness you can't replace music currently

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that's coming soon

quiet harness
#

o

#

whups

ebon jetty
#

ye

fringe nymph
#

music/enemy sounds dosent work for now

ebon jetty
#

^

quiet harness
#

alright thanks yall

lament ore
#

Hm. I used the dusk wad for trenchbroom and set trenchbroom up to use that (configured for Quake), but the textures aren't showing up

#

Am I missing something?

ebon jetty
#

it shoudl be there if you added it in your texture collections

lament ore
#

Yeah I added it to my texture collections in trenchbroom and I see it in the editor

last berry
#

what mods have been publicly uploaded yet?

ebon jetty
#

there's a moddb

#

there's probably a few others on here but everyone is still messing around with it

#

mainly mapsa re going to be the things we'll see here soon

honest stag
#

feels kinda bad to upload maps which are way way worse in quality than some others here

#

also
soooo is there a way to make key-locked doors yet? they arent working for me
like they work in quake but not in dusk

iron needle
#

Yes there is

#

My computer is off atm but @ancient depot can check to see which pair passes the key color

ancient depot
#

sec

gritty forge
#

i'm boutta just upload half-life to the moddb page for dusk

ancient depot
#

it's just "key"

#

value is a number

#

lemme check what numbers correspond to which keys

#

1 for red
2 for blue
3 for yellow

honest stag
#

alright thank you
and to make a key spawn in dusk i just need to name an entity according to the entities.txt?
i'm not good at this

ancient depot
#

yes

honest stag
#

alright gotcha

iron needle
#

I'll pin that just for the moment in case anyone else asks

#

Oh it's a bunch of messages

#

Meh w/e

ancient depot
#

yeah sec

#

HOW DO I LOCK DOORS?
You can set a "key" value on your func_door entities, which is a number from 1 to 3.
1 for red, 2 for blue, 3 for yellow

iron needle
#

๐Ÿ‘

fiery badge
#

So unused weapons and enemies are still in the code? And we could possible recreate them?

ancient depot
#

We'll be making them actual usable weapons later on

#

So you can use them in your maps

fiery badge
#

Neato

gritty forge
#

gamer style

fiery badge
#

I'm guessing you arent gonna do that for enemies as well

ancient depot
#

We will

lament ore
#

Yeah still not getting textures even though I've changed some things around. Not sure what I'm missing here; using the Dusk wad and everything like I think I'm supposed to?

fiery badge
#

Oh. Ok. It's just that the green headless guy and brown uniform gas mask soldiers are practically already in the game as the mage and black phillip, I guess they would be useful for industrial themed maps

ancient depot
#

@lament ore do you have palette.lmp?

lament ore
#

o

#

my brain did not absorb that information since originally I was doing HL1 maps oops lol

#

thx

keen bay
#

Running into a lot of road blocks on the Tnt Map 1 spite project, anyone have Valve Hammer and is willing to help?

lament ore
#

Adding palette.lmp from here did not work

honest stag
#

where did you put it?

ancient depot
#

It has to go in the mount root, so mnt/local/mymod

#

just outside of your maps folder

#

alternatively you can put it in mnt/local/dusk so it's always loaded

lament ore
#

Tried both locations, no luck

#

Also tried the palette.lmp from the steam pak0, no change

#

ok I got it

#

I needed the palette.lmp and I also need to do absolute path on the wad

proven bramble
#

dave room dave room

#

shave room rave room

gritty forge
#

big john room

fierce lava
#

Where is the houlihan room?

proven bramble
#

so for trenchbroom do i just start a q1 map and load in this wad thingy some how?

#

or do i go generic

honest stag
#

I use q1 yes
then on the right panel click on "Face"
and down below "Texture collections"
you need to add one - and that is where you select the wad

ebon jetty
#

@ancient depot How would one get jump pads to work

ancient depot
#

place object_jump_pad and set its "amount" value

ebon jetty
#

ty

honest stag
#

how much "amount" do you need for a jump pad to be ~2x as strong as a normal jump

ancient depot
#

teleporters are similar, place object_teleporter and set its target

ebon jetty
#

25 makes me hit a high ceiling pretty quickly

ancient depot
#

25 would be 25 in unity units

#

which is like 25 meters lmao

honest stag
#

oh so like
2=~2meters?

ancient depot
#

roughly

#

0.6 should be 2x a jump

#

keep in mind, later we'll be scaling it down so it works in quake units

#

so when that happens any maps using jump pads will need to change their values

ebon jetty
#

my map is slowly expanding

#

very slowly

#

im messing with a skybox texture

#

earlier i accidently used one and unless a bug happened it was animated

#

but i can't replicate it

honest stag
#

why the fuck do i keep making tables and stuff manually when i can just use dusk entities
i'm a dumbass

ancient depot
#

lmao

honest stag
#

...huh

#

that's.. cool?

#

it destroys my ears when i touch it

ancient depot
#

lmao

#

looks like that's another prop that needs rotation

honest stag
#

i rotated it but it's still fucked

#

also set the angle to -1 like i should??? probably?

ancient depot
#

if you set euler you shouldn't set angle

honest stag
#

ah i forgot about it

#

uh soooo if i want props to be facing up i need to set it to uhhh
0 0 90?

#

or what

#

shit or 0 90 0
i'll play around with it

ebon jetty
#

i do 90 90 90 as a default usually

#

but the one you want in general is the one in the middle

#

the first one rotates it horizontally

#

the one that always needs to be fixed is the middle one

honest stag
#

ah alright alright thanks

ebon jetty
#

@ancient depot is there a way to get rid of the black on textures like fence and such

ancient depot
#

not atm

ebon jetty
#

rip

ancient depot
#

we dont support transparency in q1 or hl bsp yet

#

once we have texture replacement support for them you can make it use the png files in the game though

#

which would fix it

honest stag
ancient depot
#

hahaha

#

almost

heady marsh
#

im gonna repaint dusk once i figure out where to use the sdk and how to swap textures

ancient depot
#

check the pins to get started!

heady marsh
#

i shall... tomorrow after i sleep

honest stag
ancient depot
#

"a bit"

#

lmao

honest stag
#

yeah a bit

#

1/2 of it should do the job probably

chrome wagon
#

e2m6 jumppad have some competition now

honest stag
#

what if i crank up that thing to 999

ebon jetty
#

this is my custom map at the moment though i still don't know about the enemy placement. i like the general layout and the bigger area i need to straighten out some of the props lying around

#

also changing textures as many are darker

#

and as such it feels a little muddy

honest stag
#

my data would be screwed if i downloaded a video
maybe the bsp file to try it out?

ebon jetty
#

i didn't realize how big it was

#

just a sec

#

i don't want to share the bsp yet because it's very unfinished as silly as that sounds

#

i guess in a way im showing what i want to be shown

#

wrong emote lol

honest stag
#

that made me laugh tho

#

i think i am mostly done with the first "introduction" level for my tiny episode
it mostly sucks and is very very short but i dont want the first level to be long
i fixed up textures and used more dusk ones, fixed entities and now key doors actually work
(you need a quake 1 palette because i used some quake textures, but if you dont mind go for it anyway)

ebon jetty
#

the problem is my map essentially ahs

#

one room

honest stag
#

mind if i ask how the hell did you get torches

ebon jetty
#

i put an entity down and change it's classname to object_torch

#

and then using the new dll file pinned add a property called euler

honest stag
#

oh there is a torch object? didnt see it

ebon jetty
#

yep

tawdry plank
#

and he's called torch guy so.....

#

I'm sorry

ebon jetty
#

i didn't even upload the right video

#

oops

#

it's not that different from what it is now

#

very little different

half vessel
ebon jetty
#

there we go that's the right one

half vessel
#

does the sdk support animated textures yet

ancient depot
#

no

half vessel
#

darn

honest stag
#

there is no straight up fire entity yet right?

ancient depot
#

no but there's object_campfire

honest stag
#

that will do, thanks

ancient depot
#

oh and object_burn_barrel for the burning barrel

honest stag
#

is there a way to make that fire activated from the start?

#

the campfire one

ancient depot
#

not currently

#

I'll add it to our todo list

honest stag
#

'ight thanks :)

ancient depot
honest stag
#

aw yiss

half vessel
#

where are the nargle voice lines?

honest stag
#

in "sounds"
just in that folder - start with nargle_

half vessel
#

ah yeah there they are

#

'i was looking in vo

#

wait no

#

those are just sound effects

honest stag
#

huh those are sounds yea

ancient depot
honest stag
#

what the FUCK

half vessel
#

god i can't wait to get those outtakes

honest stag
ancient depot
#

oh oops

#

we forgot to export the nargle VO

#

will note that down in our todo

#

it's not with all the other sounds so we must've missed it

half vessel
#

jusk is finished

supple radish
#

yay

honest stag
#

let's see it in action

supple radish
#

its as finished as the sdk is

honest stag
#

you know

#

the leatherneck john looks so
weird

#

it's actually creepy

supple radish
#

yeah

#

have fun with the other enemies

long anchor
#

morning begins with jusk

#

i like that

modern wave
#

SDK is out?

long anchor
#

it's in alpha or beta

modern wave
#

So its not out

long anchor
#

many things aren't working right now

#

well you can do some stuff

modern wave
long anchor
#

@ancient depot level transitions seems to be broken

#

i completed e1m1 and it errored instead of getting me to e1m2

#

@half vessel you made masterpiece, you even replaced hups

#

that's beautiful

half vessel
#

not all me

honest stag
half vessel
#

@supple radish did about half of the monsters

long anchor
#

you two made a masterpiece

#

Vriska yeah it sounds good

#

is that something unused?

honest stag
#

from the e3 demo i think

long anchor
#

ah i see

supple radish
#

wwo

honest stag
#

i'm gonna be a bastard and ask again
can we have a separate channel for completed mods/maps? they get easily lost in here

#

i assume workshop is a long way away form here sooo

ancient depot
#

@long anchor do you have e1m2 in the files and is it in a loaded mod?

#

or wait

#

do you mean dusk e1m1?

long anchor
#

yeah, i mean dusk campaign

fierce lava
#

same for me, it either restarts the map or simply does that error with the "Escape" menu

ancient depot
#

interesting

#

will look into it

night nacelle
long anchor
#

place any entity and name it "light"

#

if you're using quake1 preset just place light entity since it's in entity list

night nacelle
#

do i compile it with LIGHT in the compiler as well?

ancient depot
#

yes, after qbsp you run light to bake the lighting

#

trenchbroom automates that when you tick LIGHT

half vessel
#

mod iea

#

idea

#

when scripting & custom models are supported

#

i'm gonna make BUSK

#

replace all the weapons with instruments

#

dusk dude

#

busk bum

long anchor
#

those instruments kill with magic music projectiles or by killing ears?

honest stag
#

question
how exactly are mods uploaded to moddb? is someone uploading them or can we do it ourselves

ancient depot
#

you do it yourself

honest stag
#

is it ok to drop things into "addons" if they are just a map or whatever

gritty forge
#

Yes, it may take some time to show up in the list after you finish the upload cause it needs to be reviewed

honest stag
half vessel
#

i was just looking through oshry's twitter and half of the past 24 hours is just big john

honest stag
#

holy shit, why is the basketball texture so good for industrial looking rusty metal

hollow laurel
#

huh

half vessel
#

huh

honest stag
#

seriosuly wtf

hollow laurel
#

some nice light on that, and yeah

half vessel
#

wonder if it'll look weird in game

honest stag
#

i'll try it out

wooden pier
#

Do I have to study the Trenchbroom to create maps or are there alternative ways?

honest stag
#

hammer for example

fringe nymph
#

you can use whatever map editor that exports/compiles in supported by sdk formats and let you define custom entities

honest stag
#

(trenchbroom is really easy though and helps with the retro aesthetic imo)

long anchor
#

^

wooden pier
#

Are supported formats listed here?

hollow laurel
#

the first pin (lowest in the list)

fringe nymph
#

โ€ข You can load Quake 1, Half-Life and Quake 3 BSP files (including BSP2, not to be confused with Quake 2)

wooden pier
#

@honest stag Maybe I'll try. The Hammer seemed difficult to me when I first started, but it was a long time ago.

fringe nymph
#

tho Zombie says Q3 bsp has limited support for now

wooden pier
#

@fringe nymph @hollow laurel many thanks

hollow laurel
#

trenchbroom i found to be way easier to use, once i got used to how it works

fringe nymph
#

but for now it works without issues

honest stag
#

yeah same, hammer was a mess for me
trenchbroom felt like an easier verison of it tbh

wooden pier
#

Any tutorials? All I found on YouTube was dumptrack_ds.

honest stag
#

he is amazing

#

there is kinda no need for other tutorials - some of the stuff he doesnt explain (which isnt much) can be found on the super helpful trenchbroom manual

wooden pier
#

hmm

honest stag
#
  • he shows everything with examples
#

even how to set it up in the first place

wooden pier
#

Okay, I'll take a closer look. Thank you

honest stag
#

np, have fun mapping :)

wooden pier
#

๐Ÿ™‚

dense locust
hollow laurel
#

light is not working properly yet, so don't bother too much with it

long anchor
#

lights work weird for now

dense locust
#

ok thx

long anchor
wooden pier
#

Oh, does anyone know anything about custom models now? Can I, for example, make a model in Blender and then convert it to one that supports Dusk? Or should I use something else...

long anchor
#

not now

hollow laurel
#

not yet, model importing is high on their to-do list

#

so, in one of the first larger updates

half vessel
#

making models rn wouldn't be a bad idea though

hollow laurel
#

yeah, since you'd have something ready to convert, though no clue about formats

half vessel
#

unless something weird happens and they become incompatible

wooden pier
#

Oh, thank you all, I'll keep an eye on that. I guess I'll leave now.

honest stag
#

welp, my map aint loading anymore

#

for some reason

long anchor
#

that's lights!

#

lighting screws them up lol

honest stag
#

the roof of prop_shed is white too

#

trashbags are fine tho

wooden pier
#

I'm a little confused, where do I download Trenchbroom? On MODDB? And will I only be able to use it with the first Quake in Steam?

honest stag
#

nope, it supports a lot of games

#

i think dumptruck's tutorials have a link to trenchbroom

#

in one of the "setiing up" tutorials

#

with software which you'll need for compiling maps

#

cool how just 1 candle can make a shitty room feel warm and cozy

wooden pier
#

I'm a fool, thank you.

fringe nymph
#

hey thats a quite decent geometry up there

honest stag
#

btw the couch is a dusk prop

fringe nymph
#

oh, so some geometry

honest stag
#

i wish these celling lights actually emitted light

#

they look nice

#

and they fit the industrial theme

long anchor
#

how did you place em

#

or it's object_objname

honest stag
#

object_light_fixture_1

#

there are 3 but havent tried the others yet

long anchor
#

i changed angle to -1 but it didn't help

spiral dragon
#

I look forward to playing all these abominations

honest stag
#

try 0 90 0
or 90 0 90

#

oh wait you should add a property called "euler"

#

and then try leaving it a 0 0 0

long anchor
#

i'll try

#

nah

honest stag
#

can i see the properties?

#

if 0 0 0 doesnt work, try 0 90 0

true vale
#

Damn Icarus and Civvie in here, this is truly the best boomer discord

honest stag
long anchor
#

it's like properties do absolutely nothing

honest stag
#

they do, they are lifesavers
can you screenshot them for your lamppost?

#

i might help

long anchor
#

with both angle and euler it don't change with different numbers

summer dagger
#

dude, i was literally going to bed (9 am in my country) AND THE SDK HAD TO COME OUT

honest stag
#

basically the three numbers are x y z i think

#

angle isnt working i think

long anchor
#

euler too

honest stag
#

just to be sure - is your NewBlood.dll latest?

long anchor
#

ofc

honest stag
#

weird
have you tried various numbers? like 180 180 180

#

or 90 0 90

long anchor
#

oh oh

#

i rotated it with alt+left and it rotated

honest stag
#

i dont think it's going to rotate in-game that way tho

#

but if it works - good

long anchor
#

it rotated

honest stag
#

holy shit nice

#

never worked for me

#

is there a way to use ambient music for now?

long anchor
#

i think no

#

i named sounds in worldspawn both "e1m1_ambient" and 'e1m1_ambient.flac" and nothing happened

#

so i guess it's not working

honest stag
#

shame

#

oh wait no they arent
on the right is lamppost 1
on the left is lamppost 2

#

...ok

long anchor
#

@honest stag so you can actually rotate light posts?

honest stag
#

yeah

#

i mean you rotated yours right?

long anchor
#

kinda

balmy thorn
#

I'm guessing all the props you've rotated will be screwed up again once a patch addresses the issue ๐Ÿ˜›

long anchor
honest stag
#

still i would say keep screwing around with euler
it's supposed to work

#

alright my euler is 0 0 90

#

and they look normal

ancient depot
#

I'm guessing all the props you've rotated will be screwed up again once a patch addresses the issue ๐Ÿ˜›
Yes

honest stag
#

wait no i lied

#

0 90 0

ancient depot
#

If this wasn't a super early alpha we wouldn't be able to make changes like that

#

but luckily we can

long anchor
#

ok i'll try euler again

balmy thorn
#

I'm going to do some basic geometry etc, but I'll stay away from props for now.

honest stag
#

eh, those things are to be expected this early
i'll have to replace some textures with png's too

#

eventually

balmy thorn
#

@honest stag Never said otherwise ๐Ÿ˜‰

honest stag
#

i saw someone changing the light color of some lightposts

#

anyone knows how? adding a color property didnt work

long anchor
#

i don't know, sorry

honest stag
#

@ebon jetty sorry to ping you, but how did you change the color on your lightposts? much thanks

long anchor
#

you can send corpses to the air with 1 pistol shot, with scripting it might be possible to disable gibbing and make something like goal system

plain lantern
#

Excited for Dusk Mod that replaces the doctors with the scientists from HL1 with their voice clips and everything.

#

"Don't worry. I am a doctor."

ancient depot
#

You can't change the colour of light posts

honest stag
#

the guy i saw had blue ones

ancient depot
#

Might just be using another object

honest stag
#

he posted a video too

#

hm
i tried other lightposts but they didnt emit any light

#

weird

ancient depot
#

object_lamp?

honest stag
#

i'll try it, but isnt that just a lamp
the guy had the same lamppost model as me but the light color was different

versed wind
#

is it possible to change map textures at all?

#

or textures of the text on the walls?

ancient depot
#

Not yet

versed wind
#

eg: "WE TRADED GOD FOR DEMONS"

half vessel
#

some textures can

versed wind
#

ah okay

half vessel
#

i managed to replace some world textures

ancient depot
#

Well, actually

half vessel
#

like concrete

ancient depot
#

If you make your own wad you can

versed wind
#

hmm

#

so you compile your altered textures into a wad?

ancient depot
#

So basically make a folder and put some PNGs in there

#

Build a wad using that with our MakeWad tool

#

and add that to your map

#

and you can override dusk textures with it

versed wind
#

how would we do that for base dusk maps?

elfin warren
#

That should solve some of the problems

ancient depot
#

For the original maps you can already replace textures

half vessel
#

yeah

versed wind
#

oh really?

ancient depot
#

Yup

versed wind
#

i havent been able to

half vessel
#

some textures can be

#

some can't

ancient depot
#

They need to have the exact same file names as the original textures

versed wind
#

yeah

ancient depot
#

Even if they're a different image type

#

We support PNG and JPG only

versed wind
#

i've been trying to replace the bloody text on the walls

ancient depot
#

If you're replacing a PNG with a JPG, your JPG still needs to end in .png

half vessel
#

text might not be supported yet

#

like dopefish

ancient depot
#

You run it using command prompt

elfin warren
#

I'll see if that works

honest stag
#

wait i thought png's arent supported yet?

ancient depot
#
  1. Make a folder to put all your textures in, put that folder in the same place as makewad.exe
  2. Grab palette.lmp, put that in the folder too
  3. While the folder is open in Windows explorer, type cmd into the address bar to open a command prompt in that folder
  4. Type makewad textureFolderName palette.lmp mywad.wad
#

PNGs were always supported, we just don't support replacing textures inside a Q1 or HL BSP with them yet

honest stag
#

ah alright

half vessel
#

does anyone know where the npc textures are in hl1

#

i'm looking through the wads and i haven't found them yet

ancient depot
#

pretty sure those are embedded inside the .mdl files

long anchor
#

uhm

#

i found weird thing about monsters

#

i can move them

#

ingame i mean

#

before they see the player

proper cargo
#

@half vessel yep, look in .mdl files

#

You can use for example Jed's HL model Viewer, pretty easy tool to work with

long anchor
#

wtf

proper cargo
#

open model with tool, dump textures, edit them in program of your choose and replace them back

half vessel
#

stiff as a statue

#

where are those .mdl files anyway

prime finch
half vessel
#

wait

#

i'm stupid

prime finch
#

is...
is it time?

#

is that...
the mythical SDK i see?

proper cargo
#

@half vessel \Half-Life\valve\models

#

(that is for current steam version of hl btw)

half vessel
#

ye i found it

long anchor
#

@prime finch it's alpha alpha

prime finch
half vessel
#

hm

#

this was not a smart idea

honest stag
#

phew
i spent an entire day today making this
it's about 40% done (if you exclude some stuff i'll be adding with future patches)
it's the second map of my "episode", if you wanna try it out here you go

#

literally consists out of 2 rooms so far but i'm proud

half vessel
#

uh

honest stag
#

oh god

half vessel
#

why does this feel like max headroom all of a sudden

gritty forge
#

Brave man smokes while facing his deepest fears

half vessel
#

they're very jank

#

this is gonna need more work

fringe nymph
#

dont use jumppad in vriska's map

honest stag
#

the sign clearly says "DONT"

#

i should put that behind a secret door or something

fringe nymph
#

absolutely dont even think about it

long anchor
#

now when you said that i really want to use jumppad

honest stag
#

dew it

fringe nymph
#

don't

long anchor
#

I WILL YOU CANT STAHP ME BIGJOHN

half vessel
#

AH

little bay
#

Dusk Milsim Mod (Arma3 Base) + Graphical Enhancements || FACTIONS UPDATE

half vessel
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WHY THE FUCK DID JUSK LOAD

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I HAVE IT OFF

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I GO AROUND A CORNER AND I'M GREETED BY THIS

honest stag
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oh btw yeah it doesnt matter how much i turn it off

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it just... turns back on

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jusk is fucking cursed

half vessel
honest stag
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oh by the way

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you need the quake palette

half vessel
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ah

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where do i put it

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maps?

long anchor
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uhm

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Vriska?

honest stag
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outside of the bsp

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yes?

half vessel
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also dear god that bounce pad

long anchor
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remember when you asked about dll?

half vessel
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what the fuck is going on with the rifle

honest stag
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lol i love that jump pad

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my man i think you dont have it
or i dont have it

long anchor
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what dll are you talking about?

honest stag
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i'm 100% sure i installed all of them

long anchor
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as far as i remember there were 2

half vessel
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i put the palette in maps

honest stag
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yes?

half vessel
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didn't work

honest stag
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no no

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outside of maps

half vessel
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ah

honest stag
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like next to it

winged wolf
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@half vessel put the lmp before the maps folder, so sdk>mnt>local>dusk

half vessel
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ye

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in the root

ancient depot
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This is the current dll

honest stag
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if i'm the one that fucked up i will cry

winged wolf
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(or whatever your mod is named)

ancient depot
long anchor
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maybe i missed that one

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was sleepin you know

honest stag
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try it out
if it doesnt work then i'm the one who fucked up

half vessel
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seriously wtf is this bounce pad

long anchor
honest stag
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lol that is NOT my mod

long anchor
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cause it's mine

honest stag
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the jump pad sends you to HELL

long anchor
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and i turned it off i think

half vessel
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leathernecks with jusk are fucking cursed

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my friend made them

long anchor
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ok i'm trying the jump pad

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cya

honest stag
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there he goes

half vessel
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they look so fucking dopey from above

honest stag
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there are 4 secrets on my map

half vessel
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i'm guessing the button doesn't work?

honest stag
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tell me if you found them because i need to make sure they arent too hidden

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yeah not yet

long anchor
honest stag
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lol

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spaghetti weapons

fringe nymph
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mortar is the best tho

half vessel
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i found two secrets

long anchor
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i didn't find any for some reason

half vessel
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three

long anchor
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does ssg counts as a secret or not?

honest stag
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yes
is it not triggering?

long anchor
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nope

ancient depot
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Yeah, looks like you were flung so far out of the map that your location was so huge Unity was unable to render the models properly because the vertex coordinates were too large for 32-bit float precision to handle

honest stag
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'ight i'll fix it

half vessel
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it triggers but

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it's off to the left

honest stag
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lol holy fuck that jump pad

long anchor
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jump pad bends reality

half vessel
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i love this little camera

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stupid details like this are probably my favourite part of mapping

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i should make some maps for dusk

honest stag
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ah wait i know what happened
basically i tried making the entire map bigger and some stuff didnt move for some reason

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i'll just move the triggers

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but so far secrets are -
ssg behind the escape pod
riveter on the crane thing (reached by placing any box)
empty secret on the barrels (there should be a HH but it stopped showing up, i'll re add it later)
and 2 shotguns below the stairs

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shouldnt be too hard to find right? i hope

long anchor
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i didn't find shotguns

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ok i found it

honest stag
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man i love this
i always wanted to make maps for something just because how fun it is

long anchor
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it is fun indeed

honest stag
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oh i kinda wanted the player to not climb the fence because you can fall out of the map
but that's a great idea actually

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thanks for the tip

long anchor
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np

versed wind
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anyone know if there's a way to disable enemy AI

long anchor
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no i think

honest stag
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isnt there a cheat code for it?

long anchor
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maybe there's notarget cheat

half vessel
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yeah a cheatcode for that would be good

long anchor
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@honest stag yep new dll fixed problems

honest stag
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eyyy nice

half vessel
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if jusk would stop turning itself on automatically

honest stag
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maybe the lamppost on your map can be rotated now
euler was added in that patch i think

half vessel
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oh god

long anchor
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i'll go and eat something first