#dusk-modding
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cursed
incredible
GTA:SA style
that's one cool ass effect, could probably replicate it with some clever vertex shader
Since I got a lot of views on my GTA IV video, I made this for SA.
Same as my GTA IV video, but I used SAMP for this, coded my own freeroam gamemode and put in objects out of bounds and teleport commands to said objects. You can see the coordinates in the mod_sa menu at the b...
lol
yeah or just boot up maximum acrion, alt tab for 1 minute, then tab back in
would be good for like
glad you like the jump pad
one of those 'spooky' fourth wall breaking games
or some body horror stuff
holy shit
the longer you stay the worse it gets by the way
oh god
why are you like this
take the sdk back it was a mistake
can't wait till we get really well crafted singleplayer campaigns, its gonna be great.
it is ingame vertex floating point precision falling apart due to player speed or gpu cannot properly calculate it due to the same reason?
not integer, floating point precision
oh yeah thats what i meant
yo is fog supported?
not speed, it's just you're too far gone in one direction and the precision falls apart
k
check if the lightpost is actually working now that you have euler support
object_light_post_1 works, already checked
i need to fix streetlight
i'll put 0 90 0
0 90 0 or 0 0 90 is the way to go pretty much always for me
as you can see
oh hell yea congrats
congra congra congra!
i would like some tf2 memes yes
also nice books and beer sign
wait isnt that from dusk? how did i miss it
it's perfect
don't worry
mehrio
getting closer to being a clean scientist
He's beautiful
Walter is looking different today SMH
the dusk sdk is just an easy way to make cursed images
it's probably the biggest mistake from my side to say that
he looks like a scientist wearing a hl1 scientist's skin
but there's no pony mods yet
its like a evolution of the minecraft cursed images meme
oh guys
Dusk was once a wonderful creation. Then the SDK happened
i checked server rules
He needs the blood cultist face
oh god oh fuck
god bless people who made these rules
i'm surprised noone has made cultists yet
as soon as i finish this scientist
i'm gonna make the cowgirls into caleb
When is someone gonna make the Crack-Life of Dusk
He scream
noone gets hurt
horror
@gritty forge crack-life is a russian mod as far as i remember right?
A true abomination
It's the mod that replaces everything with lolrandom stuff
I can already hear the AUUUGHHH death sound in my head
i know
Ah
and it's beautiful
I have no idea what country it's from
if it's russian then i can replicate it
but
He looks perturbed
this is good for now
he looks like a deflating balloon
i should probably fix the collar
and the TEETH
actually no
i'm not taking the teeth away
He's seen some serious cringe
From the mod DB page "It features a bunch of overused jokes and memes that only get more annoying every time you hear them." So it's a Discord meme channel simulator
HL1 alpha looooking goood
Hey there! Just got the sdk alpha and despite the modding noob that I am, I managed to export the Quake bsps from the PAK files. As wads are not supported yet, is there any way to apply the Quake textures?
they're waiting for you gordon, in the cringe chamber
Is it possible to fully replace models yet?
STOP ATTACKING HES A FRIEND!
If so, I have a T-posed version of HL1 alpha barney I might port over
whoops
Do you smell something burning?
also model changes aren't ready yet
Ah
i miss the teeth
he looked happier with it
hm
i'm not gonna fix that
too much effort
actually
the new textures makes the scientists look like a thumb
He's silly, and I love it
@honest stag it looks so much nicer now
Trying to edit the helmet on the soldier. Do you guys know which part of the texture it is?
that's the mystery
eyyyy that does look great
go on
so good luck finding it lmao
draw red lines
in certain spots on the texture
and then check if they appear in game
The area where the downwards protrusion goes could have a different texture
Like the wall
me and the boys
you mean this part?
Yey
oh god
I usually don't make walls and floors have a similar textures. Makes it pop out better and easier to tell depth
trying to make a teleporter breaks the map, 'ight
the boneball is fucking horrifying now
actually i thought about changing road thing texture
my friend just made it have eyes and mouths everywher
has anyone figured out how to make a teleporter and not crash the map?
i placed object_teleporter, placed info_teleport_destination and connected them via "target" and "targetname"
am i doing this right?
i think Zombie said that tps don't work now
pretty sure he said they do
heh
basically i'll try trigger_teleport instead of object_teleport
A trigger makes more sense scripting wise, so I presume it would work.
i couldn't find a replacement for the road tho
Oh, that looks nice
thanks
Reminds me of the one city map in episode 1(?)
ah yes
because of nonexistant sky?
the true HORROR
is there a way to make invisible walls now?
ah
well, you can't really make skyboxes now
It's not a texture you assign on a brush?
Ah
let me show
If you can make texture scroll, just make the skybox a scrolling cloud texture
GoldenEye-tier skybox
Oh
man, secrets are so fun to make
yeeass
someone advised to just cover the entire man inside of a box for a fake skybox
it feels so good when no one can find them
map*
it won't work
Isn't a skybox just a huge texture over the map anyway
why wouldnt it? at least for an illusion
you'll need to place lights every where to make it show up
@gritty forge as for quake - no
or you could just use the "light" parameter in the worldspawn entitiy and set it to like 12-15 for a dim light everywhere
so that the player is never in pitch black
and contrast it with actual light sources
Something something the one map in the mineshaft
yeah yeah the cutty mine
@gritty forge that's how usually they look in quake
Ah
that one has just a blue light
which would be perfect for like a moonlight effect but we cant have colored lights yet
i moved it up a little bit for reasons, but works like that
I'm not as well versed on Quake as I am in other engines
it's ok
i remember making boxes out of sky textures in hl tho
ok i'll try to make big box for dusk
okay caleb cowgirl isn't working
you really like the jump pad huh
That floating point precision
no i just left the game running and forgot about
Floating points are getting too coarse
what have i done
no thats floating point precision still
wait why is there a mouth on the back of the welder
you know
i kinda want to do a rocket jumping map
i just noticed that camera angle has a big impact on said precision
would that work in dusk
as i said, you need to light up the sky box or it'll be just blackness
it's better to wait until plane skies will work imo
so have you tried using the "light" parameter? it would light up the skybox too wouldnt it
No fullbright texture options?
lemme try doing the same
Getting somewhere
Also, I like the light beam effect you have on the left
The alpha channel triangle-like overlay on the street-like light
12 is not enough
@gritty forge yeah that comes by default with object_streetlight
Ah
yeah try making it brighter but no too bright
i'll put 36
nah still too dark
100
nope, now everything is too bright
i've got an idea
it might not work
and probably won't cause it's crazy
there may be a way to only make a brush bright but i'm not sure
can we get 3d models of the enemies
so we can paint them easier with stuff like substance painter
what if you try to add the light property to the brush itself? @long anchor
and crank it up to 100
or 300
might not work
hm
lemme try out something
i have an idea, lemme try it out
"light" on worldspawn isn't fully supported
right now it's only in there so people can see things without any lights
how scripts/triggers will work later on?
any update since yesterday? or juicy info
scientists have teeth now
also lampposts
also jumppad
does Dusk have fullbright mode for when there isn't any lighting present in the map?
you can set the ambient light on brushes in trenchbroom
well, all brushes at once
select a brush, change the light value
alright so i'm done for today on my episode maps, so i'm dropping them here
map first is jank, literally my first map and takes 2 minutes but i'm proud
map crash is work in progress and waaaay better but unfinished
have fun with this
I see
they are even "connected" by plot
what's the name of the MC in ass_spaceship
assman?
just man
I was wondering why some meme HL maps were dark as hell, since I don't think HL engine had ambient lighting on brushes
missed opportunity
me back
the ambient light isn't per brush
you change the light on one brush, it changes on all of them
map first is supposed to be on a spaceship named "dusk" (i know okay)
you wake up in the cargo bay and fight your way out to the command bridge where you get the key from an escape pod
you dont know how to pilot it so it crashes in a meat factory run by welders
which is the crash map
i had fun making them and i cant wait to see what comes out of this whole "making an episode" thing
(they suck tho)
noice
Apparently, when I replace weapon firing sound files, the firing sounds have a short and slight fade in, lacking the punch. I think it's just an issue in the SDK alpha.
@ancient depot has anyone already said that enemies sometimes fall through floors? or rather can clip through any brush for some insane reason?
ive seen that occur in the half life maps
@gritty forge yep, they're working on this sound issue
yea that still happens and i have no clue how to fix it
it happenes even when it has no reason to
cool
happens a lot in quake e1m1
i think it happens on every map that isn't just a plane brush
I just played Vriska's maps
on "first" map some enemies gone on somewhere on the roof, same for one welder in "crash"
yeah 3 of the priestess just disappeared in front of me
i personally can't say anything about difficulty cause for some reason any dusk map is kinda easy for me
i mean
i replayed dusk about 3 times
and all of them was on cero miedo, even when i booted up the game for the first time
not bragging, just stating fact
is that vdub
Yep
yep
That's the Schut man
schut
calla doodie man
@fluid nimbus scientists have teeth now
is this official or a texture mod
texture
looks more like a sawblade bit than teeths
@fast ridge thanks I hate it
PERFECT
When Bat Credit card
You're welcome
STAHP
scientist looks like that palpatine hologram pic
He's supposed to scream Bat Credit Card when he spots you
where he goes thicc
but alert sounds are actin weird
He's perfect
is there a way to make textures move?
also on vriska's map i took the first launchpad and im somewhere
i love that jump pad
Also I replaced every cultist death sound with the Deus Ex death sound
sickles
also i'll add some ammo, just thought it would be a part of difficulty since dusk by itself isnt very difficult
like you know,conserving ammo and actually making use of the sickles
maybe i should just give the player a sword for that
999
o
... it can go faster probably
and crash the game probably
lol map living up to it's name
here's a better look at the Horror
also i cant figure out how to get textures to load in my map
how did you do it in yours?
are you using trenchbroom?
so what you need to do is take this file and put in in the same place you put your mods but outside of the maps folder
oh ok
@acoustic hedge that weapon model fuckery is probably you getting yeeted to extradimensional distances and getting floating point errors
i have the palette files just didnt know where to put them
that tend to happen when you go super far away super fast in unity
@fluid nimbus it is
yeah i thought so
models start having seizures
Zombie explained it perfectly somewhere ^^^
yahahaha it's me todd
now its working, thanks
eyyy great
I get turok 1 vibes with the bricks everywhere
ok guys i'm going to jail for this
shut up
beautiful
it is but shut up
I love him
aw ๐ฆ
@long anchor im only going to say this once, otherwise expect warnings in the future. mods shared here are subject to server rules
ok, got it, sorry
how did you guys get the entity list for trenchbroom?
it's somewhere in sdk folder
or you can look at pinned messages
thanks
so, @honest stag did something about skyboxes work?
I am gonna do a neural network texture pack.
I'd also make edits to them to make them even better.
nope sadly
tried everything
even making the brush a function and then applying "light" to it
i tried it too
is the missing main menu music and mods activating themselves on launch of another level normal behaviour in this build or is there something wrong on my end?
Cool, thx
Damn, you shoulda just left it as "yes." Lol.
how do i mount the entities file to trenchbroom?
no need to
make a point entity and rename it to whatever entity you want placed
Why not female it?
that's right click - make point entity - any
it wont show up in trenchbroom of course but will show up in game
Do movement triggers work?
didnt work for me, maybe i just made them wrong
teleport works tho
man
so many maps are going to break as the sdk gets patched
uh, that's weird
lol
I think I know why though
I think those two textures might have the same name after they're trimmed to 15 characters in length
but both still get added to the wad
yay name collisions
and the way TrenchBroom and the map compiler read the wad must differ, so they grab different textures
I need to add name collision detection & resolution to MakeWad then
for now you can make your own wad by copying the textures you need and generating it
as i understand i can use MakeWad to make any pic in the wad, right?
Yes
noice
It's just a convenience tool for shoving a bunch of PNG textures into a wad
The alternative would be to use something like TexMex, but that doesn't support PNG so you'd have to convert the textures
is it possible now to make invisible walls?
I don't think so, but we can add a func_ for it
we have func_illusionary, so I guess I could add func_invisible or something
that would be nice
Lazy way would be to make a wall brush with a texture mapped to only the transparent section of an image
wait if png textures are supported, why not make just a transparent png and then apply it
But decals might appear on the wall
because thats an unecessary draw call
cause it's seems that transparent stuff doesn't work
The PNGs aren't what get used in the map
Yeah, I saw a fence texture with no alpha channel a few posts above
When the PNG is added to a wad, it gets turned into a 256-color paletted texture
(it was my fence)
Yey
And we don't support transparency in Q1 & HL BSP maps just yet
It's all being worked on tho
good
no "discard" index on the palette?
What indexing format does the wad compiler use?
There is, but that's enabled via an entity property we don't yet support
oh ok
Indexing format?
Oh you mean how it palettizes it?
Yey
I treat each pixel as a 3 dimensional vector and find the "closest" colour
Ah.
if you ever decide to do some other method of quantization, I highly recommend this: https://bisqwit.iki.fi/story/howto/dither/jy/
When I was doing N64 stuff, I had to deal with 4 bit greyscale (16 shades only) for the best texture size, and it was a nightmare because of bad indexing tools.
yliluoma's doc on it is amazing
We probably won't, but I'd happily accept pull requests for MakeWad
I'd just batch it to 256 using pngoo or something then add it to the wad
think you should pin that wad maker
Unless it has to be a certain pallete
when I get bored with loading wads on unity I'll prob give it a shot
OFFICIAL TOOL FOR GENERATING TEXTURE WADS
https://github.com/NewBloodInteractive/MakeWad/releases
If so, Darth Zombie's method would work best.
there ya go
We don't generate a palette from the texture itself
Ah
But rather use a palette.lmp file you pass in
So yeah, your method would work best.
Only issue that might happen is that colour quality can be lost because it'll round down close colours to the same one I think
Correct
It's no big deal for dusk maps though since the intention is that later the game will load the PNG textures from the files, and just use the ones in the map as a last resort
and for finding out the texture name
I dealt with that so many times because I didn't know 4 bit greyscale was certain colours only than just 16 shades.
In that case it might be better to 1. Dither manually after indexing. Or 2, adjust the images to have higher contrast before importing.
how to make func_breakable work?
Walters final form looking great
I'm surprised the loop even worked
bruh
speaking of, I assume func_train doesn't work either?
func_train won't even spawn because it has no class implemented
func_breakable spawns since we set up a dummy entity for it
oh word
for reference
I was just tryin' to get some brushes to move abit but rip that for now
How is the map loading from other games done? Are you making your own compiler that compiles the maps to Dusk's standards? If so, huge respect.
I expected people to make serious stuff with the SDK since the first release and all I see is shitpost stuff. Didn't say I was disappointed though
No, we have direct support for them
don't think they even need a compiler as such, since the quake map specs are open
Ah
well, serious stuff takes longer
@gritty forge serious stuff takes time, also not everything's implemented
anyone know the sound when you spin your weapon?
I made the ssg play loud e1m1
@versed wind sounds/flip.flac
thanks!
Nice
awww yesss, clippy clips
nice
what do you think is better
@honest stag I just used different lampposts
i made spikes first but now i think the blocky "spire" is better
hmm
whenever i try to put trigger_secret in my map it never loads in dusk but loads in quake
odd
when i take it out it loads fine
you mean map isn't loading or secret doesn't show up?
is not loading
oh
that's strange, i have a trigger_secret in my map and it loads fine
he waits
same same
GAHG
I've created a monster
@half vessel something like this?
me and grey are fucking destroying this game for vinny
thats good
SPEEN
this is so ridiculous
yes
it's perfect
it is
@acoustic hedge maybe you changed some properties in trigger_secret and game didn't like it?
let me check
i just renamed another prop to the trigger and set it there without changing anything
i think thats it
maybe
i think thats because of the message
try leaving it blank
since there's a message anyway
hmm, just to be sure
trigger_secret is a brush entity, and mine looks like this:
pretty sure the you found a secret messafe shows up anyway in dusk
^
select the brush and right click it, then -> make brush entity > trigger > secret
oh ok
now it's invisible and has no clipping and shows the secret message
this scientist mod is freaking me out
i know
also 1 secret still counts as 2
that moves those from.... deeply unsettling, to wholly wrong and against all that's good in the world
insert Gordon Ramsay's "fucking wrong" quote
it wont let me create the brush, secret is greyed out
dont know what i did but ok
hey what tool should i use for map building ?
trenchbroom
trenchbroom is the best imo
^
trenchbroom
easy to get into, under current development
ok thanks sorry im new to this lol
it's ok
np, that's partially what this channel is for :D
everyone's new at some point
(it's also partially for mememods :p)
haha true
and, without say the fgd out or such, you'll have time to learn how trenchbroom works before other stuff
yay, fixed water (i just copied over the func_water entry in the quake 2 fgd to the one i made as a placeholder thing for dusk)
also, started to make some hills in the first outside area, beacuse.....
moving that thing ways off, so it won't take a minute to play through
?
so, gonna be upphill, mountain paths and such
are there any properties for water? or i can just make func_water and it'll be ok?
might chuck in a tiny mine
think so
i just moved that over so i don't break the fgd syntax :p
doesn't work for me
hmm
sure, sec
@SolidClass base(Appearflags, Targetname) color(0 128 204) = func_water : "Moveable water"
[
spawnflags(Flags) =
[
1 : "Start Open" : 0
]
speed(integer) : "Speed" : 25
wait(choices) : "Wait before return" : -1 =
[
-1 : "Toggle"
]
lip(integer) : "Lip remaining after move"
sounds(Choices) : "Sounds" : 1 =
[
0 : "No Sounds"
1 : "Water"
2 : "Lava"
]
team(string) : "Team"
_minlight(integer) : "Minimum light (optional)"
]
uhm
or, you ment the brush, sec II
ok i'm confused
because mine looks like this
so, guess no other things than func_water as classname
(i did the fgd thing since i like having stuff in the editor menus :p)
note we still need to make func_water entities double-sided
also while func_water is supposed to be a derivative of func_door, it isn't yet, which will be fixed later
so atm it's more like static water, not movable
gotcha
(mainly because there's no way to trigger a door other than with the use key currently, and I'm sure you don't want your func_water objects moving around just from that lmao)
okay weird question but
as far as i remember glass isn't transperent now, right?
it's in sounds/vo/
I think it's the last big_john line
as far as i remember glass isn't transperent now, right?
correct
cheers
@ancient depot i just remembered that there's no func_breakable so there's no point in making glass lol
i fucking love big john so much lmao
lmao
this was a good modding day, c ya tomorrow duks
that was me
does anyone know why the tree is like this? (object_tree_alive)
i made jusk
i set my lighting way too high
hmm
yahhga
i think big john is stealing his audio files back
nope
it just works weird
scroll up
np
i found a good noise
for the horror
it's just big john going "KILL ME KILL ME KILL ME KILL ME"
you're making Jusk 1.1?
working on it until alert sounds get fixed
then i'll probably do 1.1
god i hate the boneballs in this
it's just sunglasses and mouths
AHHAHGEAA
this might be worse
what in gods name
How goes everything?
good, good
hey the file for jusk got approved
jusk is now officially the first dusk mod
Browse JUSK mod for DUSK files to download full releases, installer, sdk, patches, mods, demos, and media.
Sorry we ruined your game
what exactly is jusk
big john dusk
oh god
For anyone me who's interested we're planning on having func_button implemented over the weekend.
except the mod section for dusk on moddb is now blank
hmmm
it had like two yesterday
@iron needle light fix when 
Which light fix?
Are there confirmed more than just lightmaps being slightly off?
@ancient depot any idea?
do you have "light" set on worldspawn?
Wait I have a thought
alternatively you might have a completely white lightmap
The tree with leaves on it is white also right?
so our lightmap lighting script is giving them white emission colouring
do you have "light" set on worldspawn?
nope
Both of those are PB objects
my bets are on the lightmap being white then
The tree with leaves on it is white also right?
yes
would need to load the BSP while running the game in the unity editor and then check the lightmaps
I'll bet you anything it's because they're pb
And are set to static but not present for the light bake
Renderers lose their lightmap assignment when they're in a prefab instance
So it can't be that
I can't imagine it being anything other than ObjectLighting giving them full white emission, but for all I know I could be wrong
But they wouldn't have a lightmap baked, right? But also probably don't have their shader set up for dynamic light or a dynamic light component
We still generate a main lightmap regardless
So yeah agreed I'll bet it's that Zombie
and it might be defaulting to white or something
Those both use environmental materials
Which wouldn't be set up for emission.
So any emissive color would just be color, not tinting an emission texture
I think that's a relatively easy fix if that's the issue
assign a default emissive texture if one isn't set?
Probably yeah
Luckily Unity offers a convenience Texture2D.whiteTexture static property
So long as it's per-instance, since those mats are environmental
I'll add it to trello to investigate further
Yeah get slep
good night
also, yeah, lights are quite off comparing how it looks in quake (modern port since.... well, my massive box)
(or day, i dunno)
but the lights do... something at least, so one can test shit :p
Oh yeah looking at your screenshots again @long anchor I'm certain that's the issue, because you can see the original texture underneath.
That shouldn't be too hard to fix
๐
running through darkplaces (no realtime lighting stuff on, because meh)
and dusk
same bsp file
same for my map that i already showed, both variants
woo
think it was mentioned earlier.... though might've been on some other issue with light?
Can you open fortnite map with trenchbroom????
o_-
@hollow laurel isn't that lighmaps problem David was talking about?
well, yeah, probably
Anyway sorry you guys are running into issues. Glad to see there's some cool stuff still being made though!
nah, no probs since really early alpha
and can still do most of the hard work before stuff gets fixed
Anyway sorry you guys are running into issues.
that's why alpha exists
and i guess func_water to make water work (since quake handles it based on texture) is temporary to some degree, since enemies are jesus and walk on top of it :p
Yup that's why the alpha exists indeed ๐
@hollow laurel umm i don't think func_water is gonna go away, but we'll just have to fix that
also, gonna make a secret cat shrine, just so you know
Critic Horror is the highlight of my Dusk memes
probably your cat in the center of it, with mine and friends cats around
because cats are great
and, you already have a texture for your cat in the game
๐
and, it's going to be arse to reach it
as in really convoluted
because, well, what else to do with a secret with no items?
have a good one, and cheers for game + sdk :3
David said that it's probably easy to fix
yeah i know
oh ok
Minimalism dusk
Susk
putting some nice lookin' t r a s h
textures not displaying is mostly related to palette.imp being there, yeah?
rather not being there
everyone seems to be doing something productive with the sdk and here i am retracing every texture in ms paint
That map looks nice Veven
thanks
@alpine depot that's a great use of time
Also is everyone compiling through trench or is it confirmed that compiling through erictools works fine
you didn't see most of new stuff i made
would be even better if you remade all the sounds with your mouth
thats the plan next
I have a better mod idea
but not sure if sound replacements work yet
ericw works super nice
doosk
and i also lost my microphone
Every texture as a jpeg in the lowest setting
i'm gonna convert all the music to midi format
palette goes where in relation to the directorys?
in mod root
@gritty forge do u mean that? https://cdn.discordapp.com/attachments/662601513134456844/662601551189245952/20200103151131_1.jpg
what format do the sound files have to be in?
flac and something else that i don't remember
oh wait found it
it all uses ogg vorbis for music it seems
flac for sound effects
god the music is going to sound like absolute ass when it's done
i'm converting it to midi, then i have to convert it back to ogg, and it's all horribly compressed using an online converter
Will it sound like it's being played through GBA directsound
it's going to sound like someone is trying to murder a piano
SM64 be like
if you compress it, it will be both
When you walk near the piano and he stops vibing
so have there been any fixes?
im going to do something terrible and instead of wasting my time converting everything back to ogg, i'll just change the file extension to .ogg
h-dusk hype
Use foobar to do it, Aqua
Hideo Dusk
i'd play hideous dustructor tbh
Dusk Dude Solid
not sure how you'd do it
Wonder how hard backporting HL2 maps to HL1/quake standard would be
oh god i turned nyarlathotep into an anime girl
i wonder how much time it would took for David to make this gravel hill back in the days
i cant stop laughing im being given too much power
I used to be apart of the HL2 classic dev team, and they did it somehow
aren't those remakes
No
demake*
They're really cleaned up edits AFAIK
I only did the models for some stuff, never the mapping stuff
@gritty forge on one of the streams David said that doing some mapping stuff for Dusk was pain in the ass
and i wonder
I modeled the redone MP7, and Grigori.
he did it in a way where when he modeled a building he had to model the windows too
he couldnt cut windows into them
thats why theres not many windows in dusk
Didn't he use the Unity mapping tools with no knife/boolean operations?
so there's nothing to do with gravel hills? aww ๐ฆ
they still look cool
he used probuilder
which is more of a modelling tool for detail stuff than for blockout/level geometry
but unity made it their official LD tool
it's ok but realtime csg is better for like, almost everything
it's not a dusk mod but
i'm very excited for source 2 hammer
with some half life assets
most of what i did in hammer was half life shit
I'm just excited to see what peoples turn HL alyx into
but yeah i'm pretty sure source 2 hammer is real time?
supports real time lighting at least
which makes me think they've abandoned the ray traced lighting of the source engine
shit, my music isnt replacing the standard music
same filepath and name and extension
i guess music replacement doesnt work yet?
oh god I made the awful mistake of replacing the rat texture with a png of a real rat and ratacombs became real hell
did you place the texture correctly and enable it in the sdk?
I did
i've edited this texture before and it worked
Did I pick the wrong mage type?
oh okay
gnomed
what are u using to rotate it?
now it works
isn't it an entity?
yeah, should it be?
yes
and you need to add property called "euler" and put something like 0 90 0
oh
WHY IS THERE A GNOME CULTIST
gnomed
hello me old chum
im gnot a gnelf

is there a way to change the fire color
@faint summit goddamnit
@faint summit be sure that the extension of the texture matches the original one as well.
Example: wendigo.png
If the image you want to replace has a png format and your images has a different format, then you have to convert your image into png.
i did
I was reading old posts, i see that you fixed it already =P
im asking about the fire effect around the sword
Is there any tutorial out there which tells how to set Trenchbroom up for Dusk? I'm struggling to figure it out
a lot of effects can't be changed yet
since it's new i doubt it
The more textures I edit the more I regret what I'm doing
@long anchor that didnt fix it
do you have latest hotfix dll?
tractor is flipped now but uhhh
uhhh
I actually like how that looks NGL
wat
i dont know
i made it before i put the DLL in and i put the new one in and it did this
it's ok that you made before replacing dll
ill try recompiling it
hmm
some how flipped my map but not entities?
@iron needle ? (i did something wrong, i fixed it)
wait, your map flipped?
it kinda looks like it
i thought textues are gone
lighting is gone
where you added euler? to the entity, or to the world itself?
entity but i may have done that by accident
check it
when i try to edit JUST the sign it edits everything else
probably cause its connected
your sign is a brush, right?
