#dusk-modding

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half vessel
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oh fuck

long anchor
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cursed

fringe nymph
still raptor
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incredible

ancient depot
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GTA:SA style

small gate
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that's one cool ass effect, could probably replicate it with some clever vertex shader

ancient depot
honest stag
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lol

still raptor
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yeah or just boot up maximum acrion, alt tab for 1 minute, then tab back in

half vessel
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would be good for like

honest stag
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glad you like the jump pad

half vessel
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one of those 'spooky' fourth wall breaking games

small gate
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or some body horror stuff

half vessel
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yeah

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imagine that in like

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vr

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lmao that'd be fucked

small gate
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holy shit

honest stag
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the longer you stay the worse it gets by the way

half vessel
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i made the scientists worse

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i gave them teeth

honest stag
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oh god

still raptor
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why are you like this

honest stag
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take the sdk back it was a mistake

little bay
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can't wait till we get really well crafted singleplayer campaigns, its gonna be great.

fringe nymph
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it is ingame vertex floating point precision falling apart due to player speed or gpu cannot properly calculate it due to the same reason?

small gate
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not integer, floating point precision

fringe nymph
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oh yeah thats what i meant

honest stag
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yo is fog supported?

small gate
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not speed, it's just you're too far gone in one direction and the precision falls apart

fringe nymph
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k

long anchor
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mmmm yes

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finally, some delicious fucking food

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back to mapping

honest stag
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check if the lightpost is actually working now that you have euler support

long anchor
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object_light_post_1 works, already checked

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i need to fix streetlight

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i'll put 0 90 0

honest stag
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0 90 0 or 0 0 90 is the way to go pretty much always for me

long anchor
honest stag
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oh hell yea congrats

long anchor
honest stag
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i would like some tf2 memes yes
also nice books and beer sign
wait isnt that from dusk? how did i miss it

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it's perfect

long anchor
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it is

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too bad there's no opacity(?) yet

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i mean

half vessel
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don't worry

versed wind
half vessel
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i'll make it worse

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oh my god

long anchor
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look at the gates and the sign, it shouldn't be black

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oh god

half vessel
versed wind
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mehrio

half vessel
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getting closer to being a clean scientist

elfin warren
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He's beautiful

gritty forge
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Walter is looking different today SMH

little bay
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the dusk sdk is just an easy way to make cursed images

long anchor
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it's probably the biggest mistake from my side to say that

versed wind
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he looks like a scientist wearing a hl1 scientist's skin

long anchor
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but there's no pony mods yet

little bay
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its like a evolution of the minecraft cursed images meme

versed wind
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from within your mind

long anchor
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oh guys

elfin warren
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Dusk was once a wonderful creation. Then the SDK happened

long anchor
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i checked server rules

gritty forge
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He needs the blood cultist face

long anchor
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  1. MLP / Furry content is strictly prohibited.
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Y E S

versed wind
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oh god oh fuck

long anchor
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god bless people who made these rules

half vessel
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i'm surprised noone has made cultists yet

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as soon as i finish this scientist

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i'm gonna make the cowgirls into caleb

gritty forge
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When is someone gonna make the Crack-Life of Dusk

versed wind
half vessel
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hand it over

elfin warren
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He scream

half vessel
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noone gets hurt

versed wind
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horror

long anchor
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@gritty forge crack-life is a russian mod as far as i remember right?

elfin warren
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A true abomination

gritty forge
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It's the mod that replaces everything with lolrandom stuff

small gate
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I can already hear the AUUUGHHH death sound in my head

long anchor
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i know

gritty forge
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Ah

small gate
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and it's beautiful

gritty forge
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I have no idea what country it's from

half vessel
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pretty happy with the scientist for now

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there's a few more things to change

long anchor
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if it's russian then i can replicate it

half vessel
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but

elfin warren
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He looks perturbed

half vessel
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this is good for now

versed wind
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he looks like a deflating balloon

half vessel
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i should probably fix the collar

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and the TEETH

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actually no

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i'm not taking the teeth away

elfin warren
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He's seen some serious cringe

gritty forge
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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

versed wind
gritty forge
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HL1 alpha looooking goood

half vessel
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it's just a quiet whisper

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'bro...'

pearl fox
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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?

versed wind
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they're waiting for you gordon, in the cringe chamber

gritty forge
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Is it possible to fully replace models yet?

plain lantern
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STOP ATTACKING HES A FRIEND!

half vessel
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he looks bored now

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wait no

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that's still teeth

gritty forge
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If so, I have a T-posed version of HL1 alpha barney I might port over

half vessel
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whoops

elfin warren
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Do you smell something burning?

half vessel
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also model changes aren't ready yet

gritty forge
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Ah

half vessel
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i miss the teeth

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he looked happier with it

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hm

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i'm not gonna fix that

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too much effort

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actually

small gate
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the new textures makes the scientists look like a thumb

half vessel
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good enough

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i just deleted the ear

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that'll do

gritty forge
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He's silly, and I love it

long anchor
half vessel
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weren't you supposed to be in the test chamber half an hour ago?

elfin warren
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Trying to edit the helmet on the soldier. Do you guys know which part of the texture it is?

long anchor
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that's the mystery

honest stag
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eyyyy that does look great

gritty forge
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That map is looking good

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Mind if I make a small suggestion?

half vessel
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the helmet is like

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somewhere in the camo

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i think

long anchor
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go on

half vessel
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so good luck finding it lmao

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draw red lines

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in certain spots on the texture

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and then check if they appear in game

gritty forge
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The area where the downwards protrusion goes could have a different texture

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Like the wall

half vessel
long anchor
gritty forge
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Yey

half vessel
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god i hate jusk turning itself on

long anchor
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oh god

gritty forge
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I usually don't make walls and floors have a similar textures. Makes it pop out better and easier to tell depth

honest stag
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trying to make a teleporter breaks the map, 'ight

half vessel
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the boneball is fucking horrifying now

long anchor
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actually i thought about changing road thing texture

half vessel
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my friend just made it have eyes and mouths everywher

long anchor
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it needs exprimenting

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thanks for the feedback

versed wind
half vessel
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okay

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scientist looks fine for now

honest stag
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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"

half vessel
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time for my next experiment

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caleb cowgirl

honest stag
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am i doing this right?

long anchor
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i think Zombie said that tps don't work now

honest stag
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pretty sure he said they do

long anchor
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heh

gritty forge
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Dusk Nuts.wad when

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John.bsp

long anchor
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nuts.wad is pretty hard to implement

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since it's 3d

gritty forge
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True

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It'd be a cool benchmark tool lol

honest stag
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basically i'll try trigger_teleport instead of object_teleport

gritty forge
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A trigger makes more sense scripting wise, so I presume it would work.

long anchor
gritty forge
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Oh, that looks nice

long anchor
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thanks

gritty forge
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Reminds me of the one city map in episode 1(?)

versed wind
true vale
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ah yes

long anchor
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because of nonexistant sky?

true vale
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the true HORROR

gritty forge
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Moreso the mapping layout style

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I presumed the skybox was placeholder

long anchor
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is there a way to make invisible walls now?

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ah

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well, you can't really make skyboxes now

gritty forge
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It's not a texture you assign on a brush?

honest stag
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oh hell yes trigger_teleport works at least

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doesnt have a sound but hey

long anchor
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it is but it's not working as skybox

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it's just a plane texture

gritty forge
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Ah

long anchor
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let me show

gritty forge
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If you can make texture scroll, just make the skybox a scrolling cloud texture

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GoldenEye-tier skybox

long anchor
gritty forge
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Oh

honest stag
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man, secrets are so fun to make

long anchor
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yeeass

honest stag
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someone advised to just cover the entire man inside of a box for a fake skybox

long anchor
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it feels so good when no one can find them

honest stag
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map*

long anchor
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it won't work

gritty forge
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Isn't a skybox just a huge texture over the map anyway

honest stag
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why wouldnt it? at least for an illusion

long anchor
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you'll need to place lights every where to make it show up

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@gritty forge as for quake - no

gritty forge
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No fullhbright textures ?

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Oh

honest stag
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or you could just use the "light" parameter in the worldspawn entitiy and set it to like 12-15 for a dim light everywhere

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so that the player is never in pitch black

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and contrast it with actual light sources

gritty forge
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Something something the one map in the mineshaft

honest stag
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yeah yeah the cutty mine

long anchor
gritty forge
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Ah

honest stag
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that one has just a blue light
which would be perfect for like a moonlight effect but we cant have colored lights yet

long anchor
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i moved it up a little bit for reasons, but works like that

gritty forge
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I'm not as well versed on Quake as I am in other engines

long anchor
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it's ok

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i remember making boxes out of sky textures in hl tho

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ok i'll try to make big box for dusk

fringe nymph
half vessel
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okay caleb cowgirl isn't working

honest stag
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you really like the jump pad huh

gritty forge
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That floating point precision

fringe nymph
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no i just left the game running and forgot about

gritty forge
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Ah

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That's what the model distortion is

half vessel
gritty forge
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Floating points are getting too coarse

half vessel
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what have i done

fringe nymph
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no thats floating point precision still

half vessel
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wait why is there a mouth on the back of the welder

honest stag
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you know
i kinda want to do a rocket jumping map

fringe nymph
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i just noticed that camera angle has a big impact on said precision

honest stag
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would that work in dusk

gritty forge
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You can rocket jump

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So I would say yes

long anchor
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it's better to wait until plane skies will work imo

honest stag
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so have you tried using the "light" parameter? it would light up the skybox too wouldnt it

gritty forge
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No fullbright texture options?

honest stag
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lemme try doing the same

long anchor
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oh wait

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i'll try

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but everything else is bright now

gritty forge
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Getting somewhere

honest stag
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try getting it down a bit

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how much is this?

gritty forge
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Also, I like the light beam effect you have on the left

long anchor
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300

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light beam?

honest stag
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oh 300 is too much

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12 is already noticable

gritty forge
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The alpha channel triangle-like overlay on the street-like light

long anchor
gritty forge
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24?

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I'd keep doubling until you can sorta see it

long anchor
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@gritty forge yeah that comes by default with object_streetlight

gritty forge
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Ah

honest stag
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yeah try making it brighter but no too bright

long anchor
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i'll put 36

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nah still too dark

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100

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nope, now everything is too bright

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i've got an idea

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it might not work

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and probably won't cause it's crazy

honest stag
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there may be a way to only make a brush bright but i'm not sure

versed wind
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can we get 3d models of the enemies

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so we can paint them easier with stuff like substance painter

honest stag
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what if you try to add the light property to the brush itself? @long anchor

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and crank it up to 100

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or 300

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might not work

long anchor
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what do you mean "to brush itself"?

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when i select brushes it's worldspawn

honest stag
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hm
lemme try out something

long anchor
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ok

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need to go

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brb in 20-30 mins

honest stag
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i have an idea, lemme try it out

ancient depot
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"light" on worldspawn isn't fully supported

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right now it's only in there so people can see things without any lights

fringe nymph
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how scripts/triggers will work later on?

fluid nimbus
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any update since yesterday? or juicy info

honest stag
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scientists have teeth now

small gate
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also lampposts

honest stag
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also jumppad

spiral nexus
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does Dusk have fullbright mode for when there isn't any lighting present in the map?

fluid nimbus
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you can set the ambient light on brushes in trenchbroom

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well, all brushes at once

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select a brush, change the light value

honest stag
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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

spiral nexus
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I see

honest stag
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they are even "connected" by plot

fluid nimbus
#

what's the name of the MC in ass_spaceship
assman?

honest stag
#

just man

spiral nexus
#

I was wondering why some meme HL maps were dark as hell, since I don't think HL engine had ambient lighting on brushes

fluid nimbus
#

missed opportunity

long anchor
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me back

fluid nimbus
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the ambient light isn't per brush
you change the light on one brush, it changes on all of them

long anchor
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me want maps

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Vriska sent maps

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me happy

honest stag
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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

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which is the crash map

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i had fun making them and i cant wait to see what comes out of this whole "making an episode" thing

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(they suck tho)

long anchor
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noice

gritty forge
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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.

long anchor
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@ancient depot has anyone already said that enemies sometimes fall through floors? or rather can clip through any brush for some insane reason?

acoustic hedge
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ive seen that occur in the half life maps

long anchor
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@gritty forge yep, they're working on this sound issue

honest stag
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yea that still happens and i have no clue how to fix it
it happenes even when it has no reason to

ancient depot
#

That's caused by a navmesh issue

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were investigating it

long anchor
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cool

ancient depot
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happens a lot in quake e1m1

long anchor
#

i think it happens on every map that isn't just a plane brush

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I just played Vriska's maps

acoustic hedge
#

I did too

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They were nice maps but felt like they did not have enough ammo

long anchor
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on "first" map some enemies gone on somewhere on the roof, same for one welder in "crash"

acoustic hedge
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yeah 3 of the priestess just disappeared in front of me

long anchor
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i personally can't say anything about difficulty cause for some reason any dusk map is kinda easy for me

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i mean

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i replayed dusk about 3 times

versed wind
long anchor
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and all of them was on cero miedo, even when i booted up the game for the first time

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not bragging, just stating fact

half vessel
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is that vdub

elfin warren
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Yep

versed wind
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yep

elfin warren
#

That's the Schut man

half vessel
#

schut

versed wind
#

calla doodie man

long anchor
#

hmm

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i have an idea

fast ridge
half vessel
fluid nimbus
#

is this official or a texture mod

half vessel
#

texture

fluid nimbus
#

looks more like a sawblade bit than teeths

fast ridge
half vessel
tall zenith
#

@fast ridge thanks I hate it

fluid nimbus
#

PERFECT

half vessel
#

i took the teeth away

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but

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i gotta add them back

elfin warren
#

When Bat Credit card

fast ridge
#

You're welcome

acoustic hedge
#

STAHP

fluid nimbus
#

scientist looks like that palpatine hologram pic

fast ridge
#

He's supposed to scream Bat Credit Card when he spots you

fluid nimbus
#

where he goes thicc

fast ridge
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but alert sounds are actin weird

elfin warren
#

He's perfect

winged wolf
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is there a way to make textures move?

acoustic hedge
#

also on vriska's map i took the first launchpad and im somewhere

half vessel
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i think JUSK is the first official mod for dusk now

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first moddb one at least

acoustic hedge
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and my weapon is freaking out

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turned into a fractal

long anchor
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yep

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and that's beautiful

honest stag
#

i love that jump pad

fast ridge
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Also I replaced every cultist death sound with the Deus Ex death sound

acoustic hedge
honest stag
#

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

acoustic hedge
#

yeah

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what launch speed did you set on that jump pad?

honest stag
#

999

acoustic hedge
#

o

honest stag
#

... it can go faster probably

acoustic hedge
#

and crash the game probably

honest stag
#

lol map living up to it's name

fast ridge
acoustic hedge
#

also i cant figure out how to get textures to load in my map
how did you do it in yours?

honest stag
#

are you using trenchbroom?

acoustic hedge
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that horror is illegal

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yeah

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i textured everything in there

honest stag
#

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

acoustic hedge
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oh ok

fluid nimbus
#

@acoustic hedge that weapon model fuckery is probably you getting yeeted to extradimensional distances and getting floating point errors

acoustic hedge
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i have the palette files just didnt know where to put them

fluid nimbus
#

that tend to happen when you go super far away super fast in unity

long anchor
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@fluid nimbus it is

acoustic hedge
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yeah i thought so

fluid nimbus
#

models start having seizures

long anchor
#

Zombie explained it perfectly somewhere ^^^

versed wind
honest stag
#

yahahaha it's me todd

acoustic hedge
honest stag
#

eyyy great

gritty forge
#

I get turok 1 vibes with the bricks everywhere

long anchor
#

ok guys i'm going to jail for this

acoustic hedge
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shut up

versed wind
#

beautiful

acoustic hedge
#

it is but shut up

elfin warren
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I love him

hoary juniper
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Guys, dont do rule 1

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or at least keep it outside of this discord

long anchor
#

aw ๐Ÿ˜ฆ

verbal peak
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@long anchor im only going to say this once, otherwise expect warnings in the future. mods shared here are subject to server rules

long anchor
#

ok, got it, sorry

acoustic hedge
#

how did you guys get the entity list for trenchbroom?

long anchor
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it's somewhere in sdk folder

honest stag
long anchor
#

or you can look at pinned messages

acoustic hedge
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thanks

long anchor
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so, @honest stag did something about skyboxes work?

gritty forge
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I am gonna do a neural network texture pack.

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I'd also make edits to them to make them even better.

honest stag
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nope sadly

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tried everything

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even making the brush a function and then applying "light" to it

long anchor
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i tried it too

pearl fox
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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?

honest stag
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yes

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normal

pearl fox
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Cool, thx

gritty forge
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Damn, you shoulda just left it as "yes." Lol.

acoustic hedge
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how do i mount the entities file to trenchbroom?

honest stag
#

no need to
make a point entity and rename it to whatever entity you want placed

acoustic hedge
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oh

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thats cool

gritty forge
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Why not female it?

honest stag
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that's right click - make point entity - any

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it wont show up in trenchbroom of course but will show up in game

sharp trail
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Do movement triggers work?

honest stag
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didnt work for me, maybe i just made them wrong

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teleport works tho

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man
so many maps are going to break as the sdk gets patched

long anchor
ancient depot
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uh, that's weird

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lol

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I think I know why though

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I think those two textures might have the same name after they're trimmed to 15 characters in length

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but both still get added to the wad

small gate
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yay name collisions

ancient depot
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and the way TrenchBroom and the map compiler read the wad must differ, so they grab different textures

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I need to add name collision detection & resolution to MakeWad then

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for now you can make your own wad by copying the textures you need and generating it

long anchor
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as i understand i can use MakeWad to make any pic in the wad, right?

ancient depot
#

Yes

long anchor
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noice

ancient depot
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It's just a convenience tool for shoving a bunch of PNG textures into a wad

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The alternative would be to use something like TexMex, but that doesn't support PNG so you'd have to convert the textures

long anchor
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also

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since you're here

half vessel
long anchor
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is it possible now to make invisible walls?

ancient depot
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I don't think so, but we can add a func_ for it

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we have func_illusionary, so I guess I could add func_invisible or something

long anchor
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that would be nice

gritty forge
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Lazy way would be to make a wall brush with a texture mapped to only the transparent section of an image

honest stag
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wait if png textures are supported, why not make just a transparent png and then apply it

gritty forge
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But decals might appear on the wall

small gate
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because thats an unecessary draw call

long anchor
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cause it's seems that transparent stuff doesn't work

ancient depot
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The PNGs aren't what get used in the map

gritty forge
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Yeah, I saw a fence texture with no alpha channel a few posts above

ancient depot
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When the PNG is added to a wad, it gets turned into a 256-color paletted texture

long anchor
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(it was my fence)

gritty forge
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Yey

ancient depot
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And we don't support transparency in Q1 & HL BSP maps just yet

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It's all being worked on tho

long anchor
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good

small gate
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no "discard" index on the palette?

gritty forge
#

What indexing format does the wad compiler use?

ancient depot
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There is, but that's enabled via an entity property we don't yet support

small gate
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oh ok

ancient depot
#

Indexing format?

gritty forge
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Because good/bad indexing can ruin how an image looks

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Like method

ancient depot
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Oh you mean how it palettizes it?

gritty forge
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Yey

ancient depot
#

I treat each pixel as a 3 dimensional vector and find the "closest" colour

gritty forge
#

Ah.

ancient depot
small gate
gritty forge
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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.

small gate
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yliluoma's doc on it is amazing

ancient depot
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We probably won't, but I'd happily accept pull requests for MakeWad

gritty forge
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I'd just batch it to 256 using pngoo or something then add it to the wad

versed wind
#

think you should pin that wad maker

gritty forge
#

Unless it has to be a certain pallete

small gate
#

when I get bored with loading wads on unity I'll prob give it a shot

ancient depot
gritty forge
#

If so, Darth Zombie's method would work best.

versed wind
#

there ya go

ancient depot
#

We don't generate a palette from the texture itself

gritty forge
#

Ah

ancient depot
#

But rather use a palette.lmp file you pass in

gritty forge
#

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

ancient depot
#

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

gritty forge
#

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.

long anchor
#

how to make func_breakable work?

versed wind
half vessel
#

GET BACK

#

GORDON

gritty forge
#

Walters final form looking great

elfin warren
#

I'm surprised the loop even worked

ancient depot
#

@long anchor func_breakable isn't implemented yet

#

SOONโ„ข๏ธ

long anchor
#

bruh

winged wolf
#

speaking of, I assume func_train doesn't work either?

ancient depot
#

func_train won't even spawn because it has no class implemented

#

func_breakable spawns since we set up a dummy entity for it

winged wolf
#

oh word

ancient depot
winged wolf
#

I was just tryin' to get some brushes to move abit but rip that for now

gritty forge
#

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

ancient depot
#

No, we have direct support for them

hollow laurel
#

don't think they even need a compiler as such, since the quake map specs are open

gritty forge
#

Ah

hollow laurel
#

well, serious stuff takes longer

gritty forge
#

yeah

#

I mean I'm not making serious stuff either

long anchor
#

@gritty forge serious stuff takes time, also not everything's implemented

versed wind
#

anyone know the sound when you spin your weapon?

gritty forge
#

I made the ssg play loud e1m1

ancient depot
#

@versed wind sounds/flip.flac

versed wind
#

thanks!

elfin warren
#

Nice

long anchor
hollow laurel
#

nice

long anchor
ebon jetty
#

@honest stag I just used different lampposts

long anchor
#

i made spikes first but now i think the blocky "spire" is better

half vessel
#

i like the blocks

#

what about like

#

spikes and blocks?

#

leave a little lip

long anchor
#

hmm

acoustic hedge
#

whenever i try to put trigger_secret in my map it never loads in dusk but loads in quake

long anchor
#

odd

acoustic hedge
#

when i take it out it loads fine

long anchor
#

you mean map isn't loading or secret doesn't show up?

acoustic hedge
#

is not loading

long anchor
#

oh

hollow laurel
#

that's strange, i have a trigger_secret in my map and it loads fine

versed wind
long anchor
#

same same

acoustic hedge
#

GAHG

elfin warren
#

I've created a monster

long anchor
versed wind
#

me and grey are fucking destroying this game for vinny

acoustic hedge
#

thats good

versed wind
half vessel
#

SPEEN

versed wind
#

this is so ridiculous

acoustic hedge
#

yes

versed wind
#

it's perfect

long anchor
#

it is

#

@acoustic hedge maybe you changed some properties in trigger_secret and game didn't like it?

acoustic hedge
#

let me check

#

i just renamed another prop to the trigger and set it there without changing anything

#

i think thats it

long anchor
#

maybe

acoustic hedge
#

anything i need to change?

versed wind
#

HMMM

long anchor
#

i think thats because of the message

#

try leaving it blank

#

since there's a message anyway

hollow laurel
honest stag
#

pretty sure the you found a secret messafe shows up anyway in dusk

long anchor
#

^

honest stag
#

select the brush and right click it, then -> make brush entity > trigger > secret

versed wind
acoustic hedge
#

oh ok

honest stag
#

now it's invisible and has no clipping and shows the secret message

#

this scientist mod is freaking me out

acoustic hedge
#

i know

long anchor
#

also 1 secret still counts as 2

hollow laurel
#

that moves those from.... deeply unsettling, to wholly wrong and against all that's good in the world

long anchor
#

insert Gordon Ramsay's "fucking wrong" quote

acoustic hedge
#

it wont let me create the brush, secret is greyed out

hollow laurel
#

hmm

#

maybe just remake the brush, if you haven't tried that already

acoustic hedge
#

i cant make a brush

#

wait its working

hollow laurel
#

wait... uh

#

ah

acoustic hedge
#

dont know what i did but ok

tight ice
#

hey what tool should i use for map building ?

acoustic hedge
#

trenchbroom

hollow laurel
#

trenchbroom is the best imo

long anchor
#

^

honest stag
#

trenchbroom

hollow laurel
#

easy to get into, under current development

tight ice
#

ok thanks sorry im new to this lol

long anchor
#

it's ok

hollow laurel
#

np, that's partially what this channel is for :D

#

everyone's new at some point

#

(it's also partially for mememods :p)

wooden pier
#

haha true

hollow laurel
#

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)

long anchor
#

WHAT

#

ER

hollow laurel
#

?

#

so, gonna be upphill, mountain paths and such

long anchor
#

are there any properties for water? or i can just make func_water and it'll be ok?

hollow laurel
#

might chuck in a tiny mine

#

think so

#

i just moved that over so i don't break the fgd syntax :p

long anchor
#

doesn't work for me

hollow laurel
#

hmm

long anchor
#

can you show its properties so i can copy them

#

please please

hollow laurel
#

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)"
]    
long anchor
#

uhm

hollow laurel
#

or, you ment the brush, sec II

long anchor
#

ok i'm confused

hollow laurel
long anchor
#

yeah, i meant this

#

ok thanks

#

let's see if it works

hollow laurel
#

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)

long anchor
#

it kinda works

ancient depot
#

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

long anchor
#

gotcha

ancient depot
#

(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)

half vessel
#

okay weird question but

long anchor
#

as far as i remember glass isn't transperent now, right?

half vessel
#

does anyone have the big john

#

girly man

#

voice line?

#

i accidentally deleted mine

long anchor
#

one sec

#

how it's named?

ancient depot
#

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

long anchor
half vessel
#

cheers

long anchor
#

@ancient depot i just remembered that there's no func_breakable so there's no point in making glass lol

half vessel
#

i fucking love big john so much lmao

ancient depot
#

lmao

long anchor
#

who doesn't?

#

people love BJ so much that they made Jusk

honest stag
#

this was a good modding day, c ya tomorrow duks

half vessel
#

that was me

acoustic hedge
half vessel
#

i made jusk

long anchor
#

@honest stag bye

#

@acoustic hedge that's the lighting issue

acoustic hedge
#

i set my lighting way too high

long anchor
#

as far as i know

#

nope

half vessel
#

okay wtf

#

now 15 has gone missing

#

where the fuck are these files goijng

acoustic hedge
#

hmm

long anchor
#

some objects are just white if lights exist

#

one sec

acoustic hedge
#

yahhga

half vessel
#

and 9?

#

the fuck

long anchor
half vessel
#

i think big john is stealing his audio files back

acoustic hedge
#

why is it doing that?

#

i need light for it?

long anchor
#

nope

half vessel
#

AND FIVE

#

WHAT THE FUCK

long anchor
#

it just works weird

half vessel
#

WHERE ARE MY FLACS

#

IT WAS HERE TWO SECONDS AGO

long anchor
acoustic hedge
#

scroll up

half vessel
#

fucking ghosts in my pc

#

thanks for the help veven

long anchor
#

np

half vessel
#

i found a good noise

#

for the horror

#

it's just big john going "KILL ME KILL ME KILL ME KILL ME"

long anchor
#

you're making Jusk 1.1?

half vessel
#

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

acoustic hedge
#

AHHAHGEAA

half vessel
versed wind
#

what in gods name

iron needle
#

How goes everything?

versed wind
#

good, good

half vessel
#

hey the file for jusk got approved

versed wind
half vessel
#

jusk is now officially the first dusk mod

elfin warren
#

Sorry we ruined your game

versed wind
#

what exactly is jusk

half vessel
#

big john dusk

versed wind
#

oh god

iron needle
#

For anyone me who's interested we're planning on having func_button implemented over the weekend.

half vessel
#

except the mod section for dusk on moddb is now blank

#

hmmm

#

it had like two yesterday

long anchor
#

@iron needle light fix when chonk

iron needle
#

Which light fix?

long anchor
#

nvm

#

i mean lighting issues

iron needle
#

Are there confirmed more than just lightmaps being slightly off?

long anchor
#

guess that's the only problem

#

oh wait

#

how about some objects being white?

iron needle
#

@ancient depot any idea?

ancient depot
#

do you have "light" set on worldspawn?

iron needle
#

Wait I have a thought

ancient depot
#

alternatively you might have a completely white lightmap

iron needle
#

The tree with leaves on it is white also right?

ancient depot
#

so our lightmap lighting script is giving them white emission colouring

long anchor
#

do you have "light" set on worldspawn?
nope

iron needle
#

Both of those are PB objects

ancient depot
#

my bets are on the lightmap being white then

long anchor
#

The tree with leaves on it is white also right?
yes

ancient depot
#

would need to load the BSP while running the game in the unity editor and then check the lightmaps

iron needle
#

I'll bet you anything it's because they're pb

#

And are set to static but not present for the light bake

ancient depot
#

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

iron needle
#

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

ancient depot
#

We still generate a main lightmap regardless

iron needle
#

So yeah agreed I'll bet it's that Zombie

ancient depot
#

and it might be defaulting to white or something

iron needle
#

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

ancient depot
#

assign a default emissive texture if one isn't set?

iron needle
#

Probably yeah

ancient depot
#

Luckily Unity offers a convenience Texture2D.whiteTexture static property

iron needle
#

So long as it's per-instance, since those mats are environmental

#

I'll add it to trello to investigate further

ancient depot
#

๐Ÿ‘Œ

#

and now I sleep for real

#

lmao

hollow laurel
#

rest, rest deeply

#

or something

iron needle
#

Yeah get slep

long anchor
#

good night

hollow laurel
#

also, yeah, lights are quite off comparing how it looks in quake (modern port since.... well, my massive box)

long anchor
#

(or day, i dunno)

hollow laurel
#

but the lights do... something at least, so one can test shit :p

iron needle
#

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

long anchor
#

๐Ÿ‘

half vessel
hollow laurel
#

same bsp file

long anchor
#

same for my map that i already showed, both variants

hollow laurel
#

yeah

#

just that i finally got my thumb out to show comparison :3

iron needle
#

Hmm interesting

#

Will look into that as well

hollow laurel
#

woo

#

think it was mentioned earlier.... though might've been on some other issue with light?

tepid flint
#

Can you open fortnite map with trenchbroom????

hollow laurel
#

o_-

long anchor
#

@hollow laurel isn't that lighmaps problem David was talking about?

hollow laurel
#

well, yeah, probably

iron needle
#

Anyway sorry you guys are running into issues. Glad to see there's some cool stuff still being made though!

hollow laurel
#

nah, no probs since really early alpha

#

and can still do most of the hard work before stuff gets fixed

long anchor
#

Anyway sorry you guys are running into issues.
that's why alpha exists

hollow laurel
#

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

iron needle
#

Yup that's why the alpha exists indeed ๐Ÿ˜›

#

@hollow laurel umm i don't think func_water is gonna go away, but we'll just have to fix that

hollow laurel
#

also, gonna make a secret cat shrine, just so you know

fast ridge
#

Critic Horror is the highlight of my Dusk memes

hollow laurel
#

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

iron needle
#

๐Ÿ‘

hollow laurel
#

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?

iron needle
#

Yeah lol

#

Anyway g2g keep it up ๐Ÿ‘

hollow laurel
#

have a good one, and cheers for game + sdk :3

acoustic hedge
#

The only tree that renders properly is "object_tree_1"

long anchor
#

David said that it's probably easy to fix

acoustic hedge
#

yeah i know

long anchor
#

oh ok

verbal peak
#

Minimalism dusk

hoary juniper
#

Susk

long anchor
fading wedge
#

textures not displaying is mostly related to palette.imp being there, yeah?

long anchor
#

rather not being there

alpine depot
#

everyone seems to be doing something productive with the sdk and here i am retracing every texture in ms paint

gritty forge
#

That map looks nice Veven

long anchor
#

thanks

half vessel
#

@alpine depot that's a great use of time

fading wedge
#

Also is everyone compiling through trench or is it confirmed that compiling through erictools works fine

long anchor
#

you didn't see most of new stuff i made

half vessel
#

would be even better if you remade all the sounds with your mouth

alpine depot
#

thats the plan next

gritty forge
#

I have a better mod idea

alpine depot
#

but not sure if sound replacements work yet

long anchor
#

ericw works super nice

half vessel
#

doosk

alpine depot
#

and i also lost my microphone

gritty forge
#

Every texture as a jpeg in the lowest setting

half vessel
#

some sound replacements work

#

most do i mean

#

some don't

#

like voice overs

alpine depot
#

i'm gonna convert all the music to midi format

fading wedge
#

palette goes where in relation to the directorys?

long anchor
#

in mod root

dense locust
gritty forge
#

Oh man

#

I didn't think someone already did it

alpine depot
#

what format do the sound files have to be in?

long anchor
#

flac and something else that i don't remember

alpine depot
#

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

gritty forge
#

Will it sound like it's being played through GBA directsound

alpine depot
#

it's going to sound like someone is trying to murder a piano

gritty forge
#

SM64 be like

acoustic hedge
#

if you compress it, it will be both

gritty forge
#

When you walk near the piano and he stops vibing

faint summit
#

so have there been any fixes?

alpine depot
#

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

half vessel
#

god i can't wait for mapping to be fully operational

#

can't wait for duud and kssk

alpine depot
#

h-dusk hype

gritty forge
#

Use foobar to do it, Aqua

half vessel
#

hideous dusktructor?

#

dustructor

gritty forge
#

Hideo Dusk

half vessel
#

i'd play hideous dustructor tbh

gritty forge
#

Dusk Dude Solid

half vessel
#

not sure how you'd do it

gritty forge
#

Wonder how hard backporting HL2 maps to HL1/quake standard would be

alpine depot
#

oh god i turned nyarlathotep into an anime girl

long anchor
alpine depot
#

i cant stop laughing im being given too much power

gritty forge
#

I used to be apart of the HL2 classic dev team, and they did it somehow

half vessel
#

aren't those remakes

gritty forge
#

No

alpine depot
#

demake*

gritty forge
#

They're really cleaned up edits AFAIK

#

I only did the models for some stuff, never the mapping stuff

long anchor
#

@gritty forge on one of the streams David said that doing some mapping stuff for Dusk was pain in the ass

#

and i wonder

gritty forge
#

I modeled the redone MP7, and Grigori.

acoustic hedge
#

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

gritty forge
#

Didn't he use the Unity mapping tools with no knife/boolean operations?

long anchor
#

so there's nothing to do with gravel hills? aww ๐Ÿ˜ฆ

acoustic hedge
#

they still look cool

fluid nimbus
#

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

half vessel
#

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

fluid nimbus
#

I'm just excited to see what peoples turn HL alyx into

half vessel
#

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

alpine depot
#

shit, my music isnt replacing the standard music

#

same filepath and name and extension

#

i guess music replacement doesnt work yet?

faint summit
gritty forge
#

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?

faint summit
#

I did

#

i've edited this texture before and it worked

#

Did I pick the wrong mage type?

elfin warren
#

You need to edit mage.png

#

You edited mage_green.png by mistake

#

@faint summit

faint summit
#

oh okay

long anchor
#

gnomed

long anchor
#

noice

#

more maps incoming

acoustic hedge
#

i cant rotate that tractor

#

and the shed has lighting issues too

long anchor
#

what are u using to rotate it?

faint summit
acoustic hedge
#

rotate tool

#

oh god

long anchor
#

isn't it an entity?

acoustic hedge
#

yeah, should it be?

long anchor
#

yes

acoustic hedge
long anchor
#

and you need to add property called "euler" and put something like 0 90 0

acoustic hedge
#

oh

heady cave
#

WHY IS THERE A GNOME CULTIST

long anchor
#

gnomed

faint summit
#

hello me old chum

acoustic hedge
#

im gnot a gnelf

heavy sluice
faint summit
half vessel
#

@faint summit goddamnit

chrome wagon
#

@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.

faint summit
#

i did

chrome wagon
#

I was reading old posts, i see that you fixed it already =P

faint summit
#

im asking about the fire effect around the sword

pearl zealot
#

Is there any tutorial out there which tells how to set Trenchbroom up for Dusk? I'm struggling to figure it out

half vessel
#

a lot of effects can't be changed yet

faint summit
#

since it's new i doubt it

half vessel
#

not sure

#

i know the blood clouds when you gib someone can't be

elfin warren
#

The more textures I edit the more I regret what I'm doing

acoustic hedge
long anchor
#

do you have latest hotfix dll?

acoustic hedge
#

nope

#

i should get that

long anchor
#

the one that is pinned

#

yes you should

acoustic hedge
long anchor
#

uhhh

gritty forge
#

I actually like how that looks NGL

long anchor
#

wat

acoustic hedge
#

i dont know

#

i made it before i put the DLL in and i put the new one in and it did this

long anchor
#

it's ok that you made before replacing dll

acoustic hedge
#

ill try recompiling it

long anchor
#

it's not ok that it breaks everything

#

it won't help

#

it's not about the map

acoustic hedge
#

hmm

#

some how flipped my map but not entities?

#

@iron needle ? (i did something wrong, i fixed it)

long anchor
#

wait, your map flipped?

acoustic hedge
#

it kinda looks like it

long anchor
#

i thought textues are gone

acoustic hedge
#

lighting is gone

long anchor
#

where you added euler? to the entity, or to the world itself?

acoustic hedge
#

entity but i may have done that by accident

long anchor
#

check it

acoustic hedge
#

yep

#

all 0 180 0 cause i tried to flip a sign

long anchor
#

i see

#

that's why

acoustic hedge
#

when i try to edit JUST the sign it edits everything else

#

probably cause its connected

long anchor
#

your sign is a brush, right?

acoustic hedge
#

no

#

i dont use brushes that often

#

i should use them