#dusk-modding
1 messages · Page 21 of 1
thin geometry
uh
so it's brush
yeah
i really like how these flipped lamps look
nice
there's a texture called "i_dunno" lol
tiny pistol
thanks
tiny weapon for better view
i don't really like when weapons take too much space on the screen
Giant pistol
bruh
Is there any reason why I wouldn't want to use the SDK now if my goal is to make a map pack with custom textures and fully-polished environments? Is anything broken right now that would inhibit that
Some lighting issues on objects
many things don't work properly so i suggest doing basic geometry
@long anchor those lamps look SHARP as heck
I'll probably hold off for a bit then, thanks for the heads up!
np
that's an object/prefab, can't do anything about it
@ancient depot another texture mimic
All these mappers getting me hyped up.
do we have to make our own dusk texture wad, or is it in the sdk folder somewhere?
a dusk wad is pinned
thx
yw
Is there support for testing maps within Dusk without exporting them and loading them ingame?
Like how JACK allows you to launch a Quake map by hitting F7, IIRC
you have to compile it into .bsp in order to play it in dusk
you can place your bsp in maps folder, then launch dusk and then make changes safely
i just change something, recompile it and select my level again without closing the game
it pretty works
sadly i can't replace some of those sounds
sorry if this is the 100th time asked, but does the SDK support Unreal/Tournament?
but we don't have any box textures for brushes except the one that prop uses
literally no one asked this
and
probably no?
there's a list of supported games somewhere in pinned messages
Ahh, been playing with things.... at least I can cheat https://media.discordapp.net/attachments/551193223314538514/663094495771885568/unknown.png
Quake 3 Versions
huh
and what i can hear sounds noice
one day it will be possible...
god
i havent been using the brush tool until now
i feel dumb
the day of all days
not gonna lie I straight up spent 3 hours trying to make these stairs not look like ass, I know they're not lined with the pillar but you can't really tell without wireframe lmao
what've you been using if you're not using the brush tool?
@winged wolf looks nice
or does trenchbroom have something in it
Half Life Alpha maps "Work" aswell https://media.discordapp.net/attachments/349694579668418588/662783489967652874/unknown.png
Question: when changing sounds, does the replacement file have to be the same length?
i'm only familiar with source and its older brother
@winged wolf those stairs look really nice
@odd nova """work"""
You guys should really watch these to git gud with trenchbroom https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
whoops thats not a playlist link
ah, dumptruck
how can i say
id say yeah
hammer stinks ass after you try trenchbroom
trenchbroom is way easier to learn
but the shittiness appeals to me
lol
AUG
AUG
AUG
AUG
i can watch right from discord now but it caches super slow for some reason
that gibbing sound
lmao
huuaahahah
replacing the scare noise
with calling the player girly man and laughing
it doesn't work as well when i change the walk noise
because the wendigo suddenly isn't scary when all you hear is "AUGH AUGH AUGH AUGH" whenever one's near
should it even be scary when every enemy is john?
john deere
How about stock sounds for everything?
https://drive.google.com/open?id=1nBvVdJdCxdMDacM_y2PCd0fGOXd9Xjui Changed the pain sound. Tell me what you think.
Just wanted to make it sound less like it came from some retro styled game.
Like 80's retro.
is there any way of playing music in custom levels right now?
nope
I think I heard that you're not.
do anyone know what property i should use to make jump pads work?
i tried speed 100 but it's not working
Is the launchpad upside down?
Vriska's his name
nope it's not upside down
it's placed pretty much as it should be
let me record rn
That’s weird idk
you should pile 20 jumppads in one
that sounds crazy
-EARRAPE WARNING BEEP BEEP-
i wonder how it will sound with hundreds of them stacked
god that would sound horrible
steam vent
cool looking map though so far
thanks thanks
Hey, we all start somewhere
yeah i just havent touched lighting yet
@acoustic hedge practice more and yours will be just as nice
focus on layouts before you add the detail
https://media.discordapp.net/attachments/551193223314538514/663101970420203561/unknown.png Imma need some light for sure
rn lights are bit problematic
hello everybody, i got a bit of a dumb question: if i wanna create a dusk map in trenchbroom, do i somehow need to get dusk into trenchbrooms game selection or what game should i select?
i suggest selecting quake
dusk.wad is pinned in this channel
alright imma try that, thank you!
yeah i already checked these, i just didnt know i even begin 😄
yeah lights are indeed strange
Pretty sure dark places engine lights won‘t work with the sdk
what do you mean
@long anchor I can't check atm but I THINK the key for jump pad speed is "amount"
ok
yes, it's "amount"
hope it will be way better documented than gzdoom
Yeah you're gonna want to go with low numbers lol
it's 0.5 now
is it just me or textures for colored doorways are nonexistent
found this in textures folder
awesome
how are we supposed to do lighting that isnt fullbright? light entities work, but only illuminate individual brushes and leave weird dark spots everywhere
lights are problematic currently
so dark spots are ok
well, they are not ok
but they're here
ok. I keep seeing screenshots with actual lighting but I cant get it to look right. are people just doing fullbright but making it look good?
i personally place many light entities
@long anchor that's in thresher
in the secret with the tiny dopefish
it's so small you can't even tell what it is lmao
looking good
but it won't look as good as it is without object_light_post_1
ah ok. Im probably having problems because im tryin to light a big area. are those all ~300
ok. Ill go through more thoroughly
except for few ones that i use to get rid of pure blackness
one behind the box and another one.. somewhere
ok, it's 3 am for me
gotta sleep
gn everyone
C ya
That’s honestly my favorite I’ve seen so far
People in here already making dope looking maps

MY DAAAAAAAD KNOWS HIM
(i've reached peak drunk level for mapping, playing guily pleasure music, time to lay some fucken roads)
well, path
after what the moders do, no one will be afraid of wendigo
just drag that folder into local and it will work
i made this map wierdly cause i was learning the tools as i made it. but its a start
I cant post a picture of it, but all my textures on my face panel in trenchbroom are black, i dont think its supposed to do that right?
List of levels I would like to see in dusk mods: Train Level, Plane Level, Moving cars level, Burning building level, Subway level, Level inside like a skyscraper and you can look over a city.
a level entirely on sewers
That's literally one of the reasons why I loved Ion Fury was because it had a lot of like, urban skyscrapers and verticality.
black texture problem.... uh
tries to recall recent things
i did get that issue trying to kerjigger my maps into using the dusk profile i made (in preparation for the official fgd and such)
Wait also space levels
spess
Space Stations or space ships its fine I like to look out into space
it would be easier to explain if i could send the picture, but i guess i dont got the perms for it i suppose
Also if they have a part where the ship gets breached and enemies get sucked out that would be cool
I always really like that
yeah, mostly thinking about configs, where the files are at and such
Do i need to have quake installed?
i just used Quake 1, and loaded the wad
ok
ive had that happen to me
gimme a bit
I should make a level pack where its all just levels that take place on vehicles and your never not on a moving vehicle
give me a sec ill help
Like you start and your on a moving car highway type level
i got this entire thing https://github.com/jonathanlinat/quake-leveldesign-starterkit
And then you jump on to a moving train level at the end
And then you jump onto a boat level
make a folder called id1 inside the folder you just made
make a gfx folder with the quake palette found here (inside of id1) https://quakewiki.org/wiki/File:quake_palette.zip
You know what I mean? So all the levels are just on moving vehicles
Just big planes and boats and trains
so, from the looks of it.... i set my custom game profile up to just use a palette.lmp in the base folder, the quake config puts it in /gfx/ under that
so, if you set stuff up, under mnt/local/, make a gfx folder and stick the palette.lmp there
as in, the quake one
if you don't have it
personally i did it like this https://cdn.discordapp.com/attachments/546002895502311435/663134426871627804/unknown.png
o_o
and id1 looks like this https://media.discordapp.net/attachments/546002895502311435/663134613551579146/unknown.png
and inside gfx is the quake palette
wads in the absolution folder, .7z is the bsp's i upped yesterday :p
i dont use most of the things in the dusk dev folder
it just comes packed with the github archive i linked above
i use quake 1 with the game path set to the dusk dev folder
the textures appear, the level works and it loads into dusk
i just basically copied the quake profile stuff to another folder, chucked over an image for icon
yeah, whatever works :3
it's just how i like things :3
i spent like days trying to figure this thing out honestly but thats just because im stupid
well, probably not, since you figured it out
so what should i set the profile directory to? Its cut off on your screenshot
just experience with stuff and so
oh
hmm
you haven't started making a map proper yet?
(just checking)
Ive made a testing one for export sake, but no textures or models worked. Im just making sure im doing this right
I- uhm, are absolute noob questions okay here?
just wanting to check troubleshooting steps
i think we are all noobs at this so yeah
well, yeah, though i'm busy with helping deerby :p
I want to make a map for dusk and I don't know where should I start
you could try going into %appdata%/trenchbroom and unzipping this there
take your time, im just tryna get a grasp on things
alright, ill see how that works out real quick
For some reason flushing this toilet doesn't create the pit
you might need to delete it later, but, it sorta works
if you want to start with dusk map making
you need to stick the palette file in....
personally i tried this https://www.youtube.com/watch?v=gONePWocbqA
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
Also i tried changing the explosion sound
/mnt/local
but it's still the same
do I have to use trencbroom? wouldn't that be loading a quake map technically?
its like
trenchbroom is the nicest to work with imo
no problem
but, anything that farts out a quake/half-life bsp will work
dusk opens custom maps with the bsp file extension
tbh i was amazed at how nice it is for its age. And i thought hammer was good
what I'm trying to ask is, does DUSK have its own mapping tools?
nope
no
trenchbroom it is then, thanks
it's trenchbroom, or anything that puts out a bsp/hlbsp/q3bsp/bsp2
we arent gonna do what someone is doing better
yeah
so did I change the wrong sound for the explosion?
as long as it creates a bsp format you can use it
they just need to lead up to compiling to a proper file
yeah
my map i started with worldcraft
Also why is it when i flush the toilet in crypt of the flesh, it doesn't make the pit
in an eldritch config (where i had to have it installed in c:/worldcraft/)
so another noob question, how do i get dusk entities into trenchbroom? i got dusk textures but only quake entities..
currently they translate stuff over, a proper fgd will be released
so you can see and place stuff properly
say, the shotgun zombie dude from quake becomes the regular machine gun soldier in dusk
fiend for some reason becomes chainsaw dude
which is quite the downgrade :p
nailgun becomes machine gun
hmm
ogre becomes the scarecrow
alright, thanks :3 so if i put in the nailgun and run the map in dusk its a machine gun?
alright, then imma go on and try to wrap my head around compiling 😄
also, going out for a smoke, but if things don't work for you @haughty cosmos you can at me in.... say five minutes
If anyone decides to do Doom in Dusk, DO NOT be lazy and just use sprites... Make models!
aight
might be pinned
there's an entity.txt in the dusk sdk folder
Sprite characters don't look good in an engine that was made for 3D models.
which explains some stuff
well, thing i posted has my current compilation profile for dusk, could download and have a look
anyhow, need nicotine
Look at the Ys titles, there are sprite characters and 3D bosses... They don't blend together too well.
gonna try your profile thx
@hollow laurel. No, you don't need nicotine. You crave it.
You gotta avoid that craving.
I feel like the ranking system is busted right now, and I am losing my patience and my mind... I just wanna show you guys some sound effects without having to deal with uploading them into my drive with limited space.
I can't afford increasing the amount of space.
back, and i know, i've tried quitting before :p
i know
Heroine is even worse. It killed my older brother at 26.
you literally just got rat, @gritty forge
anyhow, also, if you already have a map and want to switch profile, you can open the .map up and edit it to fix it
fucking hell
yeah
all this modding
also drugs now
Wow! Okay. That came outta just me crying about it... The system felt bad for me.
the dusk trenchbroom profile/fork isn't out yet right
on cero miedo
you can take like 3 hits
on i can take it?
like 20
also what is the wailing sound i keep hearing
Here is an HD Quake jumping sound effect for you all to use for mods.
yeah
check your basement
i just use a custom i did
for the moment
thought just struck me that in case people want to switch what stuff trenchbroom looks for...
digs up old .map
If anyone decides to do Doom in Dusk, DO NOT be lazy and just use sprites... Make models!
there ya go
zap
also bloom
anyhow
trenchbroom seems to read those first commented lines for internal use
that's comparing the current map1 i have to the old one
in the .map files
now i should see if i can change EVERY hit noise to the quake 3 one
aight, havin a few issues redoing some of the directories that crossed over from your profile. My trenchbroom didnt come with a qbsp.exe file
Make better models more fit for the artstyle.
okay
so, you need the tools i guess, if it isn't in /utils under the trenchbroom dir?
Quake/Hexen 2 Map compiling tools - branch of http://disenchant.net/utils - ericwa/ericw-tools
i just have those under /utils in my trenchbroom dir
as in
so just get the latest release from the github page and you should be good
techno remix when?
yay
Lol
hey I wanted to try out them tools myself but I need quick help with trenchbroom
Fixed this one. No longer clips, which caused that clicking sound.
aight, i can get it to compile and launch. But im still havin the texture and model issue. Ive got the pallete file but it doesnt wanna find it. Any direct file path i can set for it?
the path to the palette file is relative to the root of where you set as game dir
so...
Recovered this one from the Sound Ideas Library. It's a rock splashing into water.
you said just to put it in local, so idk
so thats set to local right? It isnt cut off or anything
yeah, local
keep the map format to hexen 2 or change to valve?
Brightened this one.
configure engines thing is for launching game via trenchbroom, so no need to bother with that now
hexen2 i think is quake 2 based?
so, won't work
Hexen2 is Quake 1.
gotcha!
wee
I dont even get a choice on quake 2
so its right
You can tell, since it has the Quake weapon bobbing animation.
it still cant find the models tho, if thats a problem
good
Neither have I, only seen videos.
aight, just checking
@gritty forge please don't spam the channel with files. Either put them in a mod and show everyone when it's done or group them into a zip file.
thanks for the help Tosoth, i appreciate it
real men play doom in 180x180
np dude
I was hoping for feedback, okay.
though, a work in progress channel would be neat
is music replacement broken or something currently? trying to replace some music with "high-quality" midi conversions but it doesnt seem to work in-game
as in, a place to link stuff you want feedback on
i have no clue how it handles music at the moment, think it might be via triggers who'll be in the proper fgd
@alpine depot I don’t think you can replace music yet.
shiiiit
ah
@hollow laurel it's perfectly fine to post in progress stuff here but we don't need dozens of separate sound files being posted one after another
ah, okay
Would be better if they were all in a zip file or if he shared the mod at a milestone
Hey David, is the DLL pinned a newer version than the one that added the euler property? (the one zombie shared before)
I'm not sure
ok
Sorry
Yeah he slep. Right now
think that one is newer than what you get in steam
i have a newer dll than the one in the initial steam release
i don't know if that's newer than the version i have though
@hollow laurel so i unpacked your profile into the trenchbroom folder, how do i go on from there?
oh ok thank you
%appdata% goes to roaming where trenchbroom keeps that stuff, so easypeasy
then, well... set game dir in the profile to the /mnt/local dir
put the quake palette.lmp there
Does Dusk have its own entity file available, or can you only let the game autoconvert Quake entities at the moment?
place wads in the dir where you have your /maps dir
it only autoconverts at this time
they're working on a proper fgd
alright thank you very much, it isnt too easy for me 😄
no probs
well, some probs, but i am happy to help :p
think i spent more time helping people yesterday than mapping ._.
yeah i saw that over the last hour but we appreciate it :p
one question, how do i access the modding menu?
Im in the beta, but i cant find it to enable mods
ah
you need to launch dusk via the steam library
not the quick menu
so you get the box to pick what to run
and there you pick dusk sdk
aye, thanks
is there prepared dusk entity definition file
Not yet
There's a list of Dusk entities in the SDK folder, but you can also use some Quake/HL ones
Some aren't implemented yet
ye ive got the list
There will be a proper fdg soon
If that’s a quake map you need the palette.lmp file
nah it aint, ive already got the palette. I think i know what went wrong, lemme check
nah that wasnt it
hmm
it looks fine in the editor, it just doesnt wanna export right
and nothing weird when you build bsp?
that's odd, since the bsp compile should bake the stuff in
is there a way to change the skybox
Only in Dusk, not irl
Where is the working folder and output folder defined? It might still have your locations and not mine
lemme check
so how do you change the skybox in trenchbroom
check dirs in the compilation profile
since it would refer to where i keep the stuff:
It keeps spitting "SetQ2dirFromPath: failed to find in 'C:\Users\kyleb\Desktop\Folders\Trenchbroom\maps/test.bsp'--- ConvertTextures ---" at me
hmm
theres a slash that isnt showing up because of discord
that's fair
i removed the opposite slash in the directory, but it still shows up in console
your game path in the preferences -> game path points to \Dusk\SDK\mnt\local ?
yeah
because aside from the directories for compiling, and that dir, nothing is based on local data from what i can see
my wad is stored in trenchbroom, if that has anything to do with it
yeah, that looks proper
Are the Hallowed Health and Powerup sounds separate?
do you store it inside of any more folders after that, or is it just directly into your mod folder
it's like this
aight
nah that didnt solve it
i could try that if you want
well, give it a shot, even if it's just a box with a spawn point and a light
shity
well, try using the base quake profile
if nothing shows up, make a /gfx dir under local for the palette
it says it loads the pallete just fine
im relaunching dusk and seeing if that helps
since it searches a /gfx dir for it
nope
also, if you make a test map and stuff works, you can just copy geometry over
if it's the same map format (as in quake 1 bsp, hl bsp or so)
i put it under gfx and now it cant find palette
if using the quake profile?
nah, ill try that
yeah, that's why i mentioned that dir, since that's where trenchbroom looks for it
:3
worst case, copy paste wad and lmp to folders until stuff works
still cant
did that earlier.... just that i'm way too drunk and tired to recall how i got it working
its aight
it exports geometry and entities just fine, just never the textures
is it normal for brushes to be completely black if they're just slightly out of range of a light? like if the brightness is 300 and the brush is 350 away, its pitch black?
might be the lighting issues, black areas are common rn
ok. because its absolutely everything that isnt right next to a light. if a brush is close enough to be lit, it has an obvious glowing patch
i don't think there's a fullbright thing yet, so.... chuck light entities around (unless someone has a better idea)
and just work on geometry
ok
Wow! I didn't think the zip would be 41.2 MB... Geez, Dave. Haven't you heard of ADPCM?
So lemme make a link.
does anyone know how to texture tree stumps
can you launch Dusk with trenchbroom and have it automatically load your map?
does anyone know how to do sky?
also does fund_button do a DUSK-style button automatically or is it still a pushable quake-style one?
func_button doesn't work yet but we're hoping to have it implemented this weekend
skies also don't work yet but that will be a future update
ok. is there any way to do switch-opened doors or just the normal kind for now?
Sounds have a weird fade-in effect... Is this normal?
I heard that issue will be addressed later on.
So, it is an issue? Okay, making sure it wasn't my sound effects causing it.
oh god
"Oh I got dead again, this game stinks"
Monkey Dusk coming soon as soon as I figure out how to edit the textures and shit
func_vehicle
func_cat support pls
map progress
so has anyone dropped any maps here while i was asleep
not that i know of
my map isn't nearly complete
i have like 2 rooms
i've spent too much time on making buildings for a e s t h e t i c
@ebon jetty looking good!
the one problem i'm having is the texture for the tree stump
and also the bulldozer on the right for some reason is just pitch black
@iron needle thanks!
imgur links are fine right? i figure they are but im not sure if a bot is going to swoop in and grand slam space jam me
nah as far as i know they're fine
you could always upload it on another discord
and then paste the discord image link here
eh whatever
yay
idk how, but i cant complain
https://imgur.com/a/0AOtZ1o """texture artist""" for hire here's my resume
well, follows the line of restart -> reinstall -> reinstall windows :p
oh ok it embeds too
anyhow, have fun
So, the fade in-sound is a known issue?
Ok, for a moment I thought it was my computer being old.
Kay so I have a .map file I wanna edit, any suggestions on what to use to make it duskable?
duskwhat
@fast ridge can you give Patrick a trombone like texture for the chainsaw and the revving sound as “is mayonnaise an instrument”
Traffic cone gang
oh hey someone did link a map on moddb
is there a dump of maps thatve been made so far or is whats on moddb all there is
well the sdk only came out a couple days ago so most maps arent finished yet
It was bound to happen
lol that does look great tho
oh lol I just noticed the trees
that's an amazing tweet
minecraft house that isnt entirely made out of dirt blocks isnt a minecraft house
oh my god im not the only one replacing textures with minecraft ones
has someone made a greentop in dusk yet
Oh no.
no they're all sad :(
Yeah :c
a simple one
i made it a mission of mine to make all the enemies smiling so the game can be deemed E10+
oh man i should make the rat texture invisible
Ratigos
someone please change the rat model to the one from 3d movie maker AKA rat movie
Can't be done yet
rats!
textures can be tho
https://imgur.com/a/JKf5oy5 slowly but surely dusk becomes more and more unrecognizable
god i cant wait for when we're able to replace models
oh god
im most excited for when music replacement works so my midi conversion of the music can further terrorize the game
is it ironic that im putting so much effort into such an intentionally low-quality mod?
destroying the game is fun
games were made to be destroyed and turned into unholy abominations
i just made progress on a map and accidently closed trenchbroom without saving changes
awww yissss
damn
i was thinking of replacing terrain textures with minecraft textures but damn everyones already done did it
im glad im not the only one to think of that
Dusk now officially has both minecraft and MS paint graphics
great minds truly do think alike
im especially proud of what i did to nyarlathotep
he's even more hideous
dare i ask
i wonder if someone has extracted the 3dmm textures
if anyone voices every single sound effect with their voice please give me the files i will need them

@half vessel Ive seen some on the gmod workshop so I'm sure its possible
Remember when dave oshry said how DUSKs ending is basically hl1s ending?
Nylarthotep gman.
is dusk dude going to singlehandedly make an alien race extinct after 20 years?
Yes
dusk 2 story leak!
I'm not much of a quake kid; how tf do skyboxes work/ how do I add them?
I understand to set it in map properties, but what do I use to define the actual sky brushes?
So wait if you can't use non-Dusk textures in HL1 BSPs how are the videos with the Half-Life maps being done? Newer version of the SDK?
apparently HL1 maps are compiled with textures
already
or most of them at least
you can technically use custom wads now I think
ugh I feel like an idiot but... anyone in here have Quake e1m1 handy? I accidently replaced it with something else way back when we were testing and I forget where to get it lol
yes but I am not a rat so I'll have to upload to gdrive
@lament ore you remember where you got it from?
The BSP right? I'm just ripping it from pak0 from my steam copy
GCFScape supports the Quake pak files
👍
lord forgive me
@iron needle release the IQMs so I can make Dusk HD models coward
SOON
"hey it would be cool if i made a turning road haha cant be too bad ri-"
http://skrinshoter.ru/i/050120/WClQg1x4.png
why did you do it like that lol
because i suck at trenchbroom
oof trenchbroom 🤢
is this just dusk thing that theres huge gap between 0 and 1 worldmap light level
dude vriska, bends/turns seem like they're so simple until you do them then like 6 hours goes by and you're like wtf
skyboxes dont work yet
oh that makes sense
...and i have to make more of this road because i'm committed to the A E S T H E T I C S
God I'm reeeeaalllly missing some of JACK's functions right about now
Trenchbroom is obviously super cool but I feel like it's missing some of the fundamentals
like why is it so hard to make a cylinder
Why not just use JACK instead?
Well I DO want to learn Trenchbroom
nah im just saying
if you know JACK, what's the point of learning Trenchbroom?
Some point, I seek to replace Duskdude's player sounds with Caleb's sounds.
Trenchbroom has way better tools for creating organic environments and allows direct editing of UVs with is incredibly useful
interesting
But like I said some of the missing fundamentals like non-rectangle shapes are a bit frustrating
oh man the uv editor is such a blessing honestly
Mapping for Quake: TrenchBroom 2.0 - Episode 18 - Easy Pillars
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Mapping for Quake on Discord
https://discordapp.com/invite/j5xh8QT
If you haven’t watched the other episodes in thi...
This is just a mess
Your options are: free-hand a circle and extrude it, create a square and clip the edges, or create a diamond brush and duplicate and rotate it a bunch of times and merge it together
like bro
wait what there is a complex brush tool in trenchbroom holy shit
Yes it's great when you want to free-hand something
Not great when you just want to make a damn cylinder
It functions in a weird non-intuitive way too like I can't just click and place points it's......weird
I don't fully understand how it works yet
looks back at the hand-made road
http://skrinshoter.ru/i/050120/jZQr94DJ.png
hey bread, how did you fix the issue with the palette.lmp not being found by trenchbroom
Yes, put it in the Dusk folder and make sure your wad is added to trenchbroom as absolute path]
relative path or any of the other options won't work
@honest stag yeah that's a good candidate for the brush polygon tool lol
ah got it. Thanks
Is palette.lmp GPL? Would be nice if it was just distributed with the SDK
@iron needle
Actually it's in pak0 so I assume not
Wonder if we could just create our own version that can be distributed
@lament ore I don't think it is, which is why we can't distribute it
Makes sense. Honestly we should just create our own "open" BSP format
it's code to generate a facsimile of the palette.lmp file
just doing a follow up to your idea
hey uhhhh anyone knows what the name for the "you're not supposed to be here" texture is
i need it
Wonder if we could just create our own version that can be distributed hmmm I'm not sure, but that would be great if possible

does anyone know how to texture the objects? specifically the pew. Right now its all white
I'm so confused at Trenchbroom defaulting to that weird 3D polyedit mode instead of a traditional series of 2D windows with draggable vertices
It does have that, right
(I use J.A.C.K. after Trenchbroom weirded me out a couple years back, haven't looked back since)
yeah I cant remember how to get it
@cosmic copper there's a bug with lighting on certain objects
i feel so accomplished, david and dave have witnessed my terrible creations
@iron needle https://quakewiki.org/wiki/Quake_palette#palette.lmp there's C code on this wiki page that will generate a nearly identical one that should be totally under your ownership
But also according to that page Carmack put the file in the public domain but there's no citation
@lament ore would be best to talk to @ancient depot about that
since he's ther mastermind
I merely do his bidding
I probably won't bother going all out with mapping until some things are tidied up, but here's a (2.5 year old!) custom map I made back when the SDK was still in its infancy
An old test of Dusk's upcoming custom map functionality, featuring a very-unfinished map I made in J.A.C.K., a Quake map editor. Don't mind the flying doors; was too lazy to put in the right coords at the time. This map is a WIP, hence fullbright and Quake textures; the final...
Hence the quake textures... plan on remaking it when MP support is added
oh hey i actually remember this map
The whole map is a figure 8 shape, and I was planning on having the edge be surrounded by a tree canopy like the ones in Redneck Rampage/Blood
nothing quite yet, but trigger_hurt will be implemented
In fact I might be able to do that tonight, if I don't pass out from back pain first lol
I believe in you dusk man
quick question, is the title on the menu an image and if it is, what's the file name? I changed logo_dusk and put it in SDK\mnt\local\custom folder\textures but that doesn't seem to be it
hey what does fund_plat do?
another thing, i changed the award textures (award_bronze, award_silver, etc.) and put them in SDK\mnt\local\custom folder\textures but they dont show up on the episode maps
I'm unsure if UI switching is in yet. I thought it was but I think I saw Zombie say it wasn't
UI replacements are not yet in
no better way to show your admiration for a game than to shitpost all over it
^^^
OH YEAH
@iron needle @ancient depot please PLEASE add a "parent" property for all entities (other than worldspawn) that allows us to set the unity parent constraint
The lack of this is a HUGE limitation in old Quake-derived games
ill desecrate dusk by making quality maps for it
you monster
how could you
desecrate dusk with good textures
I don’t think that’s allowed
@iron needle @ancient depot https://i.imgur.com/64sZPce.png
This, if you're not familiar
Allows you to set the parent of game object transforms without breaking heirarchy
If you don't give us a parent property to set on entities it won't be (easily) possible to do things like put doors on trains or anything else that requires an entity to move with another entity
Time to make the first dusk terry wad
whats the matter 
@lament ore noted
Func_reloading.
I've actually got like hundreds of hours on hammer(Hl2) but I'm still terrible at it
i dont think this is how lightning works
lol my game almost crashes when i launch my map
help
oh man i went nuts retexturing it
i slapped a bunch of smiley faces and splattered random colors on it, it looks like a small child opened ms paint and threw the mouse out the window
holy i am unsure as to how ill retexture the leatherneck
Kinda hard if you ask
the moment the full SDK is out I'm gonna go buck wild and make a small campaign
i have a great idea for what ill retexture them as but the way the texture, it might be a hot minute
alright so
i'm a very impatient person so while i'm waiting for the approval on moddb - here is the small part of my future episode
the layout, monsters and all that stuff is pretty much done, but i'm waiting for more patches to add more details and juicy stuff like lighting + one of the secret items is falling through the celling for some reason
map first is my first ever map - it's rough and sucks
map crash resembles what i want to see in the future, it's tight on ammo (without secrets) and it's intended (kinda)
(play in that order)
inspired a LOT by episode 2
i would post screenshots but i dont want to spam
I'm giving it a shot!
oh man i forgot to give anime nyarlathotep some makeup so he looks even more kawaii
you guys think this is enough for nyarla-chan?
cease
nyarla is more of a tsundere
@honest stag good boss, and good job with just how much you improved from first to crash
lol thanks
first honestly sucks
it's the same map which i used for my first ever experiment with trenchbroom which is still there in form of the first room
I think the biggest feedback I've got is jeez make the doors faster
you're probably right
but the factory entrance doors are staying slow tho
i wanted it to be kinda dramatic but there's no sound so it looks silly
i hope it's implemented soon
fair enough
@alpine depot now we need wendigo-chan =P
cool as proof of concept @honest stag
ey thanks
@honest stag is it first then crash im assuming
yep
This is the first time on so many levels...
Dusk sdk managed me to want to give quake mapping a try =P
Gotta say, the dumptruck tutorials are quite good.
Also, i don't know if this feedback was given, but each time you open a map, all of your mod's are activated regardless of your previous settings.
already looks nice!
instantly recognized as you tuned the corner
Very good so far.
Would have had this much done an hour earlier if I hadn't ran into a compiler bug
gonna try to get the next room done before I stop for the night
this is a kinda dumb question, but how do I open a bsp to add in dusk entities? I feel like there's another interface than trenchbroom I'm missing
cant wait for sounds so I can stuff IDKFA into it
that's how is done.
if you're asking what I think you're asking, you just rename entities atm
there's no fgd file I don't think
oh
check the pin for the .txt file containing all the current supported entities
this is how it's done in JACK
place an entity, and then rename it
in trenchbroom it's the same
and it just works
unrelated problem, for some reason point lights just aren't saving in maps
are you compiling light?
like even when opening them in quake
light needs to be compiled along with the bsp
dat e1m1
lights are broken anyway
I have light checked off. I go back into trenchbroom and the point lights have dissapeared
for dusk i mean
Man I would like to do maps but im such a newbie in setting up that kind of stuff
and I'm positive it was saved
Was gonna just decompile the DOOM E1M1 made for deathmatch, but that map sucked so fucking bad
just a relentlessly stupid amount of brushes everywhere
Is that even counted as map?
light is fucked rn
^
it's like there's a hard value each unit needs and it defaults to either or
@honest stag i keep forgetting is the dusk entities that are white (no texture) fixable or is it screwed up too right now
some are, some arent
trashcans are white, roof of the shed is white, some machines are white
and more
as for a fix - probably not
just kinda waiting for scripting so I can do HUSK
yup
lmao
dusk is stylized DUSK
so
HDUSK sounds bad
hDUSK makes it sound like you are some 14 year old on twitter
HUSK sounds fitting
just call it FUCK and be done with it
@solid isle so are you recreating the doom map by hand? I tried one of those doom wad2map file decompiler and it was janky as hell.
@small gate nah mate gotta give youtubers their clicks
yeah I'm just eyeballing it
btw are you guys using hammer for map editing?
Nice. Yeah those decompilers are cool but waaaay too many useless brushes
but doing close comparisons so it's at least close
people pretty much use whatever they want
@late forum trenchbroom
yo i just replaced the sword sounds with the roblox sword sounds
it's the recommended one
ah
hammer,J A C K, trenchbroom
Hammer doesn't work for Quake or HL1. If you want something like Hammer, use JACK
@alpine depot Im proud of you
hl1 bsp is supported tho so
Source BSP and HL1 BSP aren't the same
oh shit ok
I dont intend to deal with archaic software to build a dusk mod so the mapping side I'll pass on
HL1 Worldcraft works too
im running out of ideas for changed weapon sound effects, do you guys have any inspiration lol
Jack is nice
oof
hammer makes me want to jump out of a window
however trenchbroom is very very easy, even if it lacks some stuff
to each their own I guess
I love Hammer


