#dusk-modding
1 messages · Page 23 of 1
Lol that would be amazing
thanks for ideas
that's awesome
although there won't be any water since water doesn't exist in current sdk version 😦
well, it kinda exists
Water does exist, we have GoldSrc's func_water
Wait, can you do floating water if it's a brush?
It's just we don't support the way Quake does it
they are different?
Unfortunately
Doesn't func_water wave and stuff
oh as far as i remember you can just place brush with water texture and it will work as water in quake
There are other ways to do water also which we don't support yet, but it's coming
Right now I'm working on texture wad support
@gritty forge no waves 😦
F
it looks like solid brush
Zombie, i don't remember what you said about animated textures
soon or never?
ok
what I get from this is that dusk will get turn based fighting support, as well as loading mario galaxy maps
Subdrag obj support when
RPGmaker map support please
dusk dating simulator gamemode
what if we kissed inside the erebus reactor 😳
that guys map inspired me so much
http://skrinshoter.ru/i/050120/ngMJHi6h.png
i seriously cant wait to keep making this
correcto
cyka
russian
not russian enough
сука блять
that's how you do it
@honest stag congrats, we can dm on russian now
why use thirdparty image host when you can directly paste from clipboard on discord
i wanted to ask same question
doesnt work for me
dont ask why
printscreen is literally not operational in any form for me
what
dont ask
if it isnt keyboard then that sounds alarming
it's not
as i said it's... weird and complicated and it's easier for me to use a third party thing
Сука блять is for virgins
and what's not?
Sometimes discord just doesn't wanna post images
It jams for me at times and I just give up when it does
And rev up a 3rd party site
@honest stag use snip & sketch
Or scissors or whatever the fuck it's called
Default program
i already set up the third party thing too comfortably
hm
dusk isnt loading for me anymore
just a black screen
rip
weird, i havent changed anything, only added a new map into an existing mod
which i have done before with no trouble
what happens if you delete this map?
ok
was there any part of description.xml that you left out?
nope, i just replaced the text indside
...hmm
i made my entire map bigger and now it's lighter in weight than the smaller version

oh y e s .
you know you could give the bottom part a water texture lol
holy shit steam says i've been mapping for 21 hours already
i can add another layer of water
and make it waterish
it won't be animated though
ughhhh this would look so nice with proper lights :(
http://skrinshoter.ru/i/050120/jD44bMxN.png
i wish i could just slap the lamppost there but with stronger light
that would look better
I think the bleeding jesus face is a bit out of place, otherwise nice mood
think so?
hmmm i'll try something else
Something that looks more like a pillar would be better I think
Jesus face is mostly used for inserts, like a single face inside a wall
i dont want this part of the map to be too yellow
so maybe a toned down metal blue with something on it?
http://skrinshoter.ru/i/050120/litlHg6D.png
maybe
how about offsetting the texture to make this brown thing apper near the edge?
I think a full arch would be better too
Instead of two rectangles like things touching on the vertexes
You know something like this
Texture WAD support is in
thing is, this thing is kinda huge
and that small light pole in the middle is huge too
oh wow i cant even dream of making that cool arch
Effort is cool
Cause it brings cool stuff
Mapping for Quake: TrenchBroom 2.0 - Episode 17 - Easy Arches
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 this...
yeah i simply dont know how lol
but i'll try
i think i saw a dumptruck tutorial for it
yeah there lol
@honest stag i suggest looking dumptruck's TB tutorial, arch video
goddammit Ivory


yeah i should give it a look
but damn i wish lights worked here
i'm actually scary of the day when lights will be fixed
cause it'll def break my map's lights
or make the map better
cause i can remember from quake mapping that placing two lights in 2 meters is big no no thing
hi, just discovered the sdk and I was wondering how the lighting works?
does it use the BSP lightmaps?
Lightmap support is a WIP
Well, lightmaps are fully supported, there are just some coordinate issues
So they look off atm
Yey
thanks for the info
basing custom maps on quake tools is a great idea, do they still need VIS to be run?
The game currently doesn't use VIS information, but when it does, I would recommend doing that for large maps
But for now there's no point in doing it
god it's so nice to finally have texture wads in
Battle of the gods
i may have went a little overboard but i like how sharp it looks
def better than what it used to be
it's like 2 fingers holding a small light
i like it
http://skrinshoter.ru/i/050120/WzVBy6IB.png
I LOVE HOW THIS LOOKS SO MUCH
it's like
"damn those dragons are screaming at something but the glass isnt there so WHAT WAS THAT HM"
mysterious and shit
http://skrinshoter.ru/i/050120/CuV60oML.png
which one do you think looks better?
"""smooth""" or square edges
I like the smooth ones a bit more. Adds contrast
yeah i think so too
'ight thanks, i'll replace the others with them
...actually the player probably wont even seee this
eh whatever
I think the player could be able to rocket jump up
Secret
this is the starting area so no riveter yet
i dont know if i'm going to give the player an option to go back
believe it or not but this is a "horror" level in disguise
...at least i plan it out to be
If you wanna make a horror level then make weird shapes and put light sources in them so there will be weird shadows
spoiler: lights work bad, shadows too
i dont want to spoil things but basically the player doesnt know what kind of level this is yet
and that too
sadly
@honest stag so far
hell yes fun water slide
uhhhhh i dont know what the fuck i did
but look at this lighting
1 sec
it's not perfect but what the hell
it didnt even work 2 minutes ago
what is that lol
oh wait you have the fgd right
that func_bread made, yeah
i really need good lighting for this map, damn
Has a fgd for Dusk been released?
nope
ah
@lament ore made a replacement tho
well yeah, rather custom fgd
so, about the tunnels on my map
have you tried moving it up/down? maybe make a small floor beneath that and place the rat there so it goes up?
i really want to make like a system of these tunnels, but i don't feel letting player crouch hundred kilometers in them
maybe that'll work
sewer level inside of a level
heh
but i think rat's model is too big for this tunnel and it will appear on surface anyway
yeah, tunnel's too small for rat
shame
a perfect place for one
hold on
if a rat cant be there - how can a player crouch there
dusk dud smal
i'll place em here
still a nice place for rat and it still makes sense
Why is the spawn model there
cause i'm using custom fgd that func_bread made
What
does anyone know where trenchbroom keeps it's save data. My trenchbroom as of recently has just been nonstop crashing and i want to know how to reset the save data
in the trenchbroom folder probably?
i had deleted trenchbroom about 50 times, no that is not where it's save data is located
are you sure it's the save data or whatever that's causing it then?
does it start up?
like at what point does it crash
barely, it lets me load a map or make a new one, then crashes
huh weird
it stopped working after i tried to make a bsp with one of my maps,
%AppData%\TrenchBroom
i tried that, still kept all the save data i had
haunted trenchbroom
Might store something in the registry then
Try opening an issue on the GitHub
They also have a Discord
it's all linked on that page
Maybe a file is being kept as read-only?
Dusk SDK will be release for the owners of GOG version?
it's so weird that trenchbroom's community is still active
Yes, but when that'll happen I don't know, that's out of my ballpark
Quake mapping discord is actually very active
i spent 30 minutes making this dumb motherfucker and it wasnt worth it
http://skrinshoter.ru/i/050120/2H8gB8QG.png
"yeah haha make a skeleton by hand"
that is absolutely full of soul though
i dont know if i can handle making a skull though but GOD i want to
lmao place the actual skull object so you can pick it up
nah i want the ribcage there
http://skrinshoter.ru/i/050120/KyNaFZa6.png
this dude is a bit big but i can fix that
the angled platforms and shit
http://skrinshoter.ru/i/050120/E1lVSKDg.png
there, that's better
The color of the bones and the skull don't mix well
So yeah try boneball texture
If that doesn't work just try using a similar color on the bones to that of a skull
bone ball stuf has holes sadly, and to fix it i need to manually set each bone
i'll try another one
how about gore_bone
tried it, doesnt match well
ok
hm it's actually relly damn difficult to find a skull-matching texture
how about skull texture itself
cant find it, but good idea
it's just "skull"
Now that we support wads btw, I'll probably update MakeWad to output WAD3s and split dusk.wad into several wads
@ancient depot like brush textures wad, items textures wad etc?
nice
man, what the fuck am i doing lol
sitting here at 0:31 trying to find the best texture for a shitty skeleton that matches it's skull which is a different thing
dusk mapping 
you know what
fuck it
i'm going to manually set each bone to match the skull's texture
each fucking side of each bone
gl hf
Is there currently a way to add swimmable water?
I think the skeleton is charismatic
If you can match the tint to the skull's one it is very convincing
@balmy thorn
Oh, it's the same as in quake.
FUNC_DOOR STUCK, FUNC_DOOR STUCK
I BEG YOU
i have bad news and good news regarding mr. skeleton
bad news is that even tho i matched every single side of each bone to the skull texture - it looks differently becasue of how light affects brushes and entities
good news is..
whoops sorry
http://skrinshoter.ru/i/050120/wc7QN0a7.png good news is that i used a candle for good light and it looks nice
de_dusk
СКРИНШОТЕР.РУ 
very nice
I like the creativity going into making a skeletal outta brushes
it was painful but fun
Can you make brushes not collide with player?
yes actually
i'll do it rn, good idea
does it look like a lock?
oh wait, zombie, is func_illusionary not supported?
looks like a lock alright, if you made the "handle" a different texture it would be perfect
I think the lock doesn't stand out enough from the texture behind it. it's kinda hard to make out. Maybe you could use another textures
But the shape is convincing
and a point light next to it
anytime
~uhhhh~
one guy asked me about my lights yesterday
and i said that all my lights are at 300
turns they are all at 200
oopsie
lol
i thought lights dosent work for now
http://skrinshoter.ru/i/050120/o9TxJ6U3.png
Can you guess what exactly gives the bottom of the portal this great looking light?
because i couldnt guess for a minute
is that a teleporter?
texture gives the light?
fake one, it's supposed to be where you came out from
the light is given out by an upside down candle (a small black thing near it)
it was supposed to be standing on that platform thing but it fell down exactly like this
and it looks nice
@honest stag func_illusionary is supported
Can you just the teleporter texture more "inside". Seeing it right next to the outer shell feels a bit wrong.
uuhhhhh
ye i was going to
It's like having two floor textures next to each other without an interline
hell yea that's better
yall are doing some cool ass stuff
i wish i could figure out trenchbroome
or whatever its called
it's really simple actually, dumptruck_ds had awesome short tutorials on each thing you need to know
it also has setting up in the tutorial give it a look
it would be more quickly recognized if you make the silhouette of the padlock just a bit less obscured by the the gate itself
the little U bit
after its set up it should be smooth sailing tho
Ive used hammer a fuckton
i know my way around bsps
rule of thumb, squint at it and see if you can easily tell what it is
http://skrinshoter.ru/i/050120/kDQdhQoH.png
sooo 1 candle is funky to set up, 2 seems a bit too much? i dunno tell me
i think it's pretty much recognisable even from here
after some playtesting i decied to remove this whole gate thing anyway
cause there's no need in it anyway
i dont think i would be looking for a lock at that distance tbh, upclose is a different thing though
Vrisk is that a tech base church with a portal?
Oh man, I love the texture direction
Fuckin love it
can someone refresh me on how tall dusk dude is in quake units?
my inspirations are EP2 and a map some guy made like several months ago before sdk and showed me, even tho he's not on the server anymore
it looked so goddamn amazing
i went with the church thing because of it lol
Dusk hd looking good
oh god that is scary
ty
check it and tell me if i was right
looking better
which one tho
the second one
Time to replace all textures with stock pngs
Also second one
2nd
figured it would be too bright but i can see that yea
the set dressing is better, with the candles
placing too many light posts is bad idea actually
just turn off bloom
I do think the portal frame's texture could be different @honest stag
nah, need to make it look normal even with bloom
it just feels cut off
wait @fluid nimbus my bloom is turned off
maps looking good though so far
odd
there are already some completed ones on moddb btw
that's bloom on
wow huh this is giving me an idea.
http://skrinshoter.ru/i/050120/Rq1lkATj.png
@fluid nimbus it's not about bloom but light flares
that's light flares turned off
but turning light flares off is bad idea cause it's pretty useful in giving you info about surroundings
like, with light flare you can easily detect mages, their magicballs or turrets
im making a hl2 gun and enemy pack what should the double barrel be
ok maybe not mages themself but their attacks, 100% sure
waiting for someone to make the welder gun a player weapon
maybe smg then? unless you're putting that on the assault rifle (unless unless thats what you meant)
the rifle is pulse rifle
@ancient depot Is there a way to reload a map without going to campaign > custom level and selecting from there? I want to reload my map that I made edits to without clicking a lot
Not currently, but that's a good point, we should add something for that
We have an NBREFRESH cheat for quicky reloading texture and sounds mods
But nothing for quickly restarting the map
hmm
Yeah, fun fact
when you load a custom map, you actually load an empty version of E1M1, and the game fills in the scene
It unfortunately needs to be done that way until we finish rewriting a bunch of the code to better support external levels
We should be able to fix the restart button though
The code is already there for it (for example, when you die)
heh
do you reload the map when you die or does it reset?
it reloads the map
@honest stag @long anchor both your levels are looking fantastic!
thanks!
The use of trim in those screenshots is great @long anchor
my life is now complete - mr. dusk himself has noticed me
trim? what do you mean?
On the building
Yeah those
im safe with sticking with quake>HL format in the future?
also preparing to explain how level progresses in the beginning to gather feedback if it's good or not
i wish i could move on to another room but i'm doing the dumbest cheesiest shit ever for not reason and i might make the player laugh but i dont care
basically
it's like the portal is a demon's mouth
but i cant nail it
It looks fuckin sick
the chomper texture is in the wad. you can make it a literal mouth
Yeah it looks awesome
use func_illusionary so you can walk right in
See what I see is some batshit insane preacher asking for volunteers to “step into the other side” and be reborn
lol yeah that's kind of what i'm going for
not an actual demon but an image
made by some batshit dude
ah ok
I think you just need some symbol on the wall
want to know what's he preaching?
I am now looking for an excuse to have a chomper wall in my map
https://media.discordapp.net/attachments/600354549496021003/603282712610209792/bruh.png?width=1180&height=684
time to port my wip quake map to dusk
@iron needle
- you grab pistol and these 3 soldiers (s), 2. you'll probably see these coins in canal, and you'll obv going to grab them, second coin pack lures you into tunnel that progresses the level, but 3. you'll be distracted by another soldier, so before you get to the tunnel you'll see another coin pack with shotgun.
I think it goes nice.
@honest stag BOOKS AND BEER
i fuckin' love how you layout your levels my man lol
with drawings
so here's how it looks from in-game
http://skrinshoter.ru/i/050120/ZJJxSD0b.png
sadly for the most part the pillars cover up the horns but still
Feels like a giant evil jukebox
Vriska actually first time i added that books and beer sign the texture was slightly offset and it was "and beer books"
lol that leaves a cool mystery
what the hell could there be in addition to beer books
like this
i like it lol
where is the possessed soldier folder in /sounds there's only the beta version
@honest stag looks a lot better now, nice
Modern arts and beer books
@gritty forge 1 sec
man it's crazy how much lighting impacts how good the map looks
sounds/vo
learning more day by day
files like spotted_1, stop_1, stop_him_1 etc
man it's crazy how much lighting impacts how good the map looks
yeah that's true
thx @long anchor
this entire section took me ~6 hours to make somehow + a skeleton made out of brushes
i think it's time to move on to the actual part of the level
hm i need to make frames for the windows
those windows make me wish we had func_breakable ready
The lamps could have a bit more details.
What is the roadwork texture on the bottom left?
Y E S
there is an open trapdoor which leads to the actual part of the maps which isnt made yet
i'll change it later
BEER
place some books too
BEER BOOKS
Imagine a mod where there's an enemy that can use the dreaded soap
not a mod where the enemy is the soap
A N D B E E R B O O K S
A mod where you can only see the enemies if you quaff enough beer
^
That should have been a secret meme Dusk level
def
Maramax and beer books!
I'm gonna look at implementing func_breakable tonight

there wasnt
dll fix that crashed the game
yea so zombie took it back
o
so far i am kinda twisted on how the map looks lol
damn that is actually cool but i'm too lazy to make that
for some reason mapping is the only thing where i try not being lazy lol
I made frames! and one of them is broken, just like the window
what was there anyway...
http://skrinshoter.ru/i/050120/1p1RA06G.png
oh shit fuck i made a fallen piece but the piece is still on the frame
i'm a dummy
Very much looking forwards to being able to play these...

man i'm legit actually felling happy right now just because i'm doing this
i always wanted to make maps and here i am making one for a game i like and it's turning out to be not too bad
@rocky prairie thanks
@ancient depot Does dusk need your .bsp to be passed through vis.exe at all?
We don't use VIS information currently, so for now there's no point in doing so
http://skrinshoter.ru/i/050120/7JD3spxq.png so uh i ran out of ideas, this section is pretty much done but i dont know what to put in this empty spot
i dont think players will look there but still, what could be there?
@ancient depot If you're reading triangles from BSP I guess func_detail_wall or func_detail_fence should work as intended, right?
Those entities won't currently work because we haven't defined them
But I'll add them now so they show up in the next patch
Rafters always look good
@honest stag maybe detail thingy?
yeah what kind of detail though
func_detail_wall is interpreted as geometry though, not as entity, should be available as geometry with less cuts
Note that if those entities get baked into the geometry (if your map compiler supports them), then they will work, yes
yeah
good
cause geometry like this: http://skrinshoter.ru/i/050120/1p1RA06G.png
will ptoduce a lot of unnecessary cuts
jank but I got a map loaded
@honest stag don't know, maybe a sign of some sort, something like this:
hm i dunno, cool idea but the demos is already taking up the "sign" spot
hmmmm actually what if there was some kind of cult sign throught the maps? that's a really damn cool idea
like a bootleg dusk cult symbol lol
tusk cult
SUKD
haha
@fresh pivot gore church?
very old WIP map I was fiddling with in quake with textures from blood
scaled up by 1.5x
i cant put a diamond behind the portal :(
@honest stag what do you mean? can't put it there because it's solid?
@mortal narwhal don't know if anything besides quake and dusk wads work
seems like there's not enought space or it's just bugging out and falling through the floor again
Are they external texture wads or wads that you used to embed textures in the BSP?
If they're external wads then you need to wait for the next patch, where we added support for them
ok now when my map is much bigger than before its obvious that there are performance issues
pretty sure that's just the sdk being early
and i made like what, a bit more then half of it?
@honest stag yeah Zombie said it is
@mortal narwhal is that an office map?
So I'll just be able to put texture wads in the texture folder post patch?
in the same location as palette.lmp
is that your map Mc?
Yeah
that looks sick my man
we support both WAD2 and WAD3, but WAD2 files require palette.lmp to be present
thanks, the scale is a bit off but I can adjust the ceilings ez
I got into quake mapping so I could get into Dusk mapping lol
@mortal narwhal i really like how it looks, especially on pic 1 and 6
thanks man :)
😄
@ancient depot is there currently a way to scale how big dusk dude is?
I think you have to scale the entire level
for some reason these guys notice me even tho i'm behind their backs
@mortal narwhal you can just scale the entire level without selecting the info player start
alrighty
even scaling up level isn't an easy task
since you have to move all entities to their proper position
once you scale it up i mean
My pc dies whenever scaling more than 5 brushes
also this, ye
yeah rip my light placements
🇷 🇮 🇵
OH SHIT
ok for some reason it starts lagging only after entering this building
@ancient depot what might it be?
my quake texture version works nice
@long anchor can you try opening any door and seeing if the same behaviour applies?
I'm almost 100% certain of the cause then
but it means we'll lose AI pathing support for moving platforms for now
rip
@ancient depot that's not a huge problem for the moment since we don't have full support for the player being on them anyway
yeah
gonna commit the change
seems to remove the stuttering on my end too
Luckily because we support doors that start in an opened state, the nav mesh will bake with this platform shut away:
So we won't have enemies walking on an invisible floor across the chasm
Likely we'll be putting the patch out within the next day or two
welp, i'm tired and it's 3:00 on the clock so i probably need to hit the bed
but! here's the level so far for anyone who wants to see it with their own eyes
i made some changes and added 2 secrets (1 is broked)
eh, it has 2 rooms and 2 enemies
you can't say that without showing us
yes
Uh oh
@hard stone show us
i cant post images
use imgur lol
one sec
@honest stag that would be cool if you used up this space up top for later in the level
maybe some kind of bridge?
Lol good parkour veven
Well i kinda intend for player to not return here
There is a hatch going down below the church and then this turns into a horror level
someone's gonna export the entire skyrim map as one model, add collisions to it and let peoples play it
anyone that has a pc with high enough ram/ a good enough gpu/cpu to not fucking crash that is
But i dunno I have some ideas actually
Like copying this entire section, and then make a teleport at the end of the level which leads there, but now the main door opens! Ans you fight a boss
^
Ey thanks, i hope i dont forget fhis lol
hmm
what func could we use to make certain brush move up and down endlessly?
not now, just in future
Train?
yeah train
train?
func_train
Just don't forget to make an initial path_corner a target of the last path_corner @long anchor
What funcs are available now?
1 sex
"func_train won't even spawn because it has no class implemented"
Sec*
;))))
I am sleepy so i xant hit tiny buttons right ok
lol
Cant find the full func_ support list sadly
Did anyone check out my repaired sound effects?
Want me to upload it again?
sure thang
It's a link, not a direct upload, since it's almost 50 meg.
Is it a complete mod? If it is drop it into moddb
It isn't necessarily complete, since not all sounds have been released yet.
Darth said there are still more.
Eh, at least so far
^
Moddb mods csn be updated too
Yeah, but it doesn't tell people. ModDB should have a downloadable program that can automatically install updates.
It cant but you can!
Wow
Wowww that looks amazing
Yeah, but it all falls onto the downloader, since they are the ones who have to install it, not me.
looking good
ty
@lunar shale Stardew fan I see.
yep thats me
My repaired sounds fixes some questionable eq, clipping, and downsamples anything over 48kHz.
Some sounds are downmixed to mono, too.
can I start making level geometry in trenchbroom using the quake profile and then switch the profile to the dusk profile or whatever later down the line without remaking everything?
Yo indigo, how does this map scale in relation to the player? Is it a huge ass castle? Pls tell me it is
I hope Dave can put them into the actual game, because it would not only sound better, but decrease the file size as well, which would be great for people who get the Switch version.
i havent done the sky and the lights yet
Prolly won’t tbh
Sky cant be done now sadly unless you fake it
anyone?
@fluid nimbus we really don't know
This sound was redone to sound more real. I am not spamming... Just showing it again.
oof
^
lol
we were toying around with some new sounds for jusk a few hours ago
Scale it
U P
i'd make it bigger
im planning on expanding it
the current hup is kinda painful to the ears
i like joof tho
how dare, hup spam is the glorious dusk anthem
so even dusk dude is now BJ
@half vessel Here you go. Fixed it.
obviously need to get david/dave/whomever to record new big john lines for john dusk
dave
make a boss called bigger john
john duskman
davington
What if there was an oil platform map
Doesn't that sound kinda cool
endless mode oil platform
oooh
Yeah yeah yeah
it'd be good for endless
You can climb pretty high but beware of falling into water and dying
Ohhh i'm saving that for later
@gritty forge i like the pistol retexturing
HD Quake guns anyone?
You mean sounds or textures
Sean what’s your opinion on quake epsilon
@gritty forge nice work
The creator is an asshole.
I asked him if I could help, he first accepted, but later on, he called me a creep.
Ohwait
Oh no
What’s your opinion on quake hd texture packs
QRP is nice, the other one isn't.
everything that me or @supple radish touches in the sdk is cursed
Yikes
Check out those weapons, they aren't Mindgrid. Pinky promise.
wendigos but they are invisible like spectres from doom
jusk was a fucking terrible idea
Is shootable func button/door secret working? Seems to just be activating the trigger immediately 😦
RIP
it's coming in the next update isn't it
Wendigo but instead of breathing they make a sound of quick footsteps
yes
wendigo but they hup
Excellent 😄
Wendigo, but it leaps like the Kleer Skeleton.
how can i make maps? the "custom level" thing is just empty
TrenchBroom is what you want
you need trenchbroom
or worldcraft
Or jack
thx
anything that spits out bsp format maps
Correct ones at least
It's funny how some weapon firing sounds are lower pitched than the actual .flac files.
wait hammer works with dusk?
anything that gets you a bsp file in the end
I guess not because source bsp isnt supported
Here is one of those weapon sounds for those who don't believe me.
@gritty forge nope
worldcraft for goldsource works though
i haven't tested hl2beta worldcraft yet
hmmmmm
riveter sounds replaced with the original from tf2
also im pretty sure hammer works but i havent tested it nor im planning to
im cozy the way things are
I wonder if HL1 alpha worldcraft works lol
Might have some extra raw audio files I can zip up that were all home-made that I can dump for you all to do what you like with.
I'll check later tonight to see what isn't in use on projects
Some folk here would love that
no promises, but ill try
They wouldn't since they're Source BSP, albeit earlier versions
worldcraft is just old hammer
Did someone say "The Original from TF2"?
perfection
The shooting part I found on Sound Ideas.
Fun fact: It's a cannon.
If anyone wants to make their own original Quake gun, use this.
Most of the stock sounds used in 90s games are from sound ideas
Yeah, I know.
I love how ironic they are because of their over-use
Same goes for lots of modern games.
Halo's guns are stock.
If anyone wants to HUUH in Dusk, here you go!
is it possible to do transparent textures like the metal bars or fences yet>
I would assume so, since they are PNGs.
Not currently
Oh.
We don't support transparency for Q1 or HL BSP yet
It works for Q3 BSP though since it just loads PNGs from the textures folder
That should be pinned at this point
lmao
ok thx
Hey if you want a fence anyway - you can make it with brushes
1 long vertical stick copied and pasted over 1 long horizontal stick which was copied and pasted a lot
The result os a 3d fence that you can see and shoot through
Is*
- you can make any part of it have any texture
Veven want to HUUH?
HUUH?
HUUH.
HUUH!
A couple posts up, you can find it.
yeah i've seen it
Will creating powerups ever be possible?
yes
Probably
Scripting will be a thing so why not
^
Welp gotta hit the bed
(Ping me if you post a map i'm hungry for them lol)
C ya l8r
gn
do i set up dusk in trenchbroom with the "generic" thingy it shows when i press new map?
i suggest using quake
?
quake preset in TB
oh ok
i can't the crossbow to load in my map 😭
i took an entity and change the class_name to weapon_crossbow... but still it will not show up when i load the map 😭
thank you will try
np
i set up quake with the dusk paths and now trenchbroom is going senile and screaming about stuff like "could not load mode wizard" or something
still didn't work :/.... i placed it pretty high and still it won't show.... i've made monsters this way, and other guns but the crossbow won't work 😦
so i have to have a quake port?
yes
yeah you can edit entity names
but dacco is talking about the models
right now trenchbroom does not have dusk support, or to add enemy models from dusk
How to make the treelines/fences etc transparent?
we cant right now
😢
will be in 
Nice
okay sorry... i'm having issues with getting a crossbow in my level. 😭 it won't show up I've made an entity with classname weapon_crossbow and placed it on a good spot... but i could not see it.. so i changed the location of a couple of times but it still won't show... 😭
Did anyone else get it to work? There was an issue with a few other weapons as well but they were addressed in a hotfix.
You probably have to wait for the issue to be solved.
okay thank you 🙂
No problem 😉
I'm confused, how are we supposed make levels for Dusk?
so with this sdk we can load up maps from other games right?
Ok pls people when you set up dusk pls just don‘t put it somewhere neat the dusk folders. Make a separate folder you can download a finished one from the trenchbroom beginner tutorial made by dumptruck_ts
@gritty forge you only need the quake startmap wad or whatever it‘s called
KREUZER, do you have a link to that trenchbroom tutorial?
https://youtu.be/gONePWocbqA just do what he tells you in the video
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...
Thank you.
so its possible to load quake maps?
Yes
yall where do i get the quake 1 bsp
Ah, they're in the .pak files
well that sucks
@craggy frigate check the video
ok
Oh man - Dumptruck's videos lit up a fire storm for me, great tutorials.
his Discord is also a treasure trove of info and help
You can use the start wads
So I was reading the pinned post. Model replacement isn't in yet, I got that, but can you replace textures on weapons at this time?
yes
Good stuff. I'll have to mess around with it.
ok i dont understand still: how do i extract bsp files from pak files?
I use PakExpl
I don't understand, do I need Quake 1 for this to work?
I don't know if I'm suppose to replace certain files for Dusk, instead of Quake, which this tutorial was originally made for.
Refer to the channel pins and see if those help
Hey David any plans for bsp2 support?
I thiiiink? You'd have to confirm with @ancient depot
Not any separate colors left to use.

ok i think i got it
think we already have bsp2
Side effect of tons of roles
oh I guess it's something with my map then
wait is there a way to get dusk's textures in j.a.c.k?
theres a .wad file somewere
i extracted the quake 1 bsps and put them into dusk sdk map folder, do I need anything else for them?
actually check pinned I think theres a program to generate one
@craggy frigate the palette file
hmm i see
palette.lmp
yeah sound be in a gfx folder or something
ok thanks
else I can send you it
hey there it is
i just drop that into the map folder too?
or nah?
actually i think that is a dumb question
so where do i put the palette file
Yeah we already have bsp2
So how long until we have fingerbones ported to Dusk?
next to your maps folder
ok
