#dusk-modding

1 messages · Page 23 of 1

honest stag
#

hell
yes

gritty forge
#

Lol that would be amazing

long anchor
#

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

ancient depot
#

Water does exist, we have GoldSrc's func_water

gritty forge
#

Wait, can you do floating water if it's a brush?

ancient depot
#

It's just we don't support the way Quake does it

long anchor
#

they are different?

ancient depot
#

Unfortunately

gritty forge
#

Doesn't func_water wave and stuff

long anchor
#

oh as far as i remember you can just place brush with water texture and it will work as water in quake

ancient depot
#

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

long anchor
#

@gritty forge no waves 😦

gritty forge
#

F

long anchor
#

it looks like solid brush

#

Zombie, i don't remember what you said about animated textures

#

soon or never?

ancient depot
#

soon

#

There's not really any particular feature we don't plan to support tbh

long anchor
#

ok

fluid nimbus
#

what I get from this is that dusk will get turn based fighting support, as well as loading mario galaxy maps

gritty forge
#

Subdrag obj support when

fluid nimbus
#

RPGmaker map support please

long anchor
#

RPGmaker
never say that word please

#

i have rpgmakerish ptsd

fluid nimbus
#

dusk dating simulator gamemode

long anchor
#

heh

#

dusdtk

fluid nimbus
#

what if we kissed inside the erebus reactor 😳

honest stag
#

i seriously cant wait to keep making this

long anchor
#

wait what

honest stag
#

correcto

long anchor
#

are you russian?

#

or you're just using the site

tight fractal
#

cyka

honest stag
#

russian

long anchor
#

not russian enough

#

сука блять

#

that's how you do it

#

@honest stag congrats, we can dm on russian now

fringe nymph
#

why use thirdparty image host when you can directly paste from clipboard on discord

long anchor
#

i wanted to ask same question

honest stag
#

doesnt work for me
dont ask why

#

printscreen is literally not operational in any form for me

fringe nymph
#

what

honest stag
#

dont ask

fringe nymph
#

if it isnt keyboard then that sounds alarming

honest stag
#

it's not
as i said it's... weird and complicated and it's easier for me to use a third party thing

tepid flint
#

Сука блять is for virgins

long anchor
#

and what's not?

gritty forge
#

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

tepid flint
#

@honest stag use snip & sketch

#

Or scissors or whatever the fuck it's called

#

Default program

honest stag
#

i already set up the third party thing too comfortably

#

hm
dusk isnt loading for me anymore
just a black screen

long anchor
#

rip

honest stag
#

weird, i havent changed anything, only added a new map into an existing mod
which i have done before with no trouble

long anchor
#

what happens if you delete this map?

honest stag
#

oh no i also added the description thing
i deleted it and now it works

#

huh ok

long anchor
#

ok

ancient depot
#

was there any part of description.xml that you left out?

honest stag
#

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

long anchor
#

@honest stag now you go to jail for this

honest stag
#

oh y e s .
you know you could give the bottom part a water texture lol

long anchor
#

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

honest stag
#

i wish i could just slap the lamppost there but with stronger light

#

that would look better

gritty forge
#

I think the bleeding jesus face is a bit out of place, otherwise nice mood

honest stag
#

think so?
hmmm i'll try something else

gritty forge
#

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

honest stag
long anchor
#

maybe

honest stag
#

lokks kinda weird tho

#

damn

long anchor
#

how about offsetting the texture to make this brown thing apper near the edge?

gritty forge
#

I think a full arch would be better too

#

Instead of two rectangles like things touching on the vertexes

ancient depot
honest stag
#

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

gritty forge
#

Effort is cool

#

Cause it brings cool stuff

honest stag
#

yeah i simply dont know how lol
but i'll try
i think i saw a dumptruck tutorial for it

#

yeah there lol

long anchor
#

@honest stag i suggest looking dumptruck's TB tutorial, arch video

#

goddammit Ivory

gritty forge
honest stag
#

yeah i should give it a look
but damn i wish lights worked here

long anchor
#

i'm actually scary of the day when lights will be fixed

#

cause it'll def break my map's lights

honest stag
#

or make the map better

long anchor
#

cause i can remember from quake mapping that placing two lights in 2 meters is big no no thing

placid marsh
#

hi, just discovered the sdk and I was wondering how the lighting works?

#

does it use the BSP lightmaps?

long anchor
#

can't answer that

#

i can that lights are bit broken tho

gritty forge
#

Lightmap support is a WIP

ancient depot
#

Well, lightmaps are fully supported, there are just some coordinate issues

#

So they look off atm

gritty forge
#

Yey

ancient depot
#

(Only applies to Q1 & HL BSP)

#

Q3BSP lightmaps are fully supported without issues

placid marsh
#

thanks for the info

#

basing custom maps on quake tools is a great idea, do they still need VIS to be run?

ancient depot
#

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

gritty forge
#

Battle of the gods

honest stag
#

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

long anchor
#

what

#

was that

honest stag
#

it's like
"damn those dragons are screaming at something but the glass isnt there so WHAT WAS THAT HM"

#

mysterious and shit

long anchor
#

oh

#

that's nice detail

honest stag
gritty forge
#

I like the smooth ones a bit more. Adds contrast

last talon
#

smooth ones def

#

lookin good too

honest stag
#

yeah i think so too

long anchor
#

you mean that things on right and left?

#

if yes then smooth ofc

honest stag
#

'ight thanks, i'll replace the others with them
...actually the player probably wont even seee this

#

eh whatever

gritty forge
#

I think the player could be able to rocket jump up

tepid flint
#

Secret

honest stag
#

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

tepid flint
#

If you wanna make a horror level then make weird shapes and put light sources in them so there will be weird shadows

long anchor
#

spoiler: lights work bad, shadows too

honest stag
#

i dont want to spoil things but basically the player doesnt know what kind of level this is yet

#

and that too

#

sadly

long anchor
honest stag
#

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

long anchor
#

dusk magic BigThink

#

that's a shame that i can't make this rat appear in this tunnel

honest stag
#

what is that lol

long anchor
#

it always appear on surface

#

that's rat lol

honest stag
#

oh wait you have the fgd right

long anchor
#

that func_bread made, yeah

honest stag
#

i really need good lighting for this map, damn

balmy thorn
#

Has a fgd for Dusk been released?

long anchor
#

nope

balmy thorn
#

ah

honest stag
#

func_break made a custom one

#

bread*

long anchor
#

@lament ore made a replacement tho

#

well yeah, rather custom fgd

#

so, about the tunnels on my map

honest stag
#

have you tried moving it up/down? maybe make a small floor beneath that and place the rat there so it goes up?

long anchor
#

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

honest stag
#

sewer level inside of a level

long anchor
#

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

honest stag
#

shame
a perfect place for one

#

hold on

#

if a rat cant be there - how can a player crouch there

long anchor
#

dusk dud smal

#

still a nice place for rat and it still makes sense

tepid flint
#

Why is the spawn model there

long anchor
#

cause i'm using custom fgd that func_bread made

tepid flint
#

What

long anchor
#

@lament ore made custom fgd

#

that's what i meant

compact juniper
#

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

honest stag
#

in the trenchbroom folder probably?

long anchor
#

i think no

#

cause i can't see anything like this in TB folder

compact juniper
#

i had deleted trenchbroom about 50 times, no that is not where it's save data is located

honest stag
#

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

compact juniper
#

barely, it lets me load a map or make a new one, then crashes

honest stag
#

huh weird

compact juniper
#

it stopped working after i tried to make a bsp with one of my maps,

ancient depot
#

%AppData%\TrenchBroom

compact juniper
#

i tried that, still kept all the save data i had

honest stag
#

haunted trenchbroom

ancient depot
#

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

gritty forge
#

Maybe a file is being kept as read-only?

jagged moat
#

Dusk SDK will be release for the owners of GOG version?

honest stag
#

it's so weird that trenchbroom's community is still active

ancient depot
#

Yes, but when that'll happen I don't know, that's out of my ballpark

long anchor
#

trenchbroom = quake

#

quake comm is pretty active as far as i know

tepid flint
#

Quake mapping discord is actually very active

honest stag
#

"yeah haha make a skeleton by hand"

ancient depot
#

that is absolutely full of soul though

honest stag
#

i dont know if i can handle making a skull though but GOD i want to

ancient depot
#

lmao place the actual skull object so you can pick it up

honest stag
#

you are a genuis thank you

#

i forgot it existed

half vessel
#

there's also a ribcage object

#

dunno if that'd work as well

honest stag
#

nah i want the ribcage there

half vessel
#

reminds me of like

#

the citadel

#

from hl2 in a weird way

honest stag
half vessel
#

the angled platforms and shit

honest stag
long anchor
#

try boneball texture for skeleboi

#

i think that might work

honest stag
#

hmmm i like the white bones tho

#

but i'll try

tepid flint
#

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

honest stag
#

bone ball stuf has holes sadly, and to fix it i need to manually set each bone

#

i'll try another one

long anchor
#

how about gore_bone

honest stag
#

tried it, doesnt match well

long anchor
#

ok

honest stag
#

hm it's actually relly damn difficult to find a skull-matching texture

long anchor
#

how about skull texture itself

honest stag
#

cant find it, but good idea

long anchor
#

it's just "skull"

ancient depot
#

Now that we support wads btw, I'll probably update MakeWad to output WAD3s and split dusk.wad into several wads

honest stag
#

found it, but i have to manually set each bone again

#

so nope

long anchor
#

@ancient depot like brush textures wad, items textures wad etc?

ancient depot
#

yeah

#

gore.wad, tech.wad, etc

long anchor
#

nice

honest stag
#

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

long anchor
#

dusk mapping BIGJOHN

honest stag
#

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

long anchor
#

gl hf

balmy thorn
#

Is there currently a way to add swimmable water?

long anchor
#

yes, but water will look like solid brush

#

wait a sec

gritty forge
#

I think the skeleton is charismatic

#

If you can match the tint to the skull's one it is very convincing

long anchor
balmy thorn
#

Oh, it's the same as in quake.

long anchor
#

yep

#

thanks to @hollow laurel for this pic

ancient depot
honest stag
#

FUNC_DOOR STUCK, FUNC_DOOR STUCK

long anchor
#

I BEG YOU

honest stag
#

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

gritty forge
#

de_dusk

long anchor
#

СКРИНШОТЕР.РУ BIGJOHN

gritty forge
#

very nice

long anchor
#

i'm sorry

#

yeah it looks good

gritty forge
#

I like the creativity going into making a skeletal outta brushes

honest stag
#

it was painful but fun

gritty forge
#

Can you make brushes not collide with player?

honest stag
#

yes actually

gritty forge
#

It might be good to do on the skelly dude

#

if haven't done already

honest stag
#

i'll do it rn, good idea

long anchor
honest stag
#

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

long anchor
#

handle? you mean that part welded to beam thingy?

gritty forge
#

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

mortal narwhal
#

you should make it bright silver or something

#

or copper color

gritty forge
#

But the shape is convincing

mortal narwhal
#

and a point light next to it

honest stag
#

this part

long anchor
#

ah i see

#

ok thanks for feedback everyone

mortal narwhal
#

anytime

long anchor
#

~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

sterile junco
#

im turning all my lights to 600

#

turn you blind map

long anchor
#

lol

fringe nymph
#

i thought lights dosent work for now

long anchor
#

they work

#

kinda

honest stag
#

because i couldnt guess for a minute

gritty forge
#

is that a teleporter?

long anchor
#

texture gives the light?

honest stag
#

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

ancient depot
#

@honest stag func_illusionary is supported

honest stag
#

you cant see the flame but the light is there lol

#

huh weird, i tried it on a brush

fringe nymph
#

guess ill wait a little for a patch

gritty forge
#

Can you just the teleporter texture more "inside". Seeing it right next to the outer shell feels a bit wrong.

long anchor
honest stag
#

ye i was going to

gritty forge
#

It's like having two floor textures next to each other without an interline

honest stag
#

hell yea that's better

sterile junco
#

yall are doing some cool ass stuff

#

i wish i could figure out trenchbroome

#

or whatever its called

honest stag
#

it's really simple actually, dumptruck_ds had awesome short tutorials on each thing you need to know

sterile junco
#

just setting up i dont understand

#

ohshit alright ill check those out

honest stag
#

it also has setting up in the tutorial give it a look

fresh pivot
#

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

sterile junco
#

after its set up it should be smooth sailing tho

#

Ive used hammer a fuckton

#

i know my way around bsps

fresh pivot
#

rule of thumb, squint at it and see if you can easily tell what it is

honest stag
long anchor
#

after some playtesting i decied to remove this whole gate thing anyway

#

cause there's no need in it anyway

honest stag
#

i dont think i would be looking for a lock at that distance tbh, upclose is a different thing though

tight fractal
#

Vrisk is that a tech base church with a portal?

gritty forge
#

Oh man, I love the texture direction

honest stag
#

maybe.

#

yes it is

tight fractal
#

Fuckin love it

fresh pivot
#

can someone refresh me on how tall dusk dude is in quake units?

honest stag
#

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

long anchor
#

@fresh pivot somewhere around 96 i think

#

probably bit less

gritty forge
honest stag
#

oh god that is scary

fresh pivot
#

ty

long anchor
#

check it and tell me if i was right

honest stag
mortal narwhal
#

looking better

honest stag
#

which one tho

mortal narwhal
#

the second one

gritty forge
#

Time to replace all textures with stock pngs

Also second one

long anchor
#

2nd

honest stag
#

figured it would be too bright but i can see that yea

mortal narwhal
#

the set dressing is better, with the candles

long anchor
fluid nimbus
#

just turn off bloom

mortal narwhal
#

I do think the portal frame's texture could be different @honest stag

long anchor
#

nah, need to make it look normal even with bloom

honest stag
#

think so? i thought it was alright

#

i'll play around with it

mortal narwhal
#

it just feels cut off

long anchor
#

wait @fluid nimbus my bloom is turned off

mortal narwhal
#

maps looking good though so far

fluid nimbus
#

odd

honest stag
#

there are already some completed ones on moddb btw

long anchor
fluid nimbus
#

the sdk sometimes reset settings for no reason so are you sure @long anchor

#

oh

honest stag
long anchor
#

@fluid nimbus it's not about bloom but light flares

#

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

gritty forge
#

im making a hl2 gun and enemy pack what should the double barrel be

mighty fossil
#

depends

#

what do you have for the other weapons

gritty forge
#

i have pistol shotgun and rifle done

#

the rifle is the AR-2 (pulse rifle)

long anchor
pliant sierra
#

waiting for someone to make the welder gun a player weapon

mighty fossil
#

maybe smg then? unless you're putting that on the assault rifle (unless unless thats what you meant)

gritty forge
#

the rifle is pulse rifle

mortal narwhal
#

@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

ancient depot
#

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

long anchor
#

(there's reload level button that doesn't work for some reason)

#

lol

mortal narwhal
#

hmm

long anchor
#

i think reason is the same as for quick save/load

#

they don't work either

ancient depot
#

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)

long anchor
#

heh

mortal narwhal
#

do you reload the map when you die or does it reset?

ancient depot
#

it reloads the map

iron needle
#

@honest stag @long anchor both your levels are looking fantastic!

long anchor
#

thanks!

iron needle
#

The use of trim in those screenshots is great @long anchor

honest stag
#

my life is now complete - mr. dusk himself has noticed me

long anchor
#

trim? what do you mean?

iron needle
#

On the building

mortal narwhal
iron needle
#

Yeah those

long anchor
#

ah, got it

#

well thanks

fringe nymph
#

im safe with sticking with quake>HL format in the future?

long anchor
#

also preparing to explain how level progresses in the beginning to gather feedback if it's good or not

honest stag
#

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

tight fractal
#

It looks fuckin sick

honest stag
#

should i just drop the idea

#

oh ok

cosmic copper
#

the chomper texture is in the wad. you can make it a literal mouth

iron needle
#

Yeah it looks awesome

cosmic copper
#

use func_illusionary so you can walk right in

tight fractal
#

See what I see is some batshit insane preacher asking for volunteers to “step into the other side” and be reborn

honest stag
#

lol yeah that's kind of what i'm going for
not an actual demon but an image

#

made by some batshit dude

cosmic copper
#

ah ok

tight fractal
#

I think you just need some symbol on the wall

honest stag
#

want to know what's he preaching?

cosmic copper
#

I am now looking for an excuse to have a chomper wall in my map

honest stag
tight fractal
#

The brand new $5 chicken basket from kfc?

#

Eh

#

Close enough

mortal narwhal
long anchor
#

@iron needle

  1. 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

honest stag
#

i fuckin' love how you layout your levels my man lol

#

with drawings

long anchor
#

i like it too!

#

cause mapping is fun

ancient depot
#

That definitely makes an impression

#

damn

honest stag
#

sadly for the most part the pillars cover up the horns but still

ancient depot
#

Feels like a giant evil jukebox

long anchor
#

Vriska actually first time i added that books and beer sign the texture was slightly offset and it was "and beer books"

honest stag
#

lol that leaves a cool mystery
what the hell could there be in addition to beer books

long anchor
honest stag
#

i like it lol

gritty forge
#

where is the possessed soldier folder in /sounds there's only the beta version

mortal narwhal
#

@honest stag looks a lot better now, nice

gritty forge
#

Modern arts and beer books

long anchor
#

@gritty forge 1 sec

honest stag
#

man it's crazy how much lighting impacts how good the map looks

long anchor
#

sounds/vo

honest stag
#

learning more day by day

long anchor
#

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

gritty forge
#

thx @long anchor

long anchor
#

np

#

ah fck it, it'll be "and beer books" sign now

#

that's better

honest stag
#

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

long anchor
#

oh yesss

#

frames

#

i also need frames for my windows

ancient depot
#

those windows make me wish we had func_breakable ready

long anchor
#

func_breakable when Shotty

#

I PLACED BEER ON MY MAP

#

HOLY SHIT

gritty forge
#

The lamps could have a bit more details.
What is the roadwork texture on the bottom left?

long anchor
honest stag
#

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

long anchor
#

BEER BOOKS

gritty forge
#

Imagine a mod where there's an enemy that can use the dreaded soap

ancient depot
#

not a mod where the enemy is the soap

long anchor
gritty forge
#

A mod where you can only see the enemies if you quaff enough beer

long anchor
#

^

gritty forge
#

That should have been a secret meme Dusk level

long anchor
#

def

gritty forge
#

Maramax and beer books!

iron needle
#

I'm gonna look at implementing func_breakable tonight

long anchor
mortal narwhal
#

nice

#

what was that update this morning?

honest stag
#

there wasnt

long anchor
#

dll fix that crashed the game

honest stag
#

yea so zombie took it back

mortal narwhal
#

o

long anchor
#

Also Vriska

#

making layouts is nice for later comparisons

honest stag
#

so far i am kinda twisted on how the map looks lol

long anchor
honest stag
#

damn that is actually cool but i'm too lazy to make that

long anchor
#

for some reason mapping is the only thing where i try not being lazy lol

honest stag
#

oh shit fuck i made a fallen piece but the piece is still on the frame

#

i'm a dummy

rocky prairie
#

Very much looking forwards to being able to play these...

long anchor
rocky prairie
#

Bah!

#

(Good work all round, though!)

honest stag
#

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

long anchor
#

@rocky prairie thanks

mortal narwhal
#

@ancient depot Does dusk need your .bsp to be passed through vis.exe at all?

ancient depot
#

We don't use VIS information currently, so for now there's no point in doing so

honest stag
toxic forge
#

@ancient depot If you're reading triangles from BSP I guess func_detail_wall or func_detail_fence should work as intended, right?

mortal narwhal
#

nice

#

vis always ate up my compiling time

ancient depot
#

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

rocky prairie
#

Rafters always look good

long anchor
#

@honest stag maybe detail thingy?

honest stag
#

yeah what kind of detail though

toxic forge
#

func_detail_wall is interpreted as geometry though, not as entity, should be available as geometry with less cuts

ancient depot
#

Note that if those entities get baked into the geometry (if your map compiler supports them), then they will work, yes

toxic forge
#

yeah

#

good

#

will ptoduce a lot of unnecessary cuts

fresh pivot
long anchor
#

@honest stag don't know, maybe a sign of some sort, something like this:

honest stag
#

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

long anchor
#

tusk cult

honest stag
#

SUKD

long anchor
#

haha

mortal narwhal
#

@fresh pivot gore church?

fresh pivot
#

very old WIP map I was fiddling with in quake with textures from blood

#

scaled up by 1.5x

honest stag
#

i cant put a diamond behind the portal :(

mortal narwhal
#

my wads arent working :(

long anchor
#

@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

honest stag
#

seems like there's not enought space or it's just bugging out and falling through the floor again

ancient depot
#

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

mortal narwhal
#

They are external yeah

#

But I do like dusk textures so I'll just repaint

long anchor
#

ok now when my map is much bigger than before its obvious that there are performance issues

honest stag
#

pretty sure that's just the sdk being early

long anchor
#

and i made like what, a bit more then half of it?

#

@honest stag yeah Zombie said it is

sharp trail
#

@mortal narwhal is that an office map?

long anchor
#

but it didn't lag for me before

#

and now it lags like ass

mortal narwhal
#

@sharp trail yep

#

I have a screenshot of it with quake textures

pearl fox
#

So I'll just be able to put texture wads in the texture folder post patch?

ancient depot
#

in the same location as palette.lmp

honest stag
#

is that your map Mc?

mortal narwhal
#

Yeah

honest stag
#

that looks sick my man

ancient depot
#

we support both WAD2 and WAD3, but WAD2 files require palette.lmp to be present

mortal narwhal
#

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

long anchor
#

@mortal narwhal i really like how it looks, especially on pic 1 and 6

mortal narwhal
#

thanks man :)

long anchor
#

😄

mortal narwhal
#

@ancient depot is there currently a way to scale how big dusk dude is?

fresh pivot
#

I think you have to scale the entire level

long anchor
honest stag
#

@mortal narwhal you can just scale the entire level without selecting the info player start

mortal narwhal
#

alrighty

long anchor
#

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

mortal narwhal
#

My pc dies whenever scaling more than 5 brushes

long anchor
#

also this, ye

mortal narwhal
#

yeah rip my light placements

long anchor
#

🇷 🇮 🇵

mortal narwhal
long anchor
#

@ancient depot what might it be?

mortal narwhal
#

my quake texture version works nice

long anchor
#

@mortal narwhal wat

#

how did you fix it?

mortal narwhal
#

palette.lmp in the mymod\maps folder

#

I misread the pin

long anchor
#

wait what

#

it should be in mod root

#

how's it working then

#

big lol

mortal narwhal
#

dunno, werks on my machine ™️

#

mymaps is my mod root btw

long anchor
#

sdk type mystery

#

yeah, i see

ancient depot
#

@long anchor can you try opening any door and seeing if the same behaviour applies?

long anchor
#

ok

#

all of them make game lag apparently

ancient depot
#

I'm almost 100% certain of the cause then

#

but it means we'll lose AI pathing support for moving platforms for now

long anchor
#

rip

iron needle
#

@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

ancient depot
#

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

iron needle
#

Likely we'll be putting the patch out within the next day or two

honest stag
#

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)

long anchor
#

nice, patch soon

#

nice, new map to play

honest stag
#

eh, it has 2 rooms and 2 enemies

long anchor
#

nice, what a wonderful day

#

nice, that's all i'm going to say

hard stone
#

fortnite dusk mod

#

has been made

faint summit
fluid nimbus
#

you can't say that without showing us

hard stone
#

yes

faint summit
#

Uh oh

tepid flint
#

@hard stone show us

hard stone
#

i cant post images

long anchor
#

use imgur lol

hard stone
#

one sec

long anchor
mortal narwhal
#

@honest stag that would be cool if you used up this space up top for later in the level

long anchor
#

maybe some kind of bridge?

mortal narwhal
#

^

#

just to make sure players see the effort put up there

#

and its cool

honest stag
#

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

fluid nimbus
#

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

long anchor
#

skysk

#

with sickles, sword and crossbow as the only weapons you can use lol

honest stag
#

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

mortal narwhal
#

@honest stag very nice start to the map btw

#

oh yeah that sounds dope

long anchor
#

^

honest stag
#

Ey thanks, i hope i dont forget fhis lol

long anchor
#

hmm

#

what func could we use to make certain brush move up and down endlessly?

#

not now, just in future

tepid flint
#

Train?

mortal narwhal
#

yeah train

long anchor
#

train?

tepid flint
#

func_train

long anchor
#

alright

#

yeah got it

#

thanks

tepid flint
#

Just don't forget to make an initial path_corner a target of the last path_corner @long anchor

honest stag
#

It's not supported bte

#

Btw*

long anchor
#

not now, just in future

#

yep

honest stag
#

I think zombie sajd something specifically about func_train

#

Dont remember what tho

tepid flint
#

What funcs are available now?

honest stag
#

1 sex

tepid flint
#

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

honest stag
#

Sec*

mortal narwhal
#

;))))

long anchor
#

;))))))))))))))))))

#

is this like second chins

honest stag
#

I am sleepy so i xant hit tiny buttons right ok

mortal narwhal
#

lol

honest stag
#

Cant find the full func_ support list sadly

mortal narwhal
#

its in the pins

#

the entities.txt thing

long anchor
#

nah

#

all funcs and triggers are listed here

gritty forge
#

Did anyone check out my repaired sound effects?

long anchor
#

even that not implemented yet

#

@gritty forge i didn't even see it lol

#

gimme gimme

gritty forge
#

Want me to upload it again?

mortal narwhal
#

sure thang

gritty forge
#

It's a link, not a direct upload, since it's almost 50 meg.

honest stag
#

Is it a complete mod? If it is drop it into moddb

gritty forge
#

It isn't necessarily complete, since not all sounds have been released yet.

#

Darth said there are still more.

honest stag
#

Eh, at least so far

long anchor
#

^

honest stag
#

Moddb mods csn be updated too

gritty forge
#

Yeah, but it doesn't tell people. ModDB should have a downloadable program that can automatically install updates.

honest stag
#

It cant but you can!

rocky prairie
#

Wow

honest stag
#

Wowww that looks amazing

gritty forge
#

Yeah, but it all falls onto the downloader, since they are the ones who have to install it, not me.

long anchor
#

looking good

lunar shale
#

ty

gritty forge
#

@lunar shale Stardew fan I see.

lunar shale
#

yep thats me

gritty forge
#

My repaired sounds fixes some questionable eq, clipping, and downsamples anything over 48kHz.

#

Some sounds are downmixed to mono, too.

fluid nimbus
#

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?

honest stag
#

Yo indigo, how does this map scale in relation to the player? Is it a huge ass castle? Pls tell me it is

lunar shale
#

let me get in the game

#

its like

#

pretty big

gritty forge
#

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.

lunar shale
#

i havent done the sky and the lights yet

tight fractal
#

Prolly won’t tbh

honest stag
#

Sky cant be done now sadly unless you fake it

fluid nimbus
#

anyone?

long anchor
#

@fluid nimbus we really don't know

gritty forge
#

This sound was redone to sound more real. I am not spamming... Just showing it again.

fluid nimbus
#

oof

honest stag
#

^

fluid nimbus
#

lol

lunar shale
#

if anything i can just scale it all down a bit

half vessel
#

we were toying around with some new sounds for jusk a few hours ago

tepid flint
#

Scale it

U P

honest stag
#

i'd make it bigger

half vessel
lunar shale
#

im planning on expanding it

half vessel
#

the current hup is kinda painful to the ears

long anchor
#

i like joof tho

graceful hinge
#

how dare, hup spam is the glorious dusk anthem

long anchor
#

so even dusk dude is now BJ

half vessel
#

i mean

#

the hup was good

#

and I mean the JUSK hup

#

uh

#

let me dig it up

gritty forge
half vessel
#

this is the current jusk hup

#

it's uh

#

interesting

fluid nimbus
#

obviously need to get david/dave/whomever to record new big john lines for john dusk

half vessel
#

dave

lunar shale
#

make a boss called bigger john

half vessel
#

john duskman

fluid nimbus
#

davington

honest stag
#

What if there was an oil platform map
Doesn't that sound kinda cool

lunar shale
#

endless mode oil platform

half vessel
#

oooh

honest stag
#

Yeah yeah yeah

half vessel
#

it'd be good for endless

honest stag
#

You can climb pretty high but beware of falling into water and dying
Ohhh i'm saving that for later

half vessel
#

@gritty forge i like the pistol retexturing

gritty forge
honest stag
#

You mean sounds or textures

gritty forge
#

Made them myself. Don't worry, they stay true to the OG in every way.

#

Sounds.

tight fractal
#

Sean what’s your opinion on quake epsilon

long anchor
#

@gritty forge nice work

gritty forge
#

The creator is an asshole.

tight fractal
#

Fair enough

#

You just passed a test

gritty forge
#

I asked him if I could help, he first accepted, but later on, he called me a creep.

tight fractal
#

Ohwait

honest stag
#

Oh no

tight fractal
#

What’s your opinion on quake hd texture packs

gritty forge
#

QRP is nice, the other one isn't.

tight fractal
#

Also that’s cursed

#

Please delete

half vessel
#

everything that me or @supple radish touches in the sdk is cursed

tight fractal
#

Yikes

gritty forge
#

Check out those weapons, they aren't Mindgrid. Pinky promise.

lunar shale
#

wendigos but they are invisible like spectres from doom

half vessel
#

jusk was a fucking terrible idea

lunar shale
#

when you shoot them

#

respectively

graceful hinge
#

Is shootable func button/door secret working? Seems to just be activating the trigger immediately 😦

long anchor
#

nope

#

func button isn't here yet

graceful hinge
#

RIP

half vessel
#

it's coming in the next update isn't it

honest stag
#

Wendigo but instead of breathing they make a sound of quick footsteps

long anchor
#

yes

lunar shale
#

wendigo but they hup

graceful hinge
#

Excellent 😄

gritty forge
#

Wendigo, but it leaps like the Kleer Skeleton.

#

how can i make maps? the "custom level" thing is just empty

graceful hinge
#

TrenchBroom is what you want

lunar shale
#

you need trenchbroom

half vessel
#

or worldcraft

honest stag
#

Or jack

lunar shale
#

theres like a guide on yt

#

how to use trenchbroom

gritty forge
#

thx

half vessel
#

anything that spits out bsp format maps

honest stag
#

Correct ones at least

half vessel
#

excluding source

#

and like

#

quake 2 i think

gritty forge
#

It's funny how some weapon firing sounds are lower pitched than the actual .flac files.

#

wait hammer works with dusk?

lunar shale
#

anything that gets you a bsp file in the end

honest stag
#

I guess not because source bsp isnt supported

gritty forge
half vessel
#

@gritty forge nope

#

worldcraft for goldsource works though

#

i haven't tested hl2beta worldcraft yet

#

hmmmmm

lunar shale
#

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

honest stag
#

Yeah trenchbroom seems to do the job just right

#

And simply, too

gritty forge
#

I wonder if HL1 alpha worldcraft works lol

weak vessel
#

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

honest stag
#

Some folk here would love that

half vessel
#

okay

#

tested it

#

hl2beta maps

#

do not load

weak vessel
#

no promises, but ill try

ancient depot
#

They wouldn't since they're Source BSP, albeit earlier versions

half vessel
#

they were compiled using worldcraft

#

but yeah

ancient depot
#

worldcraft is just old hammer

half vessel
#

worldcraft in name

#

not so much in function

#

it does have that midi though

gritty forge
lunar shale
#

perfection

gritty forge
#

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.

cosmic copper
#

is it possible to do transparent textures like the metal bars or fences yet>

gritty forge
#

I would assume so, since they are PNGs.

ancient depot
#

Not currently

gritty forge
#

Oh.

ancient depot
#

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

honest stag
#

That should be pinned at this point

ancient depot
#

lmao

cosmic copper
#

ok thx

honest stag
#

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
long anchor
#

me back

#

me bring tea

#

me happy

gritty forge
#

Veven want to HUUH?

long anchor
#

HUUH?

gritty forge
#

HUUH.

long anchor
#

HUUH!

gritty forge
#

A couple posts up, you can find it.

long anchor
#

yeah i've seen it

gritty forge
#

Will creating powerups ever be possible?

long anchor
#

yes

honest stag
#

Probably
Scripting will be a thing so why not

long anchor
#

^

honest stag
#

Welp gotta hit the bed
(Ping me if you post a map i'm hungry for them lol)
C ya l8r

long anchor
#

gn

gritty forge
#

do i set up dusk in trenchbroom with the "generic" thingy it shows when i press new map?

long anchor
#

i suggest using quake

gritty forge
#

?

long anchor
#

quake preset in TB

gritty forge
#

oh ok

hoary shadow
#

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 😭

long anchor
#

maybe it falls through the floor?

#

try moving it up

hoary shadow
#

thank you will try

long anchor
#

np

gritty forge
#

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

sour hollow
#

I feel ya

#

I couldn't play my own map once

#

some dumb fuck error dun it unplayable.

hoary shadow
#

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 😦

acoustic hedge
#

you HAVE to use the default quake paths for now

#

if you want the models to load

gritty forge
#

so i have to have a quake port?

acoustic hedge
#

i think they are in trenchbroom

#

nope you have to have quake files

hoary shadow
#

but i managed to ad both monster_wendigo and monster_scientist.

#

add*

acoustic hedge
#

models or entities

#

im guessing entities

hoary shadow
#

yes

acoustic hedge
#

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

balmy thorn
#

How to make the treelines/fences etc transparent?

acoustic hedge
#

we cant right now

balmy thorn
#

😢

acoustic hedge
#

will be in soon

balmy thorn
#

Nice

hoary shadow
#

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... 😭

balmy thorn
#

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.

hoary shadow
#

okay thank you 🙂

balmy thorn
#

No problem 😉

gritty forge
#

I'm confused, how are we supposed make levels for Dusk?

candid kestrel
#

so with this sdk we can load up maps from other games right?

tepid flint
#

@gritty forge trenchbroom

#

@candid kestrel some games

sharp trail
#

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

gritty forge
#

KREUZER, do you have a link to that trenchbroom tutorial?

sharp trail
gritty forge
#

Thank you.

candid kestrel
#

so its possible to load quake maps?

verbal peak
#

Yes

craggy frigate
#

yall where do i get the quake 1 bsp

still raptor
#

You buy quake

#

Then use the bsps

craggy frigate
#

i have quake

#

i dont have bsps

still raptor
#

Ah, they're in the .pak files

craggy frigate
#

well that sucks

sharp trail
#

@craggy frigate check the video

craggy frigate
#

ok

left robin
#

Oh man - Dumptruck's videos lit up a fire storm for me, great tutorials.

craggy frigate
#

didnt have to @ me

#

but ight

left robin
#

his Discord is also a treasure trove of info and help

sharp trail
#

You can use the start wads

brittle solstice
#

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?

long anchor
#

yes

brittle solstice
#

Good stuff. I'll have to mess around with it.

craggy frigate
#

ok i dont understand still: how do i extract bsp files from pak files?

gritty forge
#

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.

iron needle
#

Refer to the channel pins and see if those help

gritty forge
#

Hey David any plans for bsp2 support?

iron needle
#

I thiiiink? You'd have to confirm with @ancient depot

gritty forge
#

also you should probably change your color

#

we have really similar colors right now

verbal peak
#

Not any separate colors left to use.

gritty forge
craggy frigate
#

ok i think i got it

hollow laurel
#

think we already have bsp2

verbal peak
#

Side effect of tons of roles

hollow laurel
#

but not quake2 bsp

#

since i'm compiling with -bsp2 and dusk loads it fine

gritty forge
#

oh I guess it's something with my map then

summer dagger
#

wait is there a way to get dusk's textures in j.a.c.k?

gritty forge
#

theres a .wad file somewere

craggy frigate
#

i extracted the quake 1 bsps and put them into dusk sdk map folder, do I need anything else for them?

gritty forge
#

actually check pinned I think theres a program to generate one

#

@craggy frigate the palette file

summer dagger
#

hmm i see

gritty forge
#

palette.lmp

craggy frigate
#

where do i get that?

#

in the pak files?

#

pak0 and pak1

gritty forge
#

yeah sound be in a gfx folder or something

craggy frigate
#

ok thanks

gritty forge
#

else I can send you it

craggy frigate
#

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

still raptor
#

Yeah we already have bsp2

hoary juniper
#

So how long until we have fingerbones ported to Dusk?

craggy frigate
#

lul

#

@gritty forge sorry for pinging but where do i put the palette file?

gritty forge
#

next to your maps folder

craggy frigate
#

ok