#dusk-modding

1 messages · Page 24 of 1

gritty forge
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so in your mod folder I guess

craggy frigate
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dusk/sdk/palette file i guess

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ok thanks

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ight

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it dont show up in custom level

pearl fox
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You can find some basic instructions on how to load maps in the pins

cosmic copper
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is it possible to color the door indicator texture?

pearl fox
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For a mod to show up in-game, create a new folder in DUSK/SDK/mnt/local, then create another folder within it called "maps". Put your bsp(s) in there. For Quake maps to load with textures, add the palette.lmp in your mod folder, so basically next to your "maps" folder

gritty forge
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Alright, I think I'm giving up on trying to figure how to set up this editor.

summer dagger
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saame dude

torpid agate
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This boi taught me everything I know. Watch his videos if you’re lost.

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That’s just for making the quake maps.

summer dagger
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im trynna use jack tho, really dont wanna learn trenchbroom

gritty forge
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My main issue is that I don't own the original Quake, so I'm kind of screwed.

torpid agate
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Ye you need Quake.

fluid nimbus
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or wait for the dusk profile

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whenever that comes

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quake is super cheap during sales tho

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and it's like 5 bucks now by default

torpid agate
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Trenchbroom is pretty easy to learn. Just a little limited.

fluid nimbus
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looking forward to not having to use 50 different tools to use textures, and not be limited to color palettes
I just wanna draw textures, yeet them in trenchbroom and use them

summer dagger
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ill probably just wait until its all easier

craggy frigate
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well, i got quake maps to load, nevermind that they dont have textures and the buttons dont work

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xd

gritty forge
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buttons don't work rn

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but you should have textures if you got the palett file

craggy frigate
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so should it be in textures or local?

gritty forge
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mine is in Dusk\SDK\mnt\local\dusk

craggy frigate
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k

pearl fox
regal dome
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No

pearl fox
craggy frigate
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ogre citadel more like scarecrow citadel

cosmic copper
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Lighting still a WIP but I've already spent way too much time on this room

torpid agate
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That looks really nice

cosmic copper
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thanks!

hoary juniper
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Thats a really cool room

weak vessel
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👍

sharp trail
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Awesome

vestal hare
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are the UV map textures in the sdk?

mortal narwhal
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Do we have a .fgd or .def for dusk entities in trenchbroom?

gritty forge
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not rn

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soon ™️

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theres a text file in pinned

sharp trail
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Map

mortal narwhal
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map

gritty forge
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.map

mortal narwhal
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map.map

crystal lily
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Is there going be entities, like logic_timer, and math_counter?

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I remember using math_counter to have a door open when x number of baddies were killed. Ex: 5 = door open, starts at 0 values, each baddie killed =1

unique ocean
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are lights still broke?

unique ocean
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Does anyone know how to stop my old brushes from being changed when clicked after editing a new one? Im tired of trying to make a hurt trigger then applying that to a brush meant for environment

graceful hinge
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how to get jump_pad (and other props) to sit up straight? :v

mortal narwhal
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@unique ocean are you talking about textures being changed?

onyx marten
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how do i get all the entities listed in the entities.txt? in trenchbroom i only got like 70

cosmic copper
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@onyx marten You cant get them to show up in the editor yet. Right now you have to just place any entity down and change its classname to what you want.

onyx marten
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alright imma try that, thanks!

summer dagger
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does anyone have that precious .wad file

onyx marten
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its pinned

summer dagger
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holy shit im blind

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thanks

onyx marten
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np

unique ocean
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@mortal narwhal Classnames are changed to a different type when clicked on after working on a different type

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I'll try working on a door per say and then click on a worldspawn brush and it changes to a door

lament ore
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@ancient depot HLTextureTools exists for WAD3 and it's a really superb tool; I don't think there's anything really to improve upon it

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I used it to make my Gunman Chronicles upscale mod

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@onyx marten @cosmic copper my placeholder fgd will let you place the entities from entities.txt with placeholder quake models

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I didn't add any of the set dressing stuff though since placeholder models aren't very useful for positioning decorations

cosmic copper
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looks cool, Thanks!

mortal narwhal
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How do I make ladders work?

lament ore
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In theory you just need to make a brush in front of the ladder and tie it to func_ladder

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but I don't think func_ladder is supported yet

mortal narwhal
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damn, I saw someone had a working one in their map

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I'll try it out

lament ore
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It might've been added since I last checked so yeah give it a try

mortal narwhal
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yep

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func_ladder works

unique ocean
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McClone do you know how to fix what I described?

mortal narwhal
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Oh no, sorry. I thought you were talking about textures being copied over

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that sounds annoying though

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also thanks for the .fgd @lament ore

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@unique ocean you could ask in the quake mapping discord though

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they are all about trenchbroom

unique ocean
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I think I found PART of the problem

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I can lock the type of classname by clicking "make Structural"

iron needle
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@cosmic copper wooooow that looks cool

honest stag
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i'm starting to realise that churces are kind of a good place to make look nice
you just keep adding fancy stuff and it just... fits

vivid blaze
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This is probably gonna sound stupid, but where can I find qbsp.exe? I was under the assumption that it was in Quake's folder somewhere, but I can't seem to find it.

fierce lava
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You gotta download it yourself and then put it into Trenchbroom

vivid blaze
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ohhhhhhhh got it. Thanks.

honest stag
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because he probably fits more in the cave but i'm not sure

modest imp
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If you put him in the cave, does that make him a spooky spelunker?

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Because if so, that's got my vote.

iron needle
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I vote cave personally

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skeleton = vibes of abandonment, decay, isolation, etc. Detail that would give the cave a bit of a more remote feel than the church

unique ocean
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Anyone know how to make lava glow?

iron needle
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especially if you have other details like broken sthings etc

honest stag
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yeah figured that much
like the guy tried to escape but NO ONE escapes the church

alpine depot
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lol im replacing the cultist sounds with blood cultist quotes

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and the scarecrows now say "what up mothershuckers"

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oh yeah and the rats have the "oh shit a rat" quote from that video

iron needle
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@honest stag yeah good thought. It'll especially help sell the idea if the church looks like it's relatively actively maintained and populated and the mines are like... dark and abandoned and clearly not something many people go in

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@alpine depot lol

alpine depot
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i already made nyarlathotep an anime girl so why not make it a crossover episode while im at it

unique ocean
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You made Nyarlathotep and anime girl and not the tentacle monster

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missed opportunity

tight fractal
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Hayori Nyaruko-Chan is already a thing

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U rnt special

alpine depot
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bruh

honest stag
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you know what would be cool to add when scripting is a thing
for the player to be a light source like a candle but without the flashlight
like you're carrying a lantern
no need to poke around in the dark but it's still creepy

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it really does look better

iron needle
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yeah that's not a bad idea

honest stag
ebon jetty
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has the sdk been updated yet

honest stag
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afaik - nope

ebon jetty
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rip

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im already working on a new map

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after scrapping my old one

scarlet fjord
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Played around with Trenchbroom, getting used to the progra- ah, can't show off my bridge.

solid isle
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is that intentional?

modest imp
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Adjusting to Trenchbroom after years of Hammer is weird. But also kind of fun.

sterile junco
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being able to just manipulate brushes

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however i want

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is weird

honest stag
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i fixed that already, it's because i copied this from the opposite side where this small cut is needed to not poke through another wall

modest imp
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Getting some weird lighting artifacts, but I doubt Dusk has anything to do with it.

iron needle
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we're looking at releasing a patch either tonight or tomorrow

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@modest imp there are some lighting issues atm that will be fixed soon

honest stag
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oh hell yea
what does it include aside from buttons

iron needle
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could be that

modest imp
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Oh wait, there are? That'd explain things, I guess. 👀

solid isle
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David your color downgraded from Big John to Fork Maiden

iron needle
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@honest stag wad support, buttons, whole slew of small fixes and improvements, rudimentary func_breakable implementation, so far

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@solid isle lol I see that

honest stag
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func_breakable
time to make those windows break

scarlet fjord
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Just had a thought, would these maps work with those rings that change gravity?

iron needle
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yeah. Unsure if it'll support stuff like different types of gibs etc in this patch but we'll see

solid isle
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Anyway, hate to constantly ask about missing features, but anything on skyboxes, and maybe the random broken door bug?

iron needle
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oh, and trigger_once also

modest imp
iron needle
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@solid isle which is the door bug?

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@modest imp yeah that might be Dusk. We're gonna fix lightmaps soon don't worry :)

modest imp
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👏

solid isle
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uhhh, some doors move directly back instead of the direction you set

iron needle
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unsure about that bug

scarlet fjord
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Oh right, bridge

hard pollen
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Are physboxes a possibility?

iron needle
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I'm gonna talk to Zombie about skyboxes when he wakes up probably

solid isle
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oh okay cool

hard pollen
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I wanna make one of those Source Engine destructible levels for some reason.

iron needle
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I agree it's really disappointing to see just like... nothing when you load into maps lol

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@hard pollen I thiiiink?

solid isle
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Zombie did say something about the doors to me last night, just wanted to see if you knew or not

iron needle
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problem is Zombie and I live on opposite sides of the world so we aren't usually awake at the same time

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unless I stay up late

solid isle
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also bless those lightmap fixes 🙏

honest stag
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my bootleg lighting is going to be broken 100% lol

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damnit

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at least i can make it proper

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it's the best light source for me right now lol

scarlet fjord
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Nicely done!

modest imp
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I really love using unorthodox light sources when I make stuff. Screens on TVs and monitors, blinking lights on racks of servers, maintenance and emergency lights behind gated-off service holes, that sort of stuff.

iron needle
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At some point I might add a "realtime light" entity or something

modest imp
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inb4 someone makes a map that only uses realtime lights and tanks everyone's frame rate

honest stag
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...i think my entire level is going to be lit by candles aside from the first section

scarlet fjord
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I read with a tank

hard pollen
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I'm pretty sure David never wants to deal with lightmaps again after DUSK.

modest imp
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I can't wait for DUSK 3 to introduce full real-time lighting and shadow effects, and completely dispose of any baked lighting whatsoever.

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🥴

honest stag
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i only have a shitty laptlop and my map is already overloading it
and i'm about to add like 10 more rooms with realtime lights

weak vessel
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Ok

tame pebble
weak vessel
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I found some sounds that I can give to yall. They are VERY random and all homemade but do with them what you please. Just let it be known that these are not for commercial use of course and only for modding please

modest imp
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brb putting them in my unity asset flip

small gate
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mod-only-pl licensed ™️

tame pebble
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I am ready

solid isle
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Oh yeah that reminds me.
Any kind of ambient_generic type entity, or something to play sounds coming soon?

weak vessel
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It's all totally random

honest stag
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man i REALLY need some level ambience music, i cant wait for it to be implemented

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i think i want lights less than level music lol

solid isle
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yeah

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or at least a generic level sound that plays like how Quake does it

scarlet fjord
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Thanks chief!

solid isle
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like wind

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to hold us over until we get soundscapes or whatever have you

modest imp
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I'm all about that ambient sound, yo. Running vents, quietly buzzing fluorescent lights, clicking hard drives, distant chattering... Oh, as subtle as it all is (or at least should be), it's enough to make me swoon. 😍

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Good ambient sound design can make even the blockiest maps feel palpable and grounded in reality.

weak vessel
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yeee

ebon jetty
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@weak vessel ty for the sound drop

weak vessel
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No prob no prob

scarlet fjord
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Sewer sounds

weak vessel
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just figured I'd drop ya somethin for now to help with the creative

scarlet fjord
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it's a sign

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we all must make a sewer level

tame pebble
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How many did you include? I'm on mobile so I can't peep them yet

scarlet fjord
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37 in total

small gate
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everyone has to make a sewer level and make the first megawad

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seWArD

scarlet fjord
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The megawad is nothing but sewer levels

tame pebble
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37 Andrew EXCLUSIVES

small gate
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yeah

scarlet fjord
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send it to civvie

ebon jetty
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37 boys

small gate
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the second worst thing next to downright terry wads

weak vessel
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the gunshots are meh but everything else is pretty good

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all recorded around Dallas

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except the gun mechanical sound. I think that was Dave and I in Las Vegas last year at a shooting range.

tame pebble
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I need to spend a day and just record all my guns.

modest imp
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(please don't mistake me for a mapper i'm bad and terrible)

small gate
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that yours?

modest imp
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Yeah, I made it a few months ago. It's not much to look at, just fucking around with stuff.

honest stag
small gate
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it's pretty decent, idk what you talking about

modest imp
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Thanks, but I'm really bad at large scale stuff. Like, I can do little bits of maps, but if I try to make a proper level out of them, I fall to pieces.

solid isle
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"but im not a mapper"

small gate
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that sounds like you need to practice blocking things out first, thats it

solid isle
modest imp
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Planning things out is tough for me, but hey.

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I gotta believe.

small gate
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it's just learning or developing methodologies and then practicing them

modest imp
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Wait a fucking minute.

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You're on Knockout.

small gate
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yeah

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ex-gold fp

hard pollen
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Vaporwave DUSK.

small gate
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before gary went nuclear

modest imp
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Small world. Same here, but I barely post.

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Nick Mason on FP pre-disaster, SCPH7503 on KO.

small gate
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I wondered if that was you anyways, not many people named after PS1 revisions

modest imp
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Aye, but it apparently makes me easier to spot in a crowd.

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Is that a good thing, though?

small gate
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if that's your thing, I guess

modest imp
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I ain't even got a thing, I just be what I be. ¯_(ツ)_/¯

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And right now, I be tired, and be going to bed.

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👋

small gate
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nite

honest stag
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it's a prison not a hotel damnit

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dungeon even

small gate
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it's not because someone goes to jail that they start shitting everywhere all over the toilet

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where the clean inmates at

honest stag
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lol makes sense
still really bright though

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well i guess i cant do much untill the patches roll out

gritty forge
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I think I can map but I need the tools all done first. I'll wait for .fgd, does that mean it'll have graphic representation for the entities too?

honest stag
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there is a custom fgd already

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1 sec

still solstice
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just make the bathroom area really excessively clean and out of place lmfao

tulip crown
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Does it have all of Dusk's entities? Nothing missing?

ebon jetty
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i've started on a new map

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glad the trenchbroom tutorial mentions the prototype mod

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wad*

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very useful for laying out levels

toxic forge
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you're welcome

gritty forge
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@honest stag cool will check out later

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Somehow I left the NB discord didn't realize I'd done it, hadn't really been on discord in awhile anyway... and now I'm like an ultra newbie again here no longer a rat 😭😭

honest stag
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instead of using 1 brush with func_ladder and a 2d non-transparent texture - each of those brushes is a func_ladder and works perfectly fine

frozen jolt
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if it looks silly but works, it aint siLly Oh woah. Good to know.

torpid agate
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Pretty cool

solid isle
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real alpha chads just stack blocks that get progressively thinner, letting you ascend by jumping real fast

honest stag
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lol real gigachad move

toxic forge
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actually it was only way to do ladders before there was an access to QC

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but you don't need to jump when blocks don't exceed some height

frozen jolt
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Sound replacements. Not all guns are done yet, so heres a progress compilation

solid isle
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if you add even less spacing you can do it without jumping

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Also, are Quake textures just automatically supported?

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how tf are they working

honest stag
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yeah, with a palette file

ancient depot
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Quake textures are normally embedded in the BSP file, so we just load them

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As of the next patch we also support WAD files

solid isle
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oh yeah, I did end up adding the lmp

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though I admit I didn't know why I was doing it

ancient depot
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Only for HLBSP though, I need to look at how Quake maps can request WAD usage

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Without palette.lmp we can't load the textures in a quake map because we wouldn't have any colours to work with

solid isle
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I see

ancient depot
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Since the map textures only contain references to which colours in palette.lmp they use

solid isle
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that makes sense
well I'm glad I can use them now

ancient depot
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not the actual colours themselves

small gate
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@ancient depot wym, how it enumerates the searchpath?

ancient depot
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Hm?

small gate
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I need to look at how Quake maps can request WAD usage

ancient depot
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I need to find out how a Quake BSP defines a texture that is stored in a wad

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I would assume it's like HLBSP, where it's in a wad if all of the mip texture offsets are 0

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but I need to confirm

pale pendant
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I just want my Quake 3 map textures...

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😢

ancient depot
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I'm tempted to just add support for .tga because people are having trouble converting those to .png lmao

small gate
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any reason not to add .tga support tho

ancient depot
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it's effort

small gate
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...fair enough

honest stag
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this kind of stuff just makes me happy

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textures probably need some work tho

frozen jolt
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cool looking though!

honest stag
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ey thanks

frozen jolt
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It looks a little out of place without the other textures yet, but heres a retextured mage

solid isle
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ceiling is my only issue, else it looks really good

iron needle
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wow that's really cool @frozen jolt

frozen jolt
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Thanks!!!

solid isle
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also yeah that's pretty sweet

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reminds me of Void Bastards

frozen jolt
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you got me. thats pretty much it, as well as jet set radio

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Full texture

solid isle
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well it's fucking sweet, I hope you keep at it and make something of it

pale pendant
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@ancient depot I converted the tga files bruh. That's not the issue

frozen jolt
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I'm plannin to! Full map set plus texture&sound overhaul

pale pendant
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Something else is wrong. 😦

frozen jolt
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Tysm tho!

ancient depot
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Can I get a screenshot of your textures folder?

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Also a screenshot of your modding menu, and how it all looks ingame

honest stag
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(they are just doors because you know, no func_button yet)

frozen jolt
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can i have a can of whoopass

iron needle
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@honest stag SOOOON

honest stag
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hell yea

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can you imagine escaping a cult's dungeon by digging a long tunnel and making an exit at the cult's local bar?

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that would fucking suck right

chrome wagon
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Why create a ladder when you can use a 89 degree ramp?

ebon jetty
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i want my light fix

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my torches need to work properly

honest stag
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may i interest you in some candles

ebon jetty
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TORCHES

gritty forge
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How about a dusk mod but the shotguns switch places:
Lever action shotguns shoot simultaneously
Meanwhile the ssg does well, the opposite.

small gate
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just go all the way, instead of dual wielding shotties you dual the ssgs

ebon jetty
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uh oh

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uh

small gate
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TMSSGs dusk version

ebon jetty
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tfw trenchbroom crashed while fixing issues

twilit coral
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I haven’t been following the sdk

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Custom animations are later correct

ebon jetty
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i believe so yes

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there's a lot of things that will be prioritized first i'd imagine

twilit coral
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Because I want to remove the most satisfying part of the shotgun

ebon jetty
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like lighting

small gate
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@twilit coral check pins my man

twilit coral
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Make it pump action with hands

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Oh aight thx Johnny

brazen dune
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I love how the Quake maps imported are hilariously broken but also surprisingly functional

ebon jetty
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i keep hitting max faces because i'm getting too ambitious with how i'm flexing shapes

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aaaaaa

iron needle
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@brazen dune heh yeah, they should be getting more and more functional the more updates we put out

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like, the one that's releasing soon adds buttons and triggers which does a lot

ancient depot
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and really basic sky boxes

brazen dune
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Ooh, fun

frozen jolt
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Is concept art for a mod allowed here?

iron needle
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sure!

frozen jolt
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Great! one secondo

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very rough stoff b ut helps layout how the future textures will look

iron needle
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love it

frozen jolt
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ty! more coming involving the other enemies and the protag

brazen dune
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David at this rate we can just make Dusk 2 for you

iron needle
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you've discovered my evil plan

frozen jolt
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ONOE

ebon jetty
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@iron needle what are the bench props from the old religion level called?

iron needle
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iirc object_pew

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keep in mind lighting is still borked on them I think

ebon jetty
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i kept thinking it was bench

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it's fine i'm just laying out the basic foundation

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and then filling it will props

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then textures

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lighting will come later

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it's probably too big 👀

sterile junco
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larg arena

ebon jetty
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ye

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im bad with large arenas because they can be very easily boring

sterile junco
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maybe verticality will make it interesting

ebon jetty
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that's what i was just thinking

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maybe platforms on the sides

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and potentially a choir loft in the back

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filled with cultists

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like you're interrupting a ceremony

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with the altar at the front

thick rampart
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the organist is a leatherneck

ebon jetty
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hehehehe

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maybe the witch

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or she can be the pianist

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if i can recreate one

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in any way

thick rampart
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witch leads the choir! the perfect band

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once triggers are added there's gotta be a small room where u can stomp on keys to make the organ toot

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idk how feasible custom sfx will be but darn, imagine

ebon jetty
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it's feasible

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just very uh

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tedious

thick rampart
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lmao isn't everything worthwhile

ebon jetty
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oh no

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there's another option instead of all of that

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|| 2 jakobs ||

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it's a bad time to run out of ammo

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lmao

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they hit each other so now there's only one

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and he's 1000 hp

thick rampart
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i love the way you draw such long arms v nice!

ebon jetty
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i like your style :)

solid isle
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Is uhhhh colored lighting supported?

frozen jolt
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ty!!!!

solid isle
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also oof, I don't think JACK can even do colored lighting

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i'll have to add a kv or some shit

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is the key _color?

honest stag
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an update to my level from yesterday -
patch notes (i'm sorry)

  • Added a cave area leading to a dungeon
  • Added a dungeon w/ escape route
  • Added a bar which the escape route leads to
  • Moved Mr. Skeleton to the cave area (thanks Dave!)
  • Added a secret
    i hope it's not annyoing or anything but i really want some feedback after i do like 30% of the level
solid isle
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yooo

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it worked

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wtf

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weird that there's just straight up no option
unless it's hidden because vanilla HL does support it, but vanilla Quake doesn't

thick rampart
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are you using trenchbroom?

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idk if it has to do w the entities file i had loaded but in my experience i always had to add it manualy

solid isle
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Nah, JACK

thick rampart
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(the _color key that is)

solid isle
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it's just weird that it's clearly supported, because the entity changed color

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but they dont include it

thick rampart
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yeah definitely odd!

torpid agate
#

Wouldn’t the palette.lmp file extracted from the shareware version of quake be fine to distribute?

ancient depot
#

probably

solid isle
#

alright well it did not work

ancient depot
#

we can't include it in the game still though

torpid agate
#

Ye obvi

solid isle
#

supposed to be red light

small gate
#

then you could just distribute that instead

fierce lava
#

@honest stag
That custom Skeleton is awesome!

thick rampart
#

@honest stag i tried out yr level but i'm stuck in the cave and can't find a way out! the skeleton is very cute though

fierce lava
#

gotta go in the jail

honest stag
#

hm? whaddya mean

#

in which cave

solid isle
#

@ancient depot Are .lit files supported for colored lighting?

honest stag
#

there's a door in the end if you kill the 2 cultists

thick rampart
#

the one w the lil skelly man in it

#

ah, i am clueless

#

is it currently supposed to be textureless or is that an issue on my end here

honest stag
#

you need to get a palette file

thick rampart
#

aaahhhhhh makes sense i am lacking that

honest stag
#

and put it outside of the maps folder

#

lemme drop it here

thick rampart
#

amazing! thank you!

honest stag
thick rampart
#

that door oughta be a lot easier to see now

ancient depot
#

@solid isle not yet

#

patch after the one that'll be coming soon probably

solid isle
#

ah sweet

honest stag
#

. 🔥 files

solid isle
#

looks good in Quake at least

#

if a little big

honest stag
#

big is good

solid isle
#

Yeah; I'm just gonna have to add some details that weren't there before probably

honest stag
#

big john approves

solid isle
#

else it will just feel like baby's first map

#

unless colored lighting and Ultra-Violence amount of enemies will solve that

thick rampart
#

@honest stag i will say i had a much easier time getting out of that cave w the palette file loaded lmao

#

excited to see where ya take it!!

honest stag
#

ey thanks

#

i think i'm going to stick with very linear maps
i like how they turn out to be - cant really do open maps

ancient depot
solid isle
#

yooooooo

honest stag
#

FUNKY AND BREAKABLE

#

question - func_breakable has to have a health value right?

solid isle
#

cant wait for co-op and func_vehicle so we can REAL dusk kart

#

yeah

iron needle
#

@honest stag yes

#

the "health" key

#

HL documentation claims "strength" is what determines that but that's lies

ancient depot
#

it really gives the half life maps so much more life, it's surprising

honest stag
#

i'm dumb but is it _health or health

ancient depot
#

health

honest stag
#

'ight gotcha

ancient depot
#

keys that begin with _ are generally editor-only keys

#

which are used by the map compiler

#

for example, _light is for the lightmapping tool

hard pollen
#

Hell yeah.

ancient depot
#

oh one thing to keep in mind, we don't support explosive func_breakables just yet

honest stag
#

basically anything including brushes can be breakable right? just by adding the func_

ancient depot
#

but all the other kinds should work

#

yeah

honest stag
#

alright gotcha

iron needle
#

HL does weird dumb things with explosives and the documentation is of no help yeah

#

it's like "do this to make things explosive!"

#

so we're like "ok there's the key we have to look for"

#

HL Maps: nothing does that

ancient depot
#

then we check the source and there's a magic extra key

#

lmao

iron needle
#

yeah and even that like... is weird

#

I dunno we'll figure it out

hard pollen
iron needle
#

@ancient depot that's something we could do right?

ancient depot
#

Uh I have no idea

#

oh I see

#

so it's just an object that turns on physics after a certain amount of force/damage

iron needle
#

I think?

ancient depot
#

that video had me scared it was like dynamic fracturing or something

#

lol

hard pollen
#

Yeah it ain't.

iron needle
#

I think that should be easy enough to implement, but don't quote me

hard pollen
#

I'll probably have enough fun with making my house .wad but you can destroy everything with standard func_destructible.

ancient depot
#

func_myhouse

hard pollen
#

Func_pastalabrynth

iron needle
#

ok update going live in a sec here

honest stag
#

Y E S

#

wait hold on should i make backups of mods

gritty forge
#

Finally

iron needle
#

@ancient depot mods should be ok right?

gritty forge
#

David has the true piss color name

ancient depot
#

yeah I don't think Steam will delete anything

#

if you're paranoid back stuff up then though, you never know

iron needle
#

as long as it's not in the mnt/local/dusk folder I think it should be ok

#

yeah you can do a backup just to make sure

honest stag
#

'ight

iron needle
#

ok is live

fierce lava
#

changelog?

honest stag
#

nothing is updating >:(

#

i have been bamboozled

ancient depot
#

restart steam

#

@fierce lava uh, a whole lotta stuff

#

lol

#

give me a moment

honest stag
#

there we go

iron needle
#

@ancient depot I think I'm gonna make a thread on the modding steam forum for patch notes

ancient depot
#

alright

solid isle
#

That'd be nice
Then we wont have to bug you guys everytime for "IS THIS FIXED YET??"-- at least for things that have been added or fixed.

iron needle
#

@ancient depot might want to update your pinned thread in there also

honest stag
#

is func_breakable supposed to be a class name or just added as a property

#

i'm a dumbo

#

like this orrr i dont know

iron needle
#

you use it the same way you use func_door

honest stag
#

ahhhh i see i see

fierce lava
#

Oh yeah this update makes it way more stable

ancient depot
#

temp patch notes while we get a thread going

#
Q1 = Quake 1 BSP, BSP2
HL = Half-Life BSP
!! = All

[HL] Master spawn points are now recognized and prioritized.
[HL] monster_scientist_sitting is now recognized
[HL] Added support for external texture WADs. Both WAD2 and WAD3 are supported, however WAD2 requires palette.lmp.
[Q1] Added very basic skybox support. You can't change the skybox yet but it at least displays a default one.
[HL] The crowbar will now spawn as the sword, instead of not spawning at all.
[HL] Gonarch is now replaced by ||Many as One||. Nihilanth is replaced by ||Nyarlathotep||.
[Q1] Shub is now replaced by ||Nyarlathotep||.
[!!] Shotgun shells no longer prevent maps from loading.
[!!] worldspawn has partial support for the "light" property, only for non-lit maps!
[!!] new "euler" property for entities, which allows you to set their XYZ rotation directly.
[!!] Fixed performance issue when opening a door. AI support for moving platforms is disabled temporarily as a result.
[!!] trigger_teleport now respects "player only" flag.
[!!] Fixed maps that don't explicitly list a worldspawn entity.
[!!] Added the following new entities (not all are implemented, X = implemented, P = partially implemented)
    [P] func_breakable
    [P] func_button
    [X] func_detail_wall
    [X] func_detail_illusionary
    [X] func_detail_fence
    [X] func_wall_toggle
    [P] trigger_auto
    [P] trigger_once
    [P] trigger_multiple
    [P] multi_manager
    [X] info_landmark
    [X] info_player_teamspawn
    [P] momentary_door
    [P] momentary_rot_button
    [ ] func_platrot
    [ ] monster_generic
    [ ] func_lod
    [ ] func_occluder
    [ ] func_tracktrain
    [ ] func_train
    [ ] func_vehicle
    [ ] prop_dynamic
    [ ] prop_dynamic_override
    [ ] prop_physics
    [ ] prop_physics_override
    [ ] prop_static
    ```
honest stag
#

HOLY F U C K IS THAT SKY

ancient depot
#

oh yeah we also fixed func_button objects spawning in weird locations

iron needle
#

patch notes thread

torpid agate
#

Got done editing a texture to find an sdk update enjoy

hard pollen
#

Okay so um, where does one get a hold of Trenchbroom. Asking because I'm too much of a baby to trust the first search results on googles.

ancient depot
#

github

hard pollen
#

AIght.

#

Sorry about asking such a dumb question.

ancient depot
#

no worries, it's a reasonable thing to ask

hard pollen
#

Now I can finally make my room.bsp

ancient depot
fierce lava
#

Im very thankful for that

solid isle
#

how does it work?
just use the original quake skyboxes?

ancient depot
#

It uses the skybox you see there

#

which is a dusk skybox

solid isle
#

I mean like

ancient depot
#

you can't change it just yet, but it'll render

solid isle
#

what brush do you use for it

ancient depot
#

no brush, it does it the quake way, if a texture starts with SKY it'll be a skybox

solid isle
#

thats mostly what I meant, though I said it wrong lol

#

good enough for me

#

I was most asking "what is the Quake way?"

ancient depot
#

ah

solid isle
#

in Hammer you use a sky tool texture

fierce lava
#

So with custom Half Life maps do you put the WAD in the base of the folder, and does it need to be the same name as the map?

ancient depot
#

you just shove all the wad files into the mod folder

#

same place you put palette.lmp

#

keep their original names

#

for example I just shoved all the wads from half life, blue shift and cstrike into my mnt/local/dusk folder

gritty forge
#

So in the future we’ll be able to make our own skyboxes yeah?

ancient depot
#

yes

honest stag
#

so uhm
making 2 different things breakable and breaking one of them makes both break

#

i cant seem to fix it

ancient depot
#

can you show your setup?

gritty forge
#

I have a feeling theres not gonna be a single normal custom skybox.

ancient depot
#

Note if you make something breakable, its collision becomes a shell that surrounds the model

gritty forge
#

Dave skybox.

solid isle
#

oh shid that means I can bring dust2 into DUSK lmao

ancient depot
#

already beat you to it lmao

solid isle
#

oh no

small gate
#

log into duskworld

#

all servers are dusk2 24/7

solid isle
#

well I'll still hopefully be the first for DOOM E1M1 :[

honest stag
#

even specifically deselecting one and giving it func breakable for some reason an ojbect on the other side of the map becomes func_breakable

torpid agate
#

Real chads bring dust 2 into quake and play against quake bots

small gate
#

Im pretty sure I saw someone rocking some E1M1

solid isle
#

Maybe I'll backport dust2 CSS to .map and port that duskthink

#

unless it uses displacements

#

which it might

small gate
#

which it does

solid isle
#

CSS version does?

#

oh yeah

#

you're right

#

fug

honest stag
#

i dont have a single damn clue what is going on with breakable objects right now

solid isle
#

I wouldn't have the props anyway lol

ancient depot
#

it must be something in the map, since they work fine in existing ones

honest stag
#

and why i can only have one as whole
like when 1 breaks all of them break

#

should i give them all different target names?

solid isle
#

did you bind them all as a breakable at the same time?

#

you have to do them individually

ancient depot
#

I think giving them the same targetname would be why yeah

#

or that

solid isle
#

both probably

honest stag
#

i dont give them a target name in the first place

#

but i'll add it

#

i do them individually

#

but any change to 1 results in the same change for the other

#

i have no clue why

solid isle
#

they're grouped then

honest stag
#

they arent

ancient depot
#

yup

#

that'd be it

honest stag
#

i dobule chcked

#

well anyway i'll try target names

solid isle
#

just try remaking it

#

one by one

honest stag
#

tried it

solid isle
#

huh

#

maybe blank space is considered a "same target name"?

honest stag
#

if i just go to a random brush, select it, give it func_breakable it will somehow be connected to all other func_breakables

#

maybe

#

lemme try

solid isle
#

causing them to think it's a group>

torpid agate
#

Ricochet is looking good with that sdk update lol

solid isle
#

oh man has someone ported Ricochet's map

#

even if it doesnt work

small gate
#

all ricochet assets should be hashed and banned

honest stag
#

...damn it now all the brushes have the same target name because a change to one reflects on the others aghhh
ok, i'll make a func_door, give it a target name, and then make it breakable

#

with me luck

solid isle
#

cant wait for DUSK Richochet

#

fuck that might be a fun project when scripting comes out

hoary juniper
#

Fingerbones in Dusk

honest stag
#

alright i think i fucked up my entire map now

solid isle
#

vriska I don't know that you're adding them correctly

#

lmao

honest stag
#

whatever, no breakables this time

long anchor
#

henlo there

ancient depot
#

try making a small box room with a bunch of breakables in a new map

long anchor
#

oh, new patch?

ancient depot
#

then post that here for people to look at

solid isle
#

yeah

honest stag
#

yeah i'll try a new map

ancient depot
#

yup, check forums for changelog

long anchor
#

sounds nice

#

basic skybox support, huh?

ancient depot
#

yeah, we have a default skybox that'll render, it can't be customized yet but you can at least have sky now

long anchor
#

it better to be night sky or i won't use it now BIGJOHN

long anchor
#

ah, cloudy one

#

that'll do

solid isle
#

@honest stag

honest stag
#

alright so i think i just severely fucked up on my main map

#

because i made a new one and it works

solid isle
#

yeah you did something weird

long anchor
#

do you have quake palette?

solid isle
#

who me?

ancient depot
#

this would be a case of missing wads I think, if that's compiled as hlbsp

long anchor
#

hm

solid isle
#

This was just an HL map compiled normally

#

without wad

ancient depot
#

ah

solid isle
#

yeah I don't use HL

#

though I should

#

doing func_breakable in quake might turn a brush into an entity cube

#

until we get an fgd

#

I guess I should go check

long anchor
#

i think no

#

cause i have trigger_secrets somewhere and they look like transparent brushes

#

although that's func

solid isle
#

oh yeah it works

long anchor
solid isle
#

nvm

#

im big dumb

honest stag
#

alright i fixed it by moving brushes to world

solid isle
#

should have figured it would work since triggers are in lmao

long anchor
solid isle
#

also uhhh... moving brushes to the world fixed it??

#

or rather

#

do you mean you removed the func_breakable?

honest stag
#

yeah they arent weirdly connected anymore
well you know, right click - move brushes to world

solid isle
#

yeah

honest stag
#

basically removed all the weird shit i added from selected brushes

#

thank god

solid isle
#

still wonder if you somehow grouped them in a weird way but didn't realize it

honest stag
#

i'll try again now

#

maybe, i dunno

solid isle
#

just make sure to do them one at a time

#

and do not copy-paste

#

not even the brush itself

#

err

#

entity

long anchor
#

@honest stag what properties i need to make func_breakable work?

#

something like damage i guess?

torpid agate
#

That hl2 in gldsrc mod pretty much works now.

honest stag
#

health

#

and that's it

long anchor
#

thanks

#

is it possible to change the material? or it's unimplemented part?

solid isle
#

yeah you can

#

the key is "material"

honest stag
solid isle
#

and the value is an integer

long anchor
#

hmm

#

what's for metalish?

solid isle
#

glass is 0

#

rocks is 8

#

and so on

long anchor
#

gotcha

solid isle
#

metal would be 2

long anchor
#

thanks

ancient depot
#

note

honest stag
#

i think zombie posted it

#

right?

ancient depot
#

you can write the names

#

we support that

solid isle
#

oh ok

#

cool

ancient depot
#

don't include spaces though

#

so you can do "material" "unbreakableglass"

solid isle
#

fuck yeah

#

you thought of everything

long anchor
#

wait what

ancient depot
honest stag
#

so where can i see which value is which material?

ancient depot
#

here are the supported materials

honest stag
#

ah i dont need it

solid isle
#

@honest stag What I just posted should be it

long anchor
#

why do we need to make func_breakable and make unbreakable? BIGJOHN

honest stag
#

where is "rope" >:(

#

jk

solid isle
#

unless he added some custom ones

#

wood should work for rope

#

if I remember the sound correctly

#

it's not too chunky of a wood sound

long anchor
#

hell yeah

#

it works

solid isle
#

👌

long anchor
#

ok i've got stupidly strange idea

hard pollen
#

I feel like I'm in way over my head with this DUSK mapping stuff.

thorn nova
#

How do Dusk's textures work? I'm looking over the cowgirl textures and I'm kind of confused by them

solid isle
#

just focus on making level and then worry about all of the extra stuff later

#

if you even want to make a level

ancient depot
#

the textures are uber jank

solid isle
#

else uhhhh
texture and sound replacement is ez

ancient depot
#

if you want the source .blend files to view the UVs easier I can provide those

hard pollen
#

I mean, I wouldn't be trying to make a level if I didn't want to make a level.

solid isle
#

I didn't know you were

#

sorry

hard pollen
#

Having the blend files would be so dang handy.

solid isle
#

or maybe I did... I'm a bit tired

ancient depot
#

A lot of the .blend files are lacking animations since some of it was done inside Unity

hard pollen
#

Yeah, cough cough leatherneck cough cough.

ancient depot
#

and all of the guns

hard pollen
#

Dangit David.

#

This is why you keep the game engine and asset creation tools separate, any time you try and combine the two it goes south.

ancient depot
#

agreed

#

I also hate that Unity can import .blend files

#

it really shouldn't, because it encourages dropping them into your project

#

Unity uses Blender itself to import those, meaning you then need Blender installed to load the project, and in recent versions they changed how Blender imports them in Unity

#

Which broke all of Dusk's models

#

I had to uninstall Blender 2.8 and move back to 2.79 for them to work

hard pollen
#

Yeah it probably is best that it doesn't, as bad as FBX is tech wise it at least teaches habits to do things.

#

And isn't linked to what version of the asset creation pipeline is used to make them.

ancient depot
#

Unfortunately it is

hard pollen
#

Well not in the same way as it is when importing Blend files in Unity I mean.

#

FBX version compatibility is poopy at times.

ancient depot
#

I suppose so yeah

#

The main issue is modern game engines encouraging scene storage formats for regular models

hard pollen
#

Pretty sure UE and Unity both support .DAE and some other formats.

honest stag
hard pollen
#

Albeit in UE4's case a lot of that stuff is "experimental"

honest stag
solid isle
#

oooo nice

long anchor
honest stag
#

oh that is just awesome

low halo
#

Yooo sick!

long anchor
#

it's super sick

#

i have a secret mortar in the canals

#

imagine how cool it is

#

you found mortar

#

you kill those soldiers

#

and windows break

#

HAHAHA

viral terrace
#

hey does anyone know where the sound file for drawing the pistols out is?

#

it's not in the pistol folder

ancient depot
#

sounds/switch.flac I think

viral terrace
#

ah ok

#

why is it in there?

ancient depot
#

beats me lmao

hard pollen
#

In all seriousness though having the original assets would be super handy for texture swaps and in the future reanimations of things and stuff.

ancient depot
#

the pistol has no proper weapon select sound defined, so it just uses the switch sound

viral terrace
#

oh ok

#

:|

ancient depot
#

yeah we'll probably dump all of those at some point hatsu

hard pollen
#

Aight.

thorn nova
#

I have a really cursed idea to make the cowgirls look like Angel Dust from Hazbin Hotel

long anchor
#

Zombie is it ok that mortar explosion don't break stuff?

ancient depot
#

sounds like a bug

#

will add to our trello

long anchor
#

thx

thorn nova
#

I'm just trying to figure out what would be better to edit the textures on, Illustrator or Photoshop?

long anchor
#

try both BIGJOHN

ancient depot
#

Isn't illustrator for vectors?

thorn nova
#

Yeah, I just figured Illustrator might be a better option because Vectors don't get crusty idk

long anchor
#

ok, enough of playing with new funcs, gotta do some stuff irl. brb in hour or two

ancient depot
#

gotta dom some stuff irl

long anchor
#

and beer books

ancient depot
#

that was an amazing typo

long anchor
thorn nova
#

big funny

long anchor
#

i didn't get it tho lol

hard pollen
#

Photoshop is probably the best option because it kinda defeats the point of using Vectors if you're just going to convert them to bitmaps.

ancient depot
#

just me being immature don't worry lmao

thorn nova
#

kk

long anchor
#

lol

ancient depot
#

excited to try all these maps btw

#

every time I see them they've gotten better and better

long anchor
#

i hope i'll finish geometry stuff today

honest stag
#

omg all textures work now
i had a buncha quake wads with textures and most of them overlapped

#

but this update fixed it thank you

ancient depot
#

👌

honest stag
#

...scratch that no it didnt lol sorryt

ancient depot
#

lmao

#

sounds like an editor issue tbh, I'm willing to bet you'd get that issue if you opened it in quake too

#

solution would be to make your own wad with the textures you need and use that

#

someone linked a wad tool earlier that should do the job

honest stag
#

makes sense, most of them are kinda useless and all dusk textures work anyway

#

thanks tho, i'll remember that

ancient depot
#

it's amusing because even dusk.wad contains conflicts with itself

#

need to fix those later

#

since a wad texture name can only be 15 characters long

small gate
#

15char long, but you can use markers

ancient depot
#

that's for regular doom wads

#

markers don't exist in quake wads

small gate
#

oh fuck

ancient depot
#

actually

#

fun fact

small gate
#

I thought you'd at least have an empty data lump

ancient depot
#

Quake WAD != Doom WAD at all

#

Quake PAK == Doom WAD derivative

#

confusing, right?

small gate
#

I'm aware there's a difference, since they changed from wad to pak because wad sucks, but I assumed there would be at least a way to create empty data

#

(I never actually read on quake wads, never needed to go that way)

ancient depot
#

You sort of can, but it's not supported by anything afaik

#

it'd be a pointless effort

#

it'd only be supported by dusk but no tools would be able to actually create such a wad

small gate
#

that'd be pretty pointless :/

ancient depot
#

yup

#

I have some ideas for what we can do but it's stuff for later

honest stag
#

i really really like the fact that i dont even have to leave the level to test out a new verison

small gate
#

hotswapping is just ❤️

ancient depot
#

unfortunately we lack hotswapping for wads atm

#

so if you load a map without wads present, then do NBREFRESH or just click "Apply" on the modding menu, they won't suddenly show up

#

you have to start the map again

pearl fox
#

Is pak-support planned some time down the line?

ancient depot
#

no, but it might happen at some point

solid isle
#

wait there's hotswapping?
my level doesn't usually update

#

I always have to reload

fluid nimbus
#

34mb patch for dusk, wots that

solid isle
fluid nimbus
#

thanks

fierce lava
#

There is still supposed to be lighting issues with Trenchbroom correct? Either that or I suck at lighting

long anchor
#

issues

#

correct

fierce lava
#

okay good lol

true vale
#

func_vehicle !!!!!

ancient depot
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spawns, but not implemented

small gate
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boggles my mind that valve never bothered with func_vehicle on csgo, even if it was the same crap implementation

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everyone knows func_vehicle is jank, and thats exactly why people want it

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I guess I'm big john now, fitting that I'd get big john talking bout func_vehicle

ancient depot
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the colours are so similar I didn't even notice

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oh wait it hadn't updated for me yet

fierce lava
small gate
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that's the word of our prophet jacob

solid isle
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Ive never even seen func vehicle in CS1.6 or HL

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before now

small gate
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it was mostly used on 4fun/mg servers

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jeepathon2k etc

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it was hilariously janky

solid isle
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honestly looks exactly like the CSS implementation

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now that I look at it

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except without the func train speed settings

graceful hinge
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Blessssss

honest stag
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i'm struggling to make it instantly recognized as a meat hook

long anchor
gritty forge
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@honest stag thats soooo awesome

honest stag
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ey thanks
you're right, i think i can split those into 2 brushed and """curve""" them

sharp trail
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Doing circles in tb is suprisingly hard

long anchor
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personally i don't have problems with curves

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also

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and beer books

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ok and beer books joke don't work as nickname apparently

unborn nimbus
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How should i effectively be lighting my rooms? First time using TB so im not to familiar with it and I dont want to add to many lights in a room. I've already got 5 light sources in this room but have some blotchy dark spots. https://i.imgur.com/D2IUcpR.png

long anchor
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lights have issues in current version

unborn nimbus
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ah ok. makes sense

long anchor
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so i suggest focusing on geometry and details more

honest stag
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nickname as "and beer books" i dare you

long anchor
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ye, better

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how about this?

honest stag
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good option

fluid nimbus
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you could always make the meathook a 2D transparent texture

honest stag
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you know i find just using 2d textures worse than making things by hand
it just kinda looks better and gives things a personal touch
like i could make a fence by just slapping a texture on it or actually make it out of brushes - in the first case you cant shoot through it and it looks meh, + you cant change how it loooks/add holes

balmy thorn
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I know it says "partially implemented" in the update but I can't get func_breakable to work at all.

honest stag
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remember - you need a health value in addition to the func_ itself

long anchor
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if you have health property already try erasing it's value and typing it again

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that worked for me

small gate
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that's the sorta thing that I'd use models for instead of brushes, really

honest stag
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yo @long anchor can you help me out with something - what's the name for the white lamp post? not the one that emits yellow light

long anchor
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or lamp post but white one

balmy thorn
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Oh, right, health values. Been a while 😛

honest stag
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basically something that's always on and emits while light
like the one you would see in an office or a fridge

balmy thorn
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Also @long anchor Looks great

long anchor
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thanks

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well, i don't know

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there are more light emiting objects tho

balmy thorn
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Are materials numerical or named?

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for func_breakable

long anchor
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both

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starting with 0 if you want to use numbers

balmy thorn
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Where did you get that list? 😮

long anchor
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Zombie

balmy thorn
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Ah

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It's the same as in Hammer I see.

fierce lava
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how do you make water water?

long anchor
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water is not watery now

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you can make it swimable but it still looks like solid brush

balmy thorn
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Add a little H to your 2O

fierce lava
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Alright, how do you make it swimmable?

long anchor
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one sec

balmy thorn
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func_water

fierce lava
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ah, ty

balmy thorn
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np

long anchor
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Thanks to @hollow laurel for this pic

fierce lava
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I have trouble changing the classname because it sets it for every object, so what I do is right click, give it a random function, then change it from there.

long anchor
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right

fierce lava
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Is that how you're supposed to do it normally?

long anchor
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actually you can right click on brush - create brush entity - func- water

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if you're using TB tho

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cause i don't know how it works in other programms

fierce lava
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actually I have like every function except that

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So I have to manually type it

long anchor
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ohh

honest stag
long anchor
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cause i'm using custom fgd

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yes, you don't have it

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yep, make any other func and then rename it to func_water

fierce lava
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I only got the textures loaded into it, yeah

long anchor
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NOOOO NOT BJ

fierce lava
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I mean he wanted to die

balmy thorn
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Hate to breake it to you guys, but I already killed him outside of the Erebus Reactor.

long anchor
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@balmy thorn now you go to jail for this

balmy thorn
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😄

honest stag
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OH OH WHAT'S THE BLUE ONE

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i need it bad

long anchor
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which out of two?

honest stag
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left

long anchor
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left or right

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object_light_post_2

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the other is just 3