#dusk-modding
1 messages · Page 24 of 1
You can find some basic instructions on how to load maps in the pins
is it possible to color the door indicator texture?
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
Alright, I think I'm giving up on trying to figure how to set up this editor.
saame dude
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
This boi taught me everything I know. Watch his videos if you’re lost.
That’s just for making the quake maps.
im trynna use jack tho, really dont wanna learn trenchbroom
My main issue is that I don't own the original Quake, so I'm kind of screwed.
Ye you need Quake.
or wait for the dusk profile
whenever that comes
quake is super cheap during sales tho
and it's like 5 bucks now by default
Trenchbroom is pretty easy to learn. Just a little limited.
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
ill probably just wait until its all easier
well, i got quake maps to load, nevermind that they dont have textures and the buttons dont work
xd
so should it be in textures or local?
mine is in Dusk\SDK\mnt\local\dusk
k
Wait, is this button supposed to be there in ogre citadel?
No

ogre citadel more like scarecrow citadel
That looks really nice
thanks!
Thats a really cool room
👍
Awesome
are the UV map textures in the sdk?
Do we have a .fgd or .def for dusk entities in trenchbroom?
Map
map
.map
map.map
Is there going be entities, like logic_timer, and math_counter?
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
are lights still broke?
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
how to get jump_pad (and other props) to sit up straight? :v
@unique ocean are you talking about textures being changed?
how do i get all the entities listed in the entities.txt? in trenchbroom i only got like 70
@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.
alright imma try that, thanks!
does anyone have that precious .wad file
its pinned
np
@mortal narwhal Classnames are changed to a different type when clicked on after working on a different type
I'll try working on a door per say and then click on a worldspawn brush and it changes to a door
@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
I used it to make my Gunman Chronicles upscale mod
Also for anyone looking for that placehold fgd I made - https://drive.google.com/open?id=1l3jG7G1KJ9qmw8I2hnDLmYJAnQ2lB2zr
@onyx marten @cosmic copper my placeholder fgd will let you place the entities from entities.txt with placeholder quake models
I didn't add any of the set dressing stuff though since placeholder models aren't very useful for positioning decorations
looks cool, Thanks!
How do I make ladders work?
In theory you just need to make a brush in front of the ladder and tie it to func_ladder
but I don't think func_ladder is supported yet
It might've been added since I last checked so yeah give it a try
McClone do you know how to fix what I described?
Oh no, sorry. I thought you were talking about textures being copied over
that sounds annoying though
also thanks for the .fgd @lament ore
@unique ocean you could ask in the quake mapping discord though
they are all about trenchbroom
I think I found PART of the problem
I can lock the type of classname by clicking "make Structural"
@cosmic copper wooooow that looks cool
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
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.
You gotta download it yourself and then put it into Trenchbroom
ohhhhhhhh got it. Thanks.
http://skrinshoter.ru/i/060120/3Zl2VDBG.png
should i keep mr. skelebones in the church or move him down in the cave
http://skrinshoter.ru/i/060120/6qPBHXZt.png
because he probably fits more in the cave but i'm not sure
If you put him in the cave, does that make him a spooky spelunker?
Because if so, that's got my vote.
I vote cave personally
skeleton = vibes of abandonment, decay, isolation, etc. Detail that would give the cave a bit of a more remote feel than the church
Anyone know how to make lava glow?
especially if you have other details like broken sthings etc
yeah figured that much
like the guy tried to escape but NO ONE escapes the church
lol im replacing the cultist sounds with blood cultist quotes
and the scarecrows now say "what up mothershuckers"
oh yeah and the rats have the "oh shit a rat" quote from that video
@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
@alpine depot lol
i already made nyarlathotep an anime girl so why not make it a crossover episode while im at it
You made Nyarlathotep and anime girl and not the tentacle monster
missed opportunity
bruh
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
it really does look better
yeah that's not a bad idea
http://skrinshoter.ru/i/060120/Lt7WWJLt.png
I love making textures connect right
it kinda sucks to do but the result is too nice
has the sdk been updated yet
afaik - nope
Played around with Trenchbroom, getting used to the progra- ah, can't show off my bridge.
Adjusting to Trenchbroom after years of Hammer is weird. But also kind of fun.
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
Getting some weird lighting artifacts, but I doubt Dusk has anything to do with it.
we're looking at releasing a patch either tonight or tomorrow
@modest imp there are some lighting issues atm that will be fixed soon
oh hell yea
what does it include aside from buttons
could be that
Oh wait, there are? That'd explain things, I guess. 👀
David your color downgraded from Big John to Fork Maiden
@honest stag wad support, buttons, whole slew of small fixes and improvements, rudimentary func_breakable implementation, so far
@solid isle lol I see that
func_breakable
time to make those windows break
Just had a thought, would these maps work with those rings that change gravity?
yeah. Unsure if it'll support stuff like different types of gibs etc in this patch but we'll see
Anyway, hate to constantly ask about missing features, but anything on skyboxes, and maybe the random broken door bug?
oh, and trigger_once also
Behold, the mysterious black blotch! Beware, the terrible triangles in the distance! https://cdn.discordapp.com/attachments/387797921422114819/663585896498724876/unknown.png
@solid isle which is the door bug?
@modest imp yeah that might be Dusk. We're gonna fix lightmaps soon don't worry :)
👏
uhhh, some doors move directly back instead of the direction you set
unsure about that bug
Are physboxes a possibility?
I'm gonna talk to Zombie about skyboxes when he wakes up probably
oh okay cool
I wanna make one of those Source Engine destructible levels for some reason.
I agree it's really disappointing to see just like... nothing when you load into maps lol
@hard pollen I thiiiink?
Zombie did say something about the doors to me last night, just wanted to see if you knew or not
problem is Zombie and I live on opposite sides of the world so we aren't usually awake at the same time
unless I stay up late
also bless those lightmap fixes 🙏
my bootleg lighting is going to be broken 100% lol
damnit
at least i can make it proper
i might be using too much candles BUT THEY LOOK SO NICE
http://skrinshoter.ru/i/060120/M60SYVhy.png
it's the best light source for me right now lol
Nicely done!
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.
At some point I might add a "realtime light" entity or something
inb4 someone makes a map that only uses realtime lights and tanks everyone's frame rate
...i think my entire level is going to be lit by candles aside from the first section
I read with a tank
I'm pretty sure David never wants to deal with lightmaps again after DUSK.
I can't wait for DUSK 3 to introduce full real-time lighting and shadow effects, and completely dispose of any baked lighting whatsoever.
🥴
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
Ok

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
brb putting them in my unity asset flip
mod-only-pl licensed ™️
I am ready
Oh yeah that reminds me.
Any kind of ambient_generic type entity, or something to play sounds coming soon?
man i REALLY need some level ambience music, i cant wait for it to be implemented
i think i want lights less than level music lol
Thanks chief!
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. 😍
Good ambient sound design can make even the blockiest maps feel palpable and grounded in reality.
yeee
@weak vessel ty for the sound drop
No prob no prob
Sewer sounds
just figured I'd drop ya somethin for now to help with the creative
How many did you include? I'm on mobile so I can't peep them yet
37 in total
The megawad is nothing but sewer levels
37 Andrew EXCLUSIVES
yeah
send it to civvie
37 boys
the second worst thing next to downright terry wads
the gunshots are meh but everything else is pretty good
all recorded around Dallas
except the gun mechanical sound. I think that was Dave and I in Las Vegas last year at a shooting range.
I need to spend a day and just record all my guns.
(please don't mistake me for a mapper i'm bad and terrible)
that yours?
Yeah, I made it a few months ago. It's not much to look at, just fucking around with stuff.
http://skrinshoter.ru/i/060120/pUrAvg7o.png
i love how cute this camera looks
it's pretty decent, idk what you talking about
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.
"but im not a mapper"
that sounds like you need to practice blocking things out first, thats it
it's just learning or developing methodologies and then practicing them
Vaporwave DUSK.
before gary went nuclear
Small world. Same here, but I barely post.
Nick Mason on FP pre-disaster, SCPH7503 on KO.
I wondered if that was you anyways, not many people named after PS1 revisions
Aye, but it apparently makes me easier to spot in a crowd.
Is that a good thing, though?
if that's your thing, I guess
I ain't even got a thing, I just be what I be. ¯_(ツ)_/¯
And right now, I be tired, and be going to bed.
👋
nite
http://skrinshoter.ru/i/060120/xeRnCcjo.png
those sparkly clean toilets dont fit :(
it's a prison not a hotel damnit
dungeon even
it's not because someone goes to jail that they start shitting everywhere all over the toilet
where the clean inmates at
lol makes sense
still really bright though
well i guess i cant do much untill the patches roll out
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?
there is a custom fgd already
1 sec
this was made by func_bread
https://drive.google.com/open?id=1l3jG7G1KJ9qmw8I2hnDLmYJAnQ2lB2zr
just make the bathroom area really excessively clean and out of place lmfao
Does it have all of Dusk's entities? Nothing missing?
i've started on a new map
glad the trenchbroom tutorial mentions the prototype mod
wad*
very useful for laying out levels
you're welcome
@honest stag cool will check out later
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 😭😭
http://skrinshoter.ru/i/060120/AQbzbsBO.png
this is a working ladder and i feel smart even tho this is silly
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
if it looks silly but works, it aint siLly Oh woah. Good to know.
Pretty cool
real alpha chads just stack blocks that get progressively thinner, letting you ascend by jumping real fast
lol real gigachad move
actually it was only way to do ladders before there was an access to QC
but you don't need to jump when blocks don't exceed some height
if you add even less spacing you can do it without jumping
Also, are Quake textures just automatically supported?
how tf are they working
yeah, with a palette file
Quake textures are normally embedded in the BSP file, so we just load them
As of the next patch we also support WAD files
Only for HLBSP though, I need to look at how Quake maps can request WAD usage
Without palette.lmp we can't load the textures in a quake map because we wouldn't have any colours to work with
I see
Since the map textures only contain references to which colours in palette.lmp they use
that makes sense
well I'm glad I can use them now
not the actual colours themselves
@ancient depot wym, how it enumerates the searchpath?
Hm?
I need to look at how Quake maps can request WAD usage
I need to find out how a Quake BSP defines a texture that is stored in a wad
I would assume it's like HLBSP, where it's in a wad if all of the mip texture offsets are 0
but I need to confirm
I'm tempted to just add support for .tga because people are having trouble converting those to .png lmao
any reason not to add .tga support tho
it's effort
...fair enough
cool looking though!
ey thanks
It looks a little out of place without the other textures yet, but heres a retextured mage
ceiling is my only issue, else it looks really good
wow that's really cool @frozen jolt
Thanks!!!
well it's fucking sweet, I hope you keep at it and make something of it
@ancient depot I converted the tga files bruh. That's not the issue
I'm plannin to! Full map set plus texture&sound overhaul
Something else is wrong. 😦
Tysm tho!
Can I get a screenshot of your textures folder?
Also a screenshot of your modding menu, and how it all looks ingame
http://skrinshoter.ru/i/060120/MQ1WFXUH.png
this is a """vending machine""" and the buttons will probably work
(they are just doors because you know, no func_button yet)
can i have a can of whoopass
@honest stag SOOOON
hell yea
can you imagine escaping a cult's dungeon by digging a long tunnel and making an exit at the cult's local bar?
that would fucking suck right
Why create a ladder when you can use a 89 degree ramp?
may i interest you in some candles
TORCHES
How about a dusk mod but the shotguns switch places:
Lever action shotguns shoot simultaneously
Meanwhile the ssg does well, the opposite.
just go all the way, instead of dual wielding shotties you dual the ssgs
TMSSGs dusk version
tfw trenchbroom crashed while fixing issues
Because I want to remove the most satisfying part of the shotgun
@twilit coral check pins my man
I love how the Quake maps imported are hilariously broken but also surprisingly functional
i keep hitting max faces because i'm getting too ambitious with how i'm flexing shapes
aaaaaa
@brazen dune heh yeah, they should be getting more and more functional the more updates we put out
like, the one that's releasing soon adds buttons and triggers which does a lot
and really basic sky boxes
Ooh, fun
Is concept art for a mod allowed here?
sure!
Great! one secondo
very rough stoff b ut helps layout how the future textures will look
love it
ty! more coming involving the other enemies and the protag
David at this rate we can just make Dusk 2 for you
you've discovered my evil plan
ONOE
@iron needle what are the bench props from the old religion level called?
i kept thinking it was bench
it's fine i'm just laying out the basic foundation
and then filling it will props
then textures
lighting will come later
this is the beginning of my level
a giant chapel is in it
it's probably too big 👀
larg arena
maybe verticality will make it interesting
that's what i was just thinking
maybe platforms on the sides
and potentially a choir loft in the back
filled with cultists
like you're interrupting a ceremony
with the altar at the front
the organist is a leatherneck
hehehehe
maybe the witch
or she can be the pianist
if i can recreate one
in any way
witch leads the choir! the perfect band
once triggers are added there's gotta be a small room where u can stomp on keys to make the organ toot
idk how feasible custom sfx will be but darn, imagine
lmao isn't everything worthwhile
oh no
there's another option instead of all of that

|| 2 jakobs ||
it's a bad time to run out of ammo
lmao
they hit each other so now there's only one
and he's 1000 hp
i love the way you draw such long arms v nice!
i like your style :)
Is uhhhh colored lighting supported?
ty!!!!
also oof, I don't think JACK can even do colored lighting
i'll have to add a kv or some shit
is the key _color?
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
yooo
it worked
wtf
weird that there's just straight up no option
unless it's hidden because vanilla HL does support it, but vanilla Quake doesn't
are you using trenchbroom?
idk if it has to do w the entities file i had loaded but in my experience i always had to add it manualy
Nah, JACK
(the _color key that is)
it's just weird that it's clearly supported, because the entity changed color
but they dont include it
yeah definitely odd!
Wouldn’t the palette.lmp file extracted from the shareware version of quake be fine to distribute?
probably
alright well it did not work
we can't include it in the game still though
Ye obvi
maybe generate a facsimile with this? https://quakewiki.org/wiki/Quake_palette#palette.lmp
then you could just distribute that instead
@honest stag
That custom Skeleton is awesome!
@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
gotta go in the jail
@ancient depot Are .lit files supported for colored lighting?
there's a door in the end if you kill the 2 cultists
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
you need to get a palette file
aaahhhhhh makes sense i am lacking that
amazing! thank you!
that door oughta be a lot easier to see now
ah sweet
. 🔥 files
big is good
Yeah; I'm just gonna have to add some details that weren't there before probably
big john approves
else it will just feel like baby's first map
unless colored lighting and Ultra-Violence amount of enemies will solve that
@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!!
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
func_breakable coming in next patch
yooooooo
@honest stag yes
the "health" key
HL documentation claims "strength" is what determines that but that's lies
it really gives the half life maps so much more life, it's surprising
i'm dumb but is it _health or health
health
'ight gotcha
keys that begin with _ are generally editor-only keys
which are used by the map compiler
for example, _light is for the lightmapping tool
Hell yeah.
oh one thing to keep in mind, we don't support explosive func_breakables just yet
basically anything including brushes can be breakable right? just by adding the func_
alright gotcha
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
https://www.youtube.com/watch?v=WEcOkpcYJL8 The true question is when're we getting physboxes so we can do this.
Since it's been a while since I uploaded any SDK stuff...
I made this a couple of months ago, this is a rough first version. I'll be working on some new stuff when the time is right..
@ancient depot that's something we could do right?
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
I think?
Yeah it ain't.
I think that should be easy enough to implement, but don't quote me
I'll probably have enough fun with making my house .wad but you can destroy everything with standard func_destructible.
func_myhouse
Func_pastalabrynth
ok update going live in a sec here
Finally
@ancient depot mods should be ok right?
David has the true piss color name
yeah I don't think Steam will delete anything
if you're paranoid back stuff up then though, you never know
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
'ight
ok is live
changelog?
there we go
@ancient depot I think I'm gonna make a thread on the modding steam forum for patch notes
alright
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.
@ancient depot might want to update your pinned thread in there also
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
you use it the same way you use func_door
Oh yeah this update makes it way more stable
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
```
HOLY F U C K IS THAT SKY
oh yeah we also fixed func_button objects spawning in weird locations
patch notes thread
Got done editing a texture to find an sdk update 
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.
github
no worries, it's a reasonable thing to ask
Now I can finally make my room.bsp
I'm glad we finally have at least basic skybox support in
Im very thankful for that
how does it work?
just use the original quake skyboxes?
I mean like
you can't change it just yet, but it'll render
what brush do you use for it
no brush, it does it the quake way, if a texture starts with SKY it'll be a skybox
thats mostly what I meant, though I said it wrong lol
good enough for me
I was most asking "what is the Quake way?"
ah
in Hammer you use a sky tool texture
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?
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
So in the future we’ll be able to make our own skyboxes yeah?
yes
so uhm
making 2 different things breakable and breaking one of them makes both break
i cant seem to fix it
can you show your setup?
I have a feeling theres not gonna be a single normal custom skybox.
Note if you make something breakable, its collision becomes a shell that surrounds the model
Dave skybox.
oh shid that means I can bring dust2 into DUSK lmao
already beat you to it lmao
oh no
well I'll still hopefully be the first for DOOM E1M1 :[
even specifically deselecting one and giving it func breakable for some reason an ojbect on the other side of the map becomes func_breakable
Real chads bring dust 2 into quake and play against quake bots
Im pretty sure I saw someone rocking some E1M1
Maybe I'll backport dust2 CSS to .map and port that 
unless it uses displacements
which it might
which it does
i dont have a single damn clue what is going on with breakable objects right now
I wouldn't have the props anyway lol
it must be something in the map, since they work fine in existing ones
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?
did you bind them all as a breakable at the same time?
you have to do them individually
both probably
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
they're grouped then
they arent
tried it
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
causing them to think it's a group>
Ricochet is looking good with that sdk update lol
all ricochet assets should be hashed and banned
...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
cant wait for DUSK Richochet
fuck that might be a fun project when scripting comes out
Fingerbones in Dusk
alright i think i fucked up my entire map now
whatever, no breakables this time
henlo there
try making a small box room with a bunch of breakables in a new map
oh, new patch?
then post that here for people to look at
yeah
yeah i'll try a new map
yup, check forums for changelog
yeah, we have a default skybox that'll render, it can't be customized yet but you can at least have sky now
it better to be night sky or i won't use it now 
alright so i think i just severely fucked up on my main map
because i made a new one and it works
do you have quake palette?
who me?
this would be a case of missing wads I think, if that's compiled as hlbsp
hm
ah
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
i think no
cause i have trigger_secrets somewhere and they look like transparent brushes
although that's func
oh yeah it works

alright i fixed it by moving brushes to world
should have figured it would work since triggers are in lmao
i say Y E S
also uhhh... moving brushes to the world fixed it??
or rather
do you mean you removed the func_breakable?
yeah they arent weirdly connected anymore
well you know, right click - move brushes to world
yeah
still wonder if you somehow grouped them in a weird way but didn't realize it
just make sure to do them one at a time
and do not copy-paste
not even the brush itself
err
entity
@honest stag what properties i need to make func_breakable work?
something like damage i guess?
That hl2 in gldsrc mod pretty much works now.
sometimes i still need to do them by group tho, i hope it doesnt fuck up anything
http://skrinshoter.ru/i/060120/1LznwPqa.png
and the value is an integer
gotcha
metal would be 2
thanks
note
wait what
so where can i see which value is which material?
here are the supported materials
ah i dont need it
@honest stag What I just posted should be it
why do we need to make func_breakable and make unbreakable? 
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
👌
ok i've got stupidly strange idea
I feel like I'm in way over my head with this DUSK mapping stuff.
How do Dusk's textures work? I'm looking over the cowgirl textures and I'm kind of confused by them
just focus on making level and then worry about all of the extra stuff later
if you even want to make a level
the textures are uber jank
else uhhhh
texture and sound replacement is ez
if you want the source .blend files to view the UVs easier I can provide those
I mean, I wouldn't be trying to make a level if I didn't want to make a level.
Having the blend files would be so dang handy.
or maybe I did... I'm a bit tired
A lot of the .blend files are lacking animations since some of it was done inside Unity
Yeah, cough cough leatherneck cough cough.
and all of the guns
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.
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
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.
Unfortunately it is
Well not in the same way as it is when importing Blend files in Unity I mean.
FBX version compatibility is poopy at times.
I suppose so yeah
The main issue is modern game engines encouraging scene storage formats for regular models
Pretty sure UE and Unity both support .DAE and some other formats.
yes plz
Albeit in UE4's case a lot of that stuff is "experimental"
i love this so much
oooo nice
AHAHAHA!
oh that is just awesome
Yooo sick!
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
hey does anyone know where the sound file for drawing the pistols out is?
it's not in the pistol folder
sounds/switch.flac I think
beats me lmao
In all seriousness though having the original assets would be super handy for texture swaps and in the future reanimations of things and stuff.
the pistol has no proper weapon select sound defined, so it just uses the switch sound
yeah we'll probably dump all of those at some point hatsu
Aight.
I have a really cursed idea to make the cowgirls look like Angel Dust from Hazbin Hotel
Zombie is it ok that mortar explosion don't break stuff?
thx
I'm just trying to figure out what would be better to edit the textures on, Illustrator or Photoshop?
try both 
Isn't illustrator for vectors?
Yeah, I just figured Illustrator might be a better option because Vectors don't get crusty idk
ok, enough of playing with new funcs, gotta do some stuff irl. brb in hour or two
gotta dom some stuff irl
and beer books
that was an amazing typo

big funny
i didn't get it tho lol
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.
just me being immature don't worry lmao
kk
lol
excited to try all these maps btw
every time I see them they've gotten better and better
i hope i'll finish geometry stuff today
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
👌
...scratch that no it didnt lol sorryt
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
makes sense, most of them are kinda useless and all dusk textures work anyway
thanks tho, i'll remember that
also the bullet box texture makes for a nice freezer wall
http://skrinshoter.ru/i/060120/d6Z5aPVY.png
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
15char long, but you can use markers
oh fuck
I thought you'd at least have an empty data lump
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)
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
that'd be pretty pointless :/
i really really like the fact that i dont even have to leave the level to test out a new verison
hotswapping is just ❤️
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
Is pak-support planned some time down the line?
no, but it might happen at some point
34mb patch for dusk, wots that
thanks
There is still supposed to be lighting issues with Trenchbroom correct? Either that or I suck at lighting
okay good lol
func_vehicle !!!!!
spawns, but not implemented
boggles my mind that valve never bothered with func_vehicle on csgo, even if it was the same crap implementation
everyone knows func_vehicle is jank, and thats exactly why people want it
I guess I'm big john now, fitting that I'd get big john talking bout func_vehicle
the colours are so similar I didn't even notice
oh wait it hadn't updated for me yet
I wanted to learn more about func_vehicle so I googled it.
first result...
https://www.youtube.com/watch?v=kdo9HZTgr6s
Tell valve you want func_vehicle in Counter-Strike: Global Offensive!
JOIN THE OFFICIAL STEAM GROUP: http://steamcommunity.com/groups/func_vehicle
Join my cause and together we can make a difference.
VALVE SOFTWARE DOESN'T CARE ABOUT CAR MAP PEOPLE
thanks to all the folks...
that's the word of our prophet jacob
honestly looks exactly like the CSS implementation
now that I look at it
except without the func train speed settings
Blessssss
I love making small details
cant have a blood bath without faucets right
http://skrinshoter.ru/i/060120/QNoSIeqL.png
does this look like a meat hook
http://skrinshoter.ru/i/060120/DVlCGJNE.png
i'm struggling to make it instantly recognized as a meat hook
try making these two parts rounder
@honest stag thats soooo awesome
ey thanks
you're right, i think i can split those into 2 brushed and """curve""" them
Doing circles in tb is suprisingly hard
personally i don't have problems with curves
also
and beer books
ok and beer books joke don't work as nickname apparently
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
lights have issues in current version
ah ok. makes sense
so i suggest focusing on geometry and details more
nickname as "and beer books" i dare you
http://skrinshoter.ru/i/060120/OcPBlLf3.png
that's better i think
not perfect but better
good option
you could always make the meathook a 2D transparent texture
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
I know it says "partially implemented" in the update but I can't get func_breakable to work at all.
remember - you need a health value in addition to the func_ itself
if you have health property already try erasing it's value and typing it again
that worked for me
that's the sorta thing that I'd use models for instead of brushes, really
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
Oh, right, health values. Been a while 😛
basically something that's always on and emits while light
like the one you would see in an office or a fridge
Also @long anchor Looks great
Where did you get that list? 😮
Zombie
how do you make water water?
water is not watery now
you can make it swimable but it still looks like solid brush
Add a little H to your 2O
Alright, how do you make it swimmable?
one sec
func_water
ah, ty
np
@fierce lava add these properties to your func_water
Thanks to @hollow laurel for this pic
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.
right
Is that how you're supposed to do it normally?
actually you can right click on brush - create brush entity - func- water
if you're using TB tho
cause i don't know how it works in other programms
ohh
http://skrinshoter.ru/i/060120/3YGeS3PQ.png
THEY KILLED BG JOHN THOSE FUCKERS
cause i'm using custom fgd
yes, you don't have it
yep, make any other func and then rename it to func_water
I only got the textures loaded into it, yeah
NOOOO NOT BJ
I mean he wanted to die
Hate to breake it to you guys, but I already killed him outside of the Erebus Reactor.
😄
which out of two?
left
