#dusk-modding

1 messages Β· Page 25 of 1

honest stag
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thanks my man

long anchor
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np

lament ore
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@ancient depot Do we need all those prop_whatevers in the FGD if we're (eventually) gonna have a prop_generic? Might make more sense to just convert em all to IQM and just let us set them as a prop_generic

honest stag
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my freezer looks off

long anchor
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aw shiet

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cat scratched me slightly

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brb

lament ore
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Although then they'd all have mesh collidere

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colliders*

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maybe it would be useful if we could override colliders on props

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a bunch of mesh colliders sounds problematic

balmy thorn
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Is there currently a way to teleport in enemies with a trigger?

honest stag
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David said object_teleport is working but i cant get it right
that thing teleports everything and anything

balmy thorn
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So for now we'll have to place enemies out of bounds then teleport them to specific spots?

honest stag
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i mean
that's how it always was

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you dont actually spawn new enemies in quake either - they just sit in a room outside of the map

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and then they are called to teleport by trigger_teleport

long anchor
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^

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fckn goddammit

balmy thorn
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Guess I was spoiled by Arcane Dimensions πŸ˜›

long anchor
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now there's blood all over the place

balmy thorn
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and HL 1

long anchor
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fucking cats

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oh shit i'm a soldier

honest stag
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is there any way to select multiple brushes at once?

modest imp
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In Trenchbroom? Ctrl+Left Click.

honest stag
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nah i mean

long anchor
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ctrl+lclick lol

honest stag
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i need to select everything in a room
and there's a LOT of brushes there

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i knew i should have grouped them

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but other than that - any way to? without double clicking

modest imp
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I dunno. Sorry. πŸ˜–

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Still struggling with TB myself.

long anchor
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@honest stag i had situations like this

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i just selected everything individually

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rip my patience 😦

honest stag
long anchor
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yeah i know

balmy thorn
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Yes. Create a brush that covers everything you want to select, then click edit> select touching/inside etc etc

hollow laurel
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^

long anchor
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wow

honest stag
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huh i'll try

long anchor
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big brain time

hollow laurel
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very handy (did that and set groups up as well, since groups are really handy)

honest stag
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holy

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fuck

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thank you so much that's amazing

modest imp
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Whoo. DUSK brought back func_vehicle before CS:GO did. BIGJOHN

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FUNC_VEHICLE IS A RIGHT, NOT A PRIVILEGE

long anchor
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@ancient depot door locking is broken now

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or perhaps you changed the way how you lock them and i missed it?

lament ore
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Man, working full time sucks :( I wanna be out there mapping cool shit with y'all

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I'm just sitting here wasting time

long anchor
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that's sad 😦

honest stag
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Looks off sadly, damn you lighting :(

long anchor
honest stag
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i wish it had like blue/white light it would be perfect

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but this way everything looks like the cult forgot the pay the electricity bill and now they use fucking candles everywhere

long anchor
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aren't those post_2?

honest stag
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they are

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no light tho

long anchor
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hmm

honest stag
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oh my god

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i just realised you have light bloom on and i dont

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i turned it off when i downloaded the sdk

long anchor
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nope it's not bloom

modest imp
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That gives me major Unreal Tournament vibes.

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πŸ‘€

long anchor
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i have light FLARES

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bloom is meh

honest stag
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makes sense - i have them off too

long anchor
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also i use retro palette

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because why not

honest stag
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hm you know it might be an issue actually

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like 1 person makes a map with settings personalized to them
and someone else plays them with different ones and it's a totally different experience

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because you dont see the same things author did

modest imp
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It's why whenever I map, I set the game up however the developer intended, or at least the closest thing to it.

long anchor
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^

modest imp
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But in DUSK's case, it's kind of hard to gauge. πŸ€”

long anchor
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i have default settings besides retro palette

honest stag
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you know, it would be cool to have a mod force certain settings like the color settings, gamma and so on

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or have recommended ones

long anchor
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maybe one day

modest imp
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Oof, gamma is something you don't want to force.

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People have different monitors with different settings.

honest stag
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yeah but i'm def going to make a list with some graphics settings that are recommended to play my maps now

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just a txt file inside

modest imp
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Good thinking. πŸ‘Œ

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I'm all about that '94 look. No AA, no filtering, no modern effects. Just chunky pixels from top to bottom.

honest stag
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i have all off and the color palette is vivid

modest imp
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Though I don't use the downscale filter unless I'm actually playing the game, not mapping or modding. :v

honest stag
modest imp
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I can see why you dig it. It's very colorful.

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Though it looks a bit blown out in places.

honest stag
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yeah, it kind of helps with the brownness of most textures

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this place is intended to be kinda a mix of quake, dusk ep2 and... painkiller actually

modest imp
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Nice.

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I'm still holding out hope for the PS1 port of DUSK (vertex jitter option). πŸ₯΄

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It's a dumb little idea, but good for a laugh and a couple nostalgia points.

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You could say texture filtering is the N64 port, and vertex jitter would the PS1 port.

fringe nymph
long anchor
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classic

honest stag
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uhm can someone help me out i cant upload a mod on moddb

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i can upload an add-on but mods dont work
i click add and nothing happens
anyone else able to do it?

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fuck it i'm uploading it into the add-ons section

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...and there it is - i could probably do a bit more with it but i'm generally happy with how that came out to be, next map will be better i'm sure of it! have fun

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it's kinda short but i like the mood a lot

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oh my god i forgot to upload the verison where the level actually ends

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oh fuck me

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1 moment

ancient depot
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@long anchor door locking should still work, that sounds worrying, lemme check the code

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@lament ore the prop_* stuff is only there to ease the pain of converting Source maps if they happen to be attached to brushes, because in our implementation, an entity won't show up at all if it's not defined in the code

long anchor
ancient depot
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so you set "key" to a number from 1 to 3, right?

long anchor
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yes

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1 for this door in video and 2 for other door

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both are opening without keys

ancient depot
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hm

viral terrace
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weapon sound overhaul mod for dusk! god DAMN was this painful, please install it and give me your thoughts.

ancient depot
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that's... very odd

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can you DM me a map showcasing the bug?

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I'll need to run it in the editor to examine the values & stuff

long anchor
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is it ok if i send you my map?

ancient depot
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that's fine

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OH WAIT

long anchor
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oh, there's new map and sound mod

ancient depot
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I think I know why

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we might have accidentally skipped over the key checking code when we made doors triggerable

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sec

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luckily since this won't require new classes I should be able to do a hotfix too

fierce lava
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@honest stag
Really liked the level! I would slightly darken the door with the secret, but I wouldn't know how to do that.

honest stag
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well you found it sooo hey lol

high magnet
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Hey yo did support for skyboxes come already?

long anchor
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yes

fierce lava
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The good ol' spam e sliding with the wall

high magnet
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Bloody excellent

long anchor
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but that's literally one unchangable skybox

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nice map @honest stag

honest stag
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ey thanks

fringe nymph
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eh partial support for light entity still means broken but less broken

long anchor
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@viral terrace nice soundpack

ancient depot
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ok yeah, we forgot to account for keys

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should be fixed, gonna test now

long anchor
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although pistol shot seems to be panned to left too much

viral terrace
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yeah thats a weird thing

honest stag
ancient depot
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I don't have your wads so there are no textures in the bsp I compiled but yeah fixed

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Not gonna pin this for now because dll replacements have been hit or miss so far

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But that should contain the fix

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cc @long anchor

long anchor
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what does "cc" means

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i mean

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i know some of these shortened words

ancient depot
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"carbon copy" it's an email thing

long anchor
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but this one is new to me

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so google didn't lie

ancient depot
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basically means "also send this email to"

long anchor
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ok thanks

ancient depot
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I use it when I'm posting in a channel with multiple people but my message is mainly targeted at one person lmao

long anchor
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heh

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it works

tender rock
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quick question, DUSK SDK will get a Linux support in the future?

fringe nymph
honest stag
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the giant motherfucker has been awakened, run

ancient depot
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@tender rock yes

long anchor
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nyarla's bro?

honest stag
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pet

long anchor
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petbro

tender rock
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@honest stag meme that shit

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Fabino style

honest stag
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man i feel kinda sad now after making the church map
that looked so pretty and i was so inspired but this is just silly lol
i think i will scrap it

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if anyone wants that stupid-ass thing and actually finish the map - i can dm you the .map file

long anchor
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hmm

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ok, gimme gimme

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i'll try something after i finish my map lol

honest stag
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i kinda wanted that to be a bootleg boss with func_breakable
like you try to stop it from climbing out while enemies swarms you

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but i really want to make something pretty and fun like church

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here take it

long anchor
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it's not dm but ok i guess

balmy thorn
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feel the power

honest stag
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eh it's not a secret really

fluid nimbus
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public dm

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consider it a dm to everyone on the server

honest stag
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i spent so much time making it too it's actually making me sad lol

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and then i just zoom out and i see it in full

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bleh

spiral nexus
fluid nimbus
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god damnit

honest stag
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is that...

fluid nimbus
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it is that.

spiral nexus
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I called it "the society stairs"

long anchor
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lol

fluid nimbus
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big john dancing down the stairs

long anchor
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imagine big john dancing here

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WTF

honest stag
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i unironically like it actually
use it in a full map lol

fluid nimbus
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it does look good

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put 2 soldiers at the top and a scientist in the middle

tepid flint
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Put a scientist at the top of the stairs that has a green coat texture

ancient depot
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Someone better do a joker reskin for the scientists now

tepid flint
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Exactly my point

fluid nimbus
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the joker shoots nyarthalotep

sour hollow
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Everyone's first map in 2020 will be the Joker stairs.

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I'm calling it.

tepid flint
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Nah it's e1m1 ports

sour hollow
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Or that.

spiral nexus
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I am not really sure how to put DUSK mobs in JACK, I tried opening my map in Trenchbroom but it prominently gave out error and closed itself (thought that might be due to the fact I don't have Quack installed)

sterile junco
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wait you can use jack

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for dusk

spiral nexus
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yeah HL1 maps work almost natively

fluid nimbus
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anything that makes maps for quake, HL1, etc

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hammer and worldcraft work iirc

spiral nexus
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I think you can create Quack maps using JACK too, but I would personally use Trenchbroom for it

fluid nimbus
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trenchbroom is just what's recommended, being the most modern iirc

ancient depot
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Yup

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It's easier for us to only need to support one editor, and we just happened to pick TrenchBroom since it's currently the main Quake editor

sterile junco
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i did get trenchbroom working

ancient depot
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We'll still try to help anyone using other editors, but we won't know much about them

sterile junco
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so im gonna stick to that

spiral nexus
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I have almost 300 hours in Source SDK so for me VHE layout is way more familiar, but JACK has its own quirks compared to Hammer 3

fluid nimbus
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jack and hammer

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hmmm

sterile junco
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porting my hl2 map to hl1 to quake to dusk

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so i can have de_pizzahut in dusk

long anchor
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pizzahut?

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sounds interesting

spiral nexus
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protip for creating DUSK-looking textures: google x textures seamless use the first result and scale it using nearest neighbour to 128x128 and then to 256x256

fluid nimbus
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you can skip quake tho

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you can port from hl1 to dusk directly

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emiru you joke but that's a thing actual game devs do with free to use textures

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or their own texture for that matter

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make a hd texture, scale it down, restrict to a palette

spiral nexus
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bruh

modest imp
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I think you can still find original resolution textures from HL1 floating around on the web, like for the removed Stukabat enemy.

honest stag
spiral nexus
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Bruh Faith in Dusk

honest stag
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fusk

spiral nexus
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thou art mortis

fluid nimbus
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daith

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someone found/remade the faith voice filter and sent it to vinny and he used it a few time on stream
imagine nyarthalotep's lines through the regular filter + this

spiral nexus
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Faith uses C64 text-to-speech programme

fluid nimbus
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kk

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alright then someone remade it into a voice filter thing

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cause the one I heard on stream was like, amazingly on point

half dust
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Is door rotating in now?

honest stag
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afaik, nope

half dust
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Okay, thanks

honest stag
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what do momentary_door and momentary_rot_button do?

ancient depot
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think of the doors in half life that you can partially open using wheels

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that's what those are

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but atm they're just alternate names for func_door and func_button, we haven't implemented them yet

honest stag
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Ah alright

rapid crown
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Hey, this is me just getting round to downloading the SDK... excuse my dumd-ass, but wth is a Steam Beta Branch? Or am I missing something?

still raptor
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right click on the game in your library, click properties, go to the beta tab

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enter the password oohatinybarn

rapid crown
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oooohh#

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πŸ˜„

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ty

still raptor
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then you can install the sdk

rapid crown
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never done that before πŸ‘Œ

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am I correct in thinking that when the update has downloaded, there's a separate .exe for the SDK in the Dusk folder?

fluid nimbus
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yes but also you can just press launch in the steam library and select the sdk

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like how you select duskworld

rapid crown
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oh nice

ancient depot
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Yes, under bin/win_x64, but you're supposed to use the dusk_win.bat file to run it, or the Steam launch option

rapid crown
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okay cool

still raptor
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the only reason that the launch option doesnt use the bat file is that there were some weird crashes we didnt have time to hunt down

rapid crown
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no problem

fluid nimbus
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did the loading issue with arcane dimension maps get fixed yet?

still raptor
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what loading issue?

fluid nimbus
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some of the maps were so big that they'd pretty much crash your pc when loading

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because the sdk has issues with bigger maps right now I think

still raptor
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well, its a bit more complicated than that lol

fluid nimbus
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like, usually quake maps are 5mb and forgotten sepulcher is 50

still raptor
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but no, i would not suggest trying to load sepulcher

fluid nimbus
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yeah figured

still raptor
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theres no "issue" per se

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it will work

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just take you ages

fluid nimbus
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I remember zombie saying they'd fix an issue related to that eventually

ancient depot
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Yeah the maps load, the "issue" is that they take an eternity to do so

fluid nimbus
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there you go

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I'm curious as to what's happening in the code that causes it though

still raptor
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on top of probably not running super well, as currently we dont use vis data

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the main load time "issue" is unity's texture packing afaik

fluid nimbus
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ah

modest imp
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Stupid question, but mapping for GoldSrc and Source spoiled me. Are there any plans for an in-game "disconnect" option that boots you back to the main menu?

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When making minute changes in an HL map, I'd always disconnect from the local "server" that the engine creates, compile the map again, and then reload it without having to restart the game.

ancient depot
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You can already do that

honest stag
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you can just press escape and choose the level again, no?

ancient depot
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replace the .bsp and just start the level again

honest stag
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yeah you dont even have to leave when you replace the bsp

modest imp
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Wait, I could do that this whole time?

honest stag
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yes

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were you... restarting the game?

modest imp
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i need to unfuck myself

fringe nymph
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you dont have to restart the game

modest imp
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I've trained myself to close the map in-game to prevent any odd file conflicts, but I couldn't find a way to do that in Dusk, so I just... yeah.

fringe nymph
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you can compile and replace the map while in game

honest stag
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oh you poor soul

modest imp
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I can even do it while I'm in the damned map, can't I?

fringe nymph
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then just select same map

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yes

honest stag
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i cant imagine waiting for the long-ass loading every time

modest imp
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πŸ₯΄ πŸ”«

fringe nymph
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map is already loaded into memory it dosent use/stream from the file

long anchor
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you don't even have to exit to main menu

ancient depot
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Yeah imagine how it was for me when I was first getting the BSP support in lmao

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Reloading support was added quite late

modest imp
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Well, at least I know now! :V

ancient depot
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It used to take even longer to load before we changed some settings too

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Like 2 to 3 times as long

fringe nymph
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that blackscreen for 2-3 secs is still annoying tho

modest imp
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Alas, the game must preload.

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πŸ˜”

ancient depot
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Won't be necessary soon

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That load time is actually part of the reason you can't replace music or ambient sounds yet

modest imp
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Asset streaming is coming? 😰

ancient depot
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Already supported, I wrote the code, it's just not used

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We need to hook it up to all the music stuff

modest imp
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oh my god please stream my assets baby

honest stag
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oh man oh man
imagine the game not loading as long and you can have proper lighting and ambient sounds oh god

ancient depot
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soonℒ️

modest imp
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I know it's asking for a lot but... what about supporting loop points through audio cues, like GoldSrc and Source can? 😭

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Is that already a thing?

honest stag
low halo
honest stag
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oh no

long anchor
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oh yes

modest imp
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oh maybe?

gritty forge
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We live in a society

ancient depot
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@modest imp as in loop points in the sound itself?

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@low halo lmao I love it

modest imp
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Yep, loop points in the sound itself.

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They're usually saved as cue points in software like GoldWave.

ancient depot
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It's on my todo list, but I'll probably wait for scripting support first

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we'll see

modest imp
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Makes sense to me. πŸ‘

fluid nimbus
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I can't wait for scripting support so I can fullfill my dream of making dusk a live service looter shooter

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dusktiny

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inb4 someone ports dusk to 3ds when the open source version releases

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someone ports dusk to switch before new blood

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someone ports the switch to dusk

half dust
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Hmm, my keys don't work for some reason.

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Can we not make buttons shootable yet? I can still open the door with E even when there's a button tied to it.

long anchor
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they didn't work for me too

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@ancient depot sent new dll, said he won't pin it cause "it's hit or miss at this point"

half dust
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Yes, I downloaded it.

ancient depot
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if it works fine I can pin it

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shootable buttons aren't in yet

long anchor
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then do it lol

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i mean pin it

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o i

half dust
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I guess it did't work for me tho.

fluid nimbus
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just do it 4head

ancient depot
fringe nymph
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ill focus on geometry until functionality and lightning is done/workable

half dust
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Sweet, it's working now.

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When I load the map a bunch of monsters just die instantly for some reason.

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Like they all get teleported to the middle.

fluid nimbus
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you're that powerful

honest stag
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What's in the new dll?

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oh wait i'm an idiot

long anchor
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known feeling

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@ancient depot does sunlight work?

modest imp
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I loaded in an HL1 map, and light_environment did its job.

ancient depot
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@long anchor that's the domain of the lightmapper

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it's not something we have to support ourselves

long anchor
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so that means i can't use _sunlight property for worldspawn?

ancient depot
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it means you can

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because it's not a property that has any affect at runtime

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it's part of building the map

long anchor
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oh

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ok

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it really works

ancient depot
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any property that begins with an underscore is like that

long anchor
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so i don't need to place thousands of light entities in outdoor areas

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yeee

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any property that begins with an underscore is like that
got it

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_sunlight is only underscored property i've seen so far tho

ancient depot
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there's also _light

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for changing the colour of a light

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iirc

long anchor
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oh about that

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so colored lights are also possible to make now

ancient depot
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doesn't work atm though because we don't support .lit files

long anchor
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oh

ancient depot
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if you compile to half life bsp it'd work though

long anchor
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ok

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i was going to say that HL maps i loaded had colored lights

spiral nexus
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Is it possible to get r_fullbright/mat_fullbright type of cheat in Dusk for HL maps that don't have any lighting?

ancient depot
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it'll be added at some point in the future after we add the console in, but for now you can use the light property on worldspawn and compile your map without lighting

spiral nexus
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I see, thanks

fringe nymph
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too bad worldspawn light property dosent have something between 0 and 1

spiral nexus
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usually light_environment does the trick if you have at least semi open map

vestal hare
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Just so I get this straight. You cant make maps with SDK currently? You have to use other games sdks to do that?

ancient depot
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@fringe nymph it's 0-255

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@vestal hare There were never any plans for a custom level editor

fringe nymph
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but on 1 is already quite bright

ancient depot
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We're integrating with the workflows of Source & id Tech titles

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The SDK is just Dusk's mod support, which includes support for loading BSP maps, and replacing assets in the game

fringe nymph
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i expected it working just like in doom maps

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unless the palette is the issue

low halo
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Idk if it's been mentioned here before but how would you go about exporting from Trenchbroom as a .BSP? Having trouble finding a simple way to do so that works

fringe nymph
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0 is pitch black, 1 is quite lit

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if it is how global illumination works then ill stick to light entities/props

vestal hare
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Ah ok got ya

still raptor
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for the record

ancient depot
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@low halo You need a BSP compiler, I recommend ericw tools

still raptor
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trenchbroom is not part of another games sdk

ancient depot
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^

fringe nymph
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^

still raptor
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its a completely independently developed piece of software

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its just a level editor that exports .map files

mortal narwhal
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How do I make jump pads work? they're sideways

low halo
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sweet thanks for the recommendation! I kept seeing a bunch of other ones that weren't working when I tried to set em up

fringe nymph
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also

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use q1sp compilin gui

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for ericw tools

ancient depot
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@mortal narwhal That's something we need to fix, for now you can fix it in your map using the euler property for entities

fringe nymph
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just to make things much faster

ancient depot
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It takes an x y z value, just like origin

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It rotates the object

mortal narwhal
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gotcha

ancient depot
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I believe teleporters need 0 90 0

mortal narwhal
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could I also make it target an info_null, does that change it's orientation?

ancient depot
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nope

fringe nymph
balmy thorn
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@ancient depot The object rotation issues will be addressed in a hotfix patch, or when the sdk is officially released?

ancient depot
#

hotfix

balmy thorn
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Neat

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I haven't bothered with objects yet because of the issue πŸ˜› Sticking to level design for now.

long anchor
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damn

tepid flint
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@long anchor great job keep it up

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egg

long anchor
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thanks

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obv it's WIP area, gonna improve

gritty forge
#

Inspired

mortal narwhal
#

nice

balmy thorn
#

🀘

long anchor
#

thanks everyone

ancient depot
#

that looks awesome!

#

You're really nailing the aesthetic of the campaign with it

long anchor
#

@ancient depot ALERT ALERT new dll broke dusk campaign

#

game just crashes

#

or maybe it's new patch, not dll hotfix

#

i saved previous dll, i'll check

#

yeah it's dll hotfix

iron needle
#

How's everything going?

modest imp
#

My world's on fire, how about yours?

iron needle
#

Snow

long anchor
#

it's pretty good

modest imp
#

πŸ₯Ά

long anchor
#

Snow? -5C snow or -30C snow?

modest imp
#

I'm also about to set up DUSK for mapping on my work laptop, because I'm a rebel.

long anchor
#

work dusker, not harder BIGJOHN

iron needle
#

@long anchor I'm from the US I don't know what those numbers mean lol

modest imp
#

They mean cold and hella cold, respectively.

gritty forge
long anchor
#

lol

iron needle
#

Did I see @honest stag finished their map?

half dust
#

Oh, so my teleporters will work if I give them euler 0 90 0?

#

Or is that just for the objects?

long anchor
#

it's 23F and -22F @iron needle

#

yeah he finished it

#

@half dust didn't touch tps yet, so i can't tell sorry 😦

#

altough i can say that euler just rotates objects and props

iron needle
#

@long anchor more like the 23F

long anchor
#

lucky you

iron needle
#

It's been a weird winter here

half dust
#

Is object_teleporter a functioning teleporter or just a visual thing? I'm not clear.

half vessel
#

@long anchor we have 40c snow here rn

long anchor
#

@gritty forge wtf how did you make it

#

go to jail

gritty forge
#

dnSpy

fast ridge
#

I'm pretty good

long anchor
#

@half vessel we had -30c with super strong wind recently

#

basically blizzard

fast ridge
#

After I finish my horrible meme pack I'll try making an actual map

half vessel
#

i don't think i've ever been in negative temps

long anchor
#

lool

half vessel
#

i know for a fact i've never seen snow

long anchor
#

Oh wait

#

you live in Australia, right?

half vessel
#

it doesn't count as snow if it's ash

#

does it

#

?

long anchor
#

i remember someone said that he lives in Australia, wasn't it you?

half vessel
#

yup

long anchor
#

lol how did i even rememberd it

#

anyway

half vessel
#

i've remembered dumber stuff

modest imp
#

Winter's been really weird here in south PA, too. 50f one day, 30f the next. Lots of rain, too.

iron needle
#

Also please don't be afraid to upload stuff to ModDB right now even if you don't think it's amazing. The more content the better

#

@modest imp yup that's exactly how it's been here. Snow just won't stick for more than a few days at a time

modest imp
#

I think we've had snow two times this season. At most. Very mild so far. :v

crude cedar
#

all the shit would be MEMES

#

all of it

iron needle
#

Or alternatively it's also fine to make a thread on the steam modding forums with links to downloads etc

modest imp
#

More mods = more awareness, simple as that. 😎

half vessel
#

isn't it all memes on moddb rn

tight fractal
#

haha david pee colord

#

stinky poopie pee pee

crude cedar
#

Haha jab plant coloured

modest imp
#

Let the rivers run red with DUSK mods.

fast ridge
#

Dusk is a meme game so it's ok

pliant sierra
#

any mod is a good mod

half vessel
#

why is the mods tab blank on moddb

long anchor
#

@iron needle @modest imp you guys are lucky actually

half vessel
#

it wasn't the other day

#

hm

long anchor
#

me and my bro were driving on a highway recently

#

in blizzard

fast ridge
half vessel
#

okay weird it's not blank in private window

long anchor
#

and we almost got in massive car accident because of the fucking snow lying around

fast ridge
#

Snow is nice to look at, about it though

half vessel
#

can't wait for workshop support whenever that's coming out even though the workshop is fucking annoying to work with

long anchor
#

also because we couldn't see more then 10 meters in front of us

iron needle
#

@long anchor oof that's never fun

long anchor
#

Snow is nice to look at, about it though
although only when it's not exposed to sun, otherwise it's feels like you're blind lol

#

yeah, it wasn't fun

#

at least i'll remember how 2020 started for me

#

lmao

modest imp
#

Boy howdy, I hope it stays like this through next week.

long anchor
#

actually i should say "at least i'm not dead"

#

but that's grim, meh

modest imp
#

I've got a twelve hour drive through mountains and plains to get through. Twice.

#

Better stay fucking mild.

long anchor
#

^^^

iron needle
#

@modest imp lol have fun

modest imp
#

Thank ye. Got someone to split the drive with, so it ain't all bad. 😁

iron needle
#

Ahh good. 12 hours is a lot

modest imp
#

Besides, it's through the Appalachians. Maybe I could use the drive for mapping inspiration.

fast ridge
#

do quake maps in Dusk have texture support?

modest imp
#

Yup, as long as you include the palette file.

crude cedar
#

Is there an easy way to find out what textures are mapped where on a model

modest imp
#

Just drop palette.lmp into the root folder of the mod.

fast ridge
#

ah gotcha

#

much obliged

modest imp
#

πŸ‘

iron needle
#

Besides, it's through the Appalachians. Maybe I could use the drive for mapping inspiration. I did that a bunch yeah

half vessel
#

hell yeah there's always cool buildings to see when out and about

long anchor
#

Have you been in Chernobyl?

iron needle
#

Is there an easy way to find out what textures are mapped where on a model you mean like a UV outline? We're planning on doing that in the future

crude cedar
#

sweet

iron needle
#

@long anchor sadly not

half vessel
#

i got a bunch of nice photos a couple years back from where mad max 1 was filmed

long anchor
#

s a d l y

crude cedar
#

because the texture sheet for some things like BJ is ridiculous

#

no differentiation and everything is smushed together

iron needle
#

Yeah lol

half vessel
#

lots of good stuff in here

crude cedar
#

oooh

half vessel
#

went down like seven floors underground but you're not allowed down there without being on a tour

#

not my photos because i don't remember where i put them

#

probably on some old hard drive somewhere

modest imp
#

Funny thing is, if Dusk was a real place, it'd probably be within driving distance of me. :v

iron needle
#

Niiiiiiice @half vessel

modest imp
#

Whole family is from western PA and western MD.

iron needle
#

@modest imp correct lol

modest imp
#

I can vouch for DUSK's accurate portrayal of PA mountain towns. They even got the cart dogs right. Nobody gets the cart dogs right.

fast ridge
#

Funny, the first level is similar to my old house

modest imp
#

The first map I threw together last night was a vague approximation of my uncle's old house at Deep Creek Lake. 😜

crude cedar
#

I have no idea how to create mappy

pearl reef
#

Lincoln Way in dusk when

crude cedar
#

If I could cry, I still wouldn't

modest imp
#

But someone else created Mappy.

#

😎

#

wait a minute

#

what if i recreated mappy in dusk

#

using jump pads

pearl reef
#

That would be difficult if you're going for sidescrolling

#

Considering duskdude has no playermodel and the camera would be fixed

modest imp
#

Oh, it wouldn't be a sidescroller.

long anchor
modest imp
#

I'd need to set up the map logic so that once you pick up every item in the house, it sends you to the next section.

#

But if I can remake Double Domination in TF2, I can do this.

still raptor
#

you can get color lights if you compile for hlbsp

crystal lily
#

`Is there documentation on unit scaling in DUSK? Really want to recreate my house someday

modest imp
#

That's a good question. πŸ€”

ancient depot
#

More on that eventually once it can be customized

long anchor
#

you can get color lights if you compile for hlbsp
oh, ok

#

Zombie, have you seen my message about dll hotfix?

ancient depot
#

breaking the campaign?

#

expected tbh, unity hates replacing dlls

long anchor
#

ok

sharp trail
#

what the hell is a pallete.lmp

modest imp
#

It's the file that contains Quake's color palette.

#

Dusk uses it as a point of reference for coloring the textures from Quake.

#

Just like Quake did many, many years ago.

#

If you open up Quake's PAK0.PAK file, it'll be in the /gfx/ directory.

sharp trail
#

oh ok thx

modest imp
#

πŸ‘

gritty forge
#

I'm glad I prepared a bunch of replacement sounds for the Dusk weapons before the SDK's release.

#

But I plan to use those later.

half vessel
#

there's a dusk pallete

#

pallette

#

whatever

#

in the pins

#

palette

sharp trail
#

oh ok

half vessel
#

it's 5:30am i don't have to do english

long anchor
#

there's no dusk palette in pins

sharp trail
#

oh

long anchor
#

you probably mean dusk.wad?

#

cause dusk.wad is pinned, yes

half vessel
#

oh wait right

#

i have a dusk palette i think

long anchor
#

how did you get it tho

half vessel
#

might be a quake palette i dunno i never really got into earlier than hammer mapping

#

someone here sent it i think

long anchor
#

i'm pretty sure it's quake palette

half vessel
#

might be

#

it gave me dusk textures though

modest imp
#

That sounds like the WAD file, then.

long anchor
#

lol apparently i've been mapping for almost 30 hours now

#

i think i need a little break

modest imp
#

The WAD file (dusk.wad) holds the textures, while the palette file (palette.lmp) is just a very small color reference.

#

It's all a bit scrambled right now, since there's no real centralized toolkit for us common folk to use. :v

honest stag
#

...so it seems like i actually cannot break out of the "make a church-like scene, and add candles too" thing

  • the while "make a sea monster" horrible idea didnt turn out well
modest imp
#

Want a new, exciting idea?

#

Something to challenge yourself with?

honest stag
#

i want a church with candles, but yes maybe

modest imp
#

How about a lumberyard with candles? πŸ‘€

#

Plenty of assets that can be used to make one.

long anchor
#

i suggest trying to think about some kind of a plot and imagining what different places you can visit during the plot happening

honest stag
#

i dont really have a grasp on how they look lol

#

what, like
a CHURCH πŸ‘€

modest imp
#

Google Images can go a long way for that.

honest stag
#

well i guess i'll just go along with what i'm doing now and then try something else

long anchor
#

hmmmm

#

it looks suprisingly familiar

#

oh wait

crude cedar
#

walk in the woods gamedev

#

classic stuff

long anchor
#

that's how generic sawmills look

#

me dum dum sorre

fluid nimbus
#

commonly refered to as "the myamoto"

iron needle
#

@modest imp those are literally the reference pictures I used for Sawdust lol

modest imp
#

i am fucking

#

CLAIRVOYANT

iron needle
#

Yup lol

#

It's such a cool sawmill

honest stag
#

You know i might be kind of uninspired now but i played su much stalker that i can literally recreate it's maps by memory
And Cordon is actually kind of a great Dusk location

modest imp
#

Sounds silly, but I bet arena_lumberyard from TF2 would make a good endless survival map. :v

long anchor
#

stalker mod when chonk

proper cargo
#

IDI SVOYEY DOROGOY STALKER

#

(sorry i cannot to)

long anchor
#

Π˜Π”Π˜ Π‘Π’ΠžΠ•Π™ Π”ΠžΠ ΠžΠ“ΠžΠ™ Π‘Π’ΠΠ›ΠšΠ•Π 

iron needle
#

@honest stag I have no issue with you doing STALKER maps in Dusk πŸ˜›

long anchor
#

actually when i think about it

ancient depot
#

oh right

long anchor
#

dusk and stalker are pretty simillar in their structure

honest stag
#

Hell yea!

ancient depot
#

we havent tried opening stalker PSP maps now that we have wad support

long anchor
#

beginning in outskirts of something and ending in center of something mysteriously evil

#

bugaga

iron needle
#

@ancient depot omg you're right

proper cargo
#

if i remember right - ogf (xray map format) is actually bsp based one with some ai and spawn info baked in it

iron needle
#

@long anchor not a coincidence. Dusk was very influenced by STALKER in terms of world and atmosphere, and originally the story was almost a homage

long anchor
#

yeah, i know

modest imp
#

Is DUSK capable of map transitions without intermission screens, or returning to previous maps?

iron needle
#

@modest imp not yet

long anchor
#

i didn't really think about the structure, about the protagonist's path

spiral nexus
#

bruh Dusk needs cursed slav mod

modest imp
#

The ability to keep the state of previous maps would be miiiiighty powerful for us modders. πŸ₯΄

crude cedar
#

open world dusk

#

with fun activites

modest imp
#

DUSKTROIDVANIA

spiral nexus
#

Retrieve Stoli for Civvie

iron needle
#

@modest imp yes it would

modest imp
#

Actually, it's first person. Dusktroid Prime.

#

:3

long anchor
#

Retrieve Stoli for Civvie
???

#

what's Stoli

spiral nexus
#

in one of his vids he was advertising stoli as a gag

long anchor
#

ah

#

googled

modest imp
#

Maybe it could be a nice little feature in the distant future, persistent map states and returning to previous maps. Like Half-Life can do. That'd be rad as hell.

long anchor
#

got it

spiral nexus
#

and it's memey Russian vodka

modest imp
#

Once everything else is working properly, at least. :V

long anchor
#

i know how it's called in russian - "Бтоличная"

#

oh

half vessel
#

the cordon would make a pretty good dusk map

long anchor
#

i accidentally looked at my steam screenshots

#

what

ancient depot
#

Yeah that's caused by a ProBuilder bug

long anchor
#

where's the screenshot

sharp trail
#

ok. I guess im having some problems with the sdk. Im trying to play a quake test map in the dusk sdk(wich worked with quakespasm) and i've put the files in in the exact order i was supposed to (like it was described in Zombies pinned message)

honest stag
#

holy damn yeah stalker would do good in map form
i'll try but i'm struggling with making industrial-looking things so far

long anchor
#

discord devoured it

half vessel
#

i mean

ancient depot
#

the screenshot shows up on my end

half vessel
#

you could just do wild territory

proper cargo
#

welp

long anchor
half vessel
#

or the bar

#

/rostok

ancient depot
#

but yeah like I said

#

probuilder bug

long anchor
#

uhm

ancient depot
#

fixing it is annoying

honest stag
#

i wanna do cordon first
more people remember it

long anchor
#

ok, i need to restart discord i guess

ancient depot
#

I fixed it for most maps

half vessel
#

or hell even jupiter

#

i still think the concrete plant is one of my favourite spots in the entire franchise

#

there's so little verticality in the series

proper cargo
#

tested stalker psp and without textures it not cursed\blessed enough

long anchor
#

oh

half vessel
#

stalker psp

#

hmmmmmm

proper cargo
#

(for some reason i cannot send pics here, sry)

long anchor
#

so i sent two screenshots, discord didn't want to refresh itself for some reason

#

sorry Zombie

#

sorry Zombie

sharp trail
#

uh help

iron needle
#

@modest imp yeah we were talking about how to add that as a feature

#

@half vessel bruh, blessed take

#

The concrete plant is so good

#

It's such a small quiet little part of the game but it's such perfect atmosphere

#

Exploring this abandoned vertical structure

long anchor
#

yeah we were talking about how to add that as a feature
can you please copypaste what he wrote cause his messages didn't appear for me

modest imp
#

I'm guessing it would involve taking "inventory" of all entities and their current state/position in the map while leaving it, then caching it locally before saving it all in the player's save file. It would cause saves to increase slowly in size, but that's not too bad.

fluid nimbus
#

it's from like 10mn ago

long anchor
#

thanks

modest imp
#

But then, you'd only need one set of entity states for each map, meaning you can't have more "inventories" than there are maps!

long anchor
#

as i said, internet fell down and discord refuses to refresh messages

ancient depot
fluid nimbus
#

what's D.U.S.K

long anchor
#

S.T.A.L.K.E.R.S.K.

fringe nymph
#

looks like stalker impersonation

long anchor
#

^ cause it's stalker map loaded in DUSK ^

proper cargo
#

@ancient depot how you enable textures? did you copied wads in root of textures?

ancient depot
#

mod folder, outside the textures folder

fluid nimbus
#

isn't stalker open world

ancient depot
fluid nimbus
#

wouldn't that take forever to load

proper cargo
#

@ancient depot \base\models one ?

ancient depot
#

@proper cargo I copied everything from base/textures/wad3

long anchor
#

nah it's separated in maps

#

@fluid nimbus

fluid nimbus
#

so this is just 1 map?

long anchor
#

i guess so

ancient depot
balmy thorn
#

Is that Paranoia?

ancient depot
#

S.T.A.L.K.E.R. PSP

balmy thorn
#

Ah, so Paranoia ripped Stalker textures then.

long anchor
#

wait

#

paranoia is HL mod, right

balmy thorn
#

Yes

ancient depot
#

yes

long anchor
#

so we can load paranoia maps

ancient depot
#

yes

long anchor
#

Y E S

ancient depot
#

Cry of Fear too

long anchor
#

oh god

balmy thorn
#

Darth Zombie, what have you unleashed?

ancient depot
#

hell

balmy thorn
#

Hehe

#

Dusk is spreading through games like a disease.

#

I like it.

honest stag
#

Welp i guess i dont need to recreate it anymore lol

iron needle
#

@ancient depot where do I get this

ancient depot
iron needle
#

Imma try this when I get to my computer lol

ancient depot
#

suffers from the HLBSP black skybox thing though so I had to delete that in the editor to get a sky

iron needle
#

We gotta fix that somehow

ancient depot
#

pretty sure it's just an oversight on my part

#

need to look at how hl skyboxes work

weak vessel
#

oh shit lmao

honest stag
#

What the fuck is that

torpid agate
weak vessel
#

awesome

honest stag
#

A psp game

long anchor
#

@torpid agate that's nice

modest imp
#

Welcome. Welcome to Dusk. You have been chosen, and only been chosen, to relocate to one of our finest remaining rural centers.

iron needle
#

lol

#

Dusk is infecting everything yeah

torpid agate
#

dusk is a virus.exe

long anchor
#

i kinda want now to play heart of evil in dusk

modest imp
#

I thought so much of Dusk that I elected to establish my cult here, in the ruins so thoughtfully provided by our overlords. I have been proud to call Dusk my home.

ancient depot
#

lmao

long anchor
#

lel

modest imp
#

And so, whether you are here to stay, or passing through on your way to dimensions unknowable, welcome to Dusk. It's cloudier here.

iron needle
#

Pretty sure there are resources for converting Doom maps to bsp too

ancient depot
#

Yup, although I don't think there are binaries, just source

#

So someone would need to build it

iron needle
#

Yeah

torpid agate
#

theres one i found called d2q that spits out a map file

#

very jank tho

#

i just want to decompile der reise from cod zombies for when we can do custom endless levels

long anchor
#

we'll be able to make endless levels?

#

noice

ancient depot
#

I mean, I could toy with supporting some of CoD BSP lol

modest imp
#

Well, World at War is technically running Quake 3's engine... kind of... sort of. Lots of shit that obviously wouldn't be back compatible with older engines. :V

torpid agate
#

I’m getting excited for dusk der reise

modest imp
#

You could probably at least bring the BSP geometry over to a Q3A format map, then do the rest of the work manually to make something Dusk-compatible.

fluid nimbus
#

kino dusk toten

torpid agate
#

Yeah I just need the geometry. Don’t need textures. Can retexture with dusk stuff

modest imp
#

Bet there's a lot of detail models that won't carry over, though. 😦

torpid agate
#

Ye that’s true

alpine depot
#

wow trenchbroom is a lot easier to use than i thought

ancient depot
#

Yeah, a recreation would probably be a better approach

alpine depot
#

so much easier than when i was using something like hammer

honest stag
#

It is very easy

torpid agate
#

Well if I had a the map file of the geometry, it would be easier to recreate by hand

gritty forge
#

Who would have thought that people still know how to develop user friendly software

#

I thought this was the age of Electron apps

modest imp
#

Now all we need is a CyberDUSK mod, where Duskdude has to travel through neon-lit, rain soaked alleyways filled with cybercultists and mechanically enhanced horrors.

#

Kick Nyarlathotep's ass all over again atop a towering, rusted arcology.

hallow fern
#

EYE Duskvine Cybermancy

modest imp
#

DUSK Runner: The Director's Final Ultimate Cut Edition

hallow fern
#

Also I finally got home and loaded up the DUSK .wad in trenchbroom and I'm so hype

torpid agate
#

Lmfao. When I start that hl2 in goldsrc mod in dusk, I immediately get attacked by big john in a black room because the beginning of that game is a gman cutscene.

modest imp
#

YAAAGH, RIGHT MAN, WRONG PLACE, YAAAAAAAGH

torpid agate
#

Scared the carp outta me

hallow fern
#

COME ON, MR. FREEMAN, DO IT!

torpid agate
#

Lmao

gritty forge
#

Can you record an epic video and share it?

#

I am laughing just by reading about it

fluid nimbus
#

the chances of half life maps being fully compatible by default eventually are gonna be pretty much 0 right

ancient depot
#

Depends, some of them will be fully playable eventually

fluid nimbus
#

because of cutscenes & scripted events etc

modest imp
#

I don't think you're gonna be doing backflips over Nihilanth, though.

ancient depot
#

But some stuff like say, the Gonarch boss maps in Xen won't work out of the box

#

Since they rely on special NPC behaviour

fluid nimbus
#

doesn't a lot of HL1 rely on NPC behaviour

#

especially the intro

torpid agate
#

Ye that was a big part of the selling point

modest imp
#

Tons of scripted sequences. Tons and tons.

ancient depot
#

Not enough for it to be unplayable in Dusk after we've added more entities

hallow fern
#

Possibly dumb question-- for point entities, I just drop them in and change the classname, right?

fluid nimbus
#

kk

ancient depot
#

Correct

hallow fern
#

Thanks!

torpid agate
#

How do we flip launch pads again? It’s a property you set right?

ancient depot
#

Yeah, euler

graceful hinge
#

That, 0 90 0

ancient depot
#

Takes the form of x y z, just like origin

torpid agate
#

That’s what it is. I’m such an idiot. I was typing eula lmfao

modest imp
#

end user launchpad agreement

torpid agate
#

Ye I know

modest imp
#

you don't actually own the jump pad, you're just licensed to use it

gritty forge
#

Imagine being stalked by Big John the entire HL opening

fluid nimbus
#

he does all of gman's animations & scripted events but every voice line is just a random big john line

gritty forge
#

Who made such beautiful decision?

hallow fern
#

Counterpoint: Big John in place of Alyx in HL2

#

You get cornered by Combine, you think you're done for, as you black out you hear "YAHHAHA. COME ON!"

iron needle
#

looool

fluid nimbus
#

big john in place of alyx in HL alyx

gritty forge
#

The scene where the whatever they are called zapping aliens revive Alyx

fluid nimbus
#

your only gun is a big low poly gatling

#

vortigaunts

gritty forge
#

Big John: AHAHAHAH BIG JOHN!!!

ebon jetty
#

so i want to make sure i understand

#

light is now working correctly?

fluid nimbus
#

big john leans over alyx and whispers to her ear
"haha come on kill me"

turbid glade
#

Where can I find the Quake bsp files and texture files?

gritty forge
#

If you own the game

#

You have them

turbid glade
#

I do own it

gritty forge
#

Otherwise you will not get recommendations for pirated content

long anchor
#

@ebon jetty nah

fluid nimbus
#

just search ".bsp" in the quake folder

gritty forge
#

He does not have the game

turbid glade
#

I do tho

fluid nimbus
#

is quake not shareware now? or only doom

gritty forge
#

Oh sorry in my mind I saw a not

#

My bad

ebon jetty
#

quaddicted or you can use tools to take apart eaceh pak

#

i did the latter

turbid glade
#

I see

long anchor
#

Dukie Nukie? that's vinesauce stuff, right?

fluid nimbus
#

yeah get a tool to open pak

ebon jetty
#

there's some stuff though that i had to find online because i couldn't find it

odd nova
#

PakScape Works well

fluid nimbus
#

no the vinesauce thing is dook nook ken

#

iirc

gritty forge
#

Where is Duke Canukem?

fluid nimbus
#

duke gottem

turbid glade
#

Dukie Nukie is from Pain Holes videos

long anchor
#

ok

fringe nymph
#

come to brazil motherfucker

long anchor
#

oh god

turbid glade
#

Mother trucker

fluid nimbus
#

you wanna come to my bar

long anchor
#

cursest idea

#

let's make bonzi buddy mod

fluid nimbus
#

I do wonder if mr vsauce will play the sdk when there's enough maps out

#

and how many vinesauce references will be in them

hallow fern
#

doop noopem

#

i'm here to shit

long anchor
#

dick kickem

turbid glade
#

Duck Nuckem

modest imp
#

Weird question. How tall is Duskdude in Quake map units?

fluid nimbus
#

replacing all of the voice lines for everything ever by vinny screams

hallow fern
#

I'm about to find out

#

hopefully the same height lmao

long anchor
#

@modest imp bit less than 96

fluid nimbus
#

replace big john's lines by vinny's own shitty arnold lines

modest imp
#

So would 96 map units be a good measurement for average human height while editing?

long anchor
#

i don't know

#

i mean

#

have you seen my map? and boxes in it?

#

like the giant ones?

#

they are 96 tall

iron needle
#

Oh, quick warning: a hotfix we're gonna release soon fixes some map scaling issues so your maps might be bigger than before

#

Not by much

modest imp
#

I'm thinking of throwing together a mapper's reference WAD, with player height references, but I wanted to make sure I got it right before I did that.

long anchor
#

and they're just about the same height as DD

fringe nymph
#

irc Quake is like 1/5 smaller in scale compared to dusk

long anchor
#

@iron needle that's nice cool thing

fringe nymph
#

at least zombie said so before release

long anchor
#

i hope it won't be too bad for my map or else i'll lose like 30 hours of work lol

ancient depot
#

Quake is actually like 32x larger than Dusk

#

We scale things down massively when we load them in

fringe nymph
#

oh

turbid glade
#

Is Dusk Dude a manlet tho?

fringe nymph
#

thats a plot twist

ancient depot
#

The current build on Steam scales maps down by 35.5555555556x

fluid nimbus
#

give us a way to turn off the downscaling
I want to play rat quake

ancient depot
#

The new patch will scale down by 32x

long anchor
#

oof

fringe nymph
#

rip current maps

fluid nimbus
#

big quake

fringe nymph
long anchor
#

ok we'll see

#

at least we potantially can have a big laugh

hallow fern
#

Every time you shoot the map scales up by 32x

#

good luck

modest imp
#

every map is now behind zee bookcase

fluid nimbus
#

every time you shoot the volume get ever so slightly louder

#

and bass boosted

long anchor
#

someone said bass boost?

hallow fern
#

Loaded up my first map, this guy doesn't seem so happy:

long anchor
#

sad boi

fluid nimbus
#

he sittin

hallow fern
#

Leatherneck in the test map

long anchor
#

he protec

hallow fern
#

what will he saw

long anchor
#

he attac

#

but most importantly

#

he sit in untextured brus

hallow fern
#

Which is actually my next thing to work out

#

I got the wad into trenchbroom but I think I messed up the compile

long anchor
#

do you have palette.lmp?

#

if not

fluid nimbus
#

untextured brus

hallow fern
#

Ahhhh thanks

long anchor
#

google quake palette, download it and place in mod root

fluid nimbus
#

yeah textures wont load without palette

#

palette is pinned I think

long anchor
#

untextured brus
untextured bruh

#

nah wad is pinned

hallow fern
#

untextured bruh moment

ancient depot
#

Note that palette.lmp is only needed if:
The texture is embedded in a Quake 1 BSP or a BSP2
Or the texture is inside a WAD2 format WAD

#

For HLBSP and WAD3 you don't need a palette file

hallow fern
#

Oh yeah I'm using Q1

long anchor
#

how about pinning these messages? @ancient depot

ancient depot
#

I'd rather do a proper writeup later and pin that

#

hell we need to get a modding wiki together

long anchor
#

alright

hallow fern
#

I think there's a pin kinda close to it too

modest imp
#

Is TrenchBroom capable of using HLBSP tools? πŸ€”

ancient depot
#

Should be

#

It supports valve220 format maps

gritty forge
#

what if we revived the old dusk wiki dance

modest imp
#

Oh, excellent. I've been using Quake tools this entire time.

hallow fern
#

Also I appreciate how helpful y'all are