#dusk-modding
1 messages · Page 29 of 1
rly? 0_o
ye
Wow zer

anything that suits you and can be properly compiled
Yeah but can I just make the models in a 3D application and then import them into Trenchbroom and do it that way?
does anyone know of the way to make water animated 
my brain is dying
the water is killing me
for now you cant irc
not yet
Also hi Scott.
hi
How're you coping with no access to an arcade?
💀
heh
Soa... if i want to create some entities i must use some of theese hl and quake fgd's? yeah?
@ebon jetty not supported YET
it will be
just do func_water and you should be fine for now
what's an fgd lol
okey dokey
oh they're custom models or something like that?
man i'm such a noob to this stuff lol
it's basically a definition file for what entities are available along with what properties they can have, what models to display for enemies/items etc
YES! Got Elite Force maps working!
there's no official fgd for dusk yet, since they're still working on getting entities to work and generally make the basics work
awesome
that is so awesome
DUSK Force when?
ASAP
@pale pendant isn't that a raven game?
@iron needle YUP
Runs on Quake 3 engine so all maps and textures work.
Now I wait for skybox and scripting support lol
Nah
func_vehicle couch when
So um, question. Why is my map all dark and not have textures.
Would've thought the WAD would've compiled with it but I guess not.
"all dark" sounds like you didnt bake lightmaps
Bajs i got it! (i think) There is somewhere i find dusk.wad for TB, This is one is Wad2 (quake) right? and HL using Wad3, right? 0_o
I mean, I placed lights in the scene, the compiler says it should be compiling lights, I'm not sure why it ain't working.
Dang it.. can i compile all the dusk texture to wad3 .wad? 
hmm, out of curiousity, what are the _n textures for?
@hoary juniper Haha thanks! Ever since the DUSK SDK was talked about I wanted to import all the Elite Force maps. Played more Elite Force than Quake 3 back in the day lol
PADKITCHEN
Same
Okay so I checked the compile logs, turns out it's not finding the textures.
This is, frustrating,
Was already doing that and it didn't work so I tried relative thinking it would fix it.
What is the folder pathing for mods again? For example the path for one of my mods is: "local-jerma death sound-sounds-player-death.flac". Is that the proper folder pathing?
@iron needle Pretty sure only SoF2 & the Jedi Knight games use RBSP
wild
If DUSK will allow a soundboard via chat commands my life will be complete lol
there's something nice about decorating with brushes
hotfix is up
patch notes coming
woo
mainly linked doors work now and monster rotations should be correct
ooh, neat
What's in the patch Dave, what's in the patch?!
f5f5f5
patch notes up
just a small hotfix nothing major
still something :p
When you say linked doors @iron needle do you mean the doors like in Elite Force where they are 2 halves basically?
Cuz only one side of the door opens at a time in the EF maps lol
think so, it's also used for the first door in quake iirc
correct yeah
those should all work now
OH
forgot something
doors close after a certain amount of time now too
YES
yay
I was messing with the EF maps and was just about to mention the door bug
And yeah they do close now after a bit! Nice!
Now if only they would open based on proximity like in the og game. hmmmmm
Is there any way of configuring jump pads as of right now?
@unique ocean You can change the pad strength
what is the value for that in the editor?
thanks
Will stuff like jump pads, ramps, and teleporters all have to be configured manually from pre-existing maps, or will the SDK eventually enable those automatically?
Like if a bsp from Quake 3 has teleportors will I always have to go edit the map to work?
@rapid crown im working on that right this second
oh awesome. I also noticed things like light flicker doesnt work
awesome
since my map has a bit where you fall into a dark place and lights go on before some doors with monsters open up
light flicker probably wont be supported for a while
we're just trying to fix the basics right now
well, that's fair
of course mate
since can at least get the basic lighting done
also.... how does dusk handle render culling?
atm its just frustum culled, because we dont use vis data yet
thats a work in progress
yeah, just wondering since.... i might've yeeted what i'd made of my second map into the first so they'll just be one big ol' map <_<
but, watching it all at a distance is still 144fps for me so.... 
is there really a big necessity for culling in a game like dusk tbh
guess it depends on how crazy you go with the dynamic light props, and.... overdoing geometry
which at least ericwa's compiler sortof helps with since it limits brushes to 128 sides
sure
I'm assuming there is no SDK wiki/tutorial yet?
Given it just released I wouldn't be surprised but doesn't hurt to ask
It works with trench bomb apparently so I can use tutorials for that
Alright thanks!
I'm not in any rush so I'll probably wait for this so as to not mess everything up and get frustrated
were dusk wiki master @
The frustum culling seems to do a good job at keeping things optimized. Would visleaves really be necessary outside of excessively large maps?
basically thats what its for yeah
Fair enough.
is trench bomb good for beginners?
As much as any old school mapping tool, at least.
It's definitely stable and well-made.
it asks what type of game I want to make a map for, like quake, quake 2
yeah, to use dusk textures would I just rename the entites so it would use it when loading ?
there's a wad with the dusk textures stickied
thanks
basically, check trenchbroom tutorials on the basics of setting it up and mapping, check the stickies for the basics
and if none of those covers it, just ask away
before I start watching those videos, how would I load up the dusk wad? I tried dragging and dropping it but it just crashed
you first start up a new map, then check under view that inspector is open, go to the face tab and in the bottom you have texture collections
have you set the path to Quake's folder?
yeah thats the video in using
ah cool, watch the whole series it's very informative
@iron needle If a trigger/item’s target is the name of an enemy will the enemy spawn when it’s touched/picked up yet?
That shouldn't work
is that a thing in Quake?
Normally you would trigger a teleport which would teleport someone from a room outside of the map
it's not a thing currently
So I just setup everything according to the video you guys shared and everything seems to be working fine, but I'm not sure what I need to do to access Dusk entities
Create a point entity and name it something from the entity
txt file from the pinned messages
It will be in game like normal
got it, thanks!
@honest stag do you just change the name? For instance change monster_army (Quake) to monster_gman (Dusk)... ?
Yeah
Also some quake monsters just turn into dusk monsters
Anyone dropped any maps while i was sleeping?
@iron needle Ugh, I keep mixing editors for some reason. Yeah I guess we'd need a monstermaker or a similar entity to make that work 😉
is DUSK SDK windows only?
I think I'm going to try and re-create a map from UT' 04, I'll just have to port it for duskworld when the sdk supports it
Hopefully that isn't too difficult
oh what map?
ah, well that's an og UT'99 map 😉
Ye
good map
Seems simple enough to make for a first map, I've never done any kind of mapping from scratch so I think it'll be fun to learn
@honest stag any idea why my enemies have no skins when i play the map in Dusk? Tried a minute ago and it was fine, then went back and added a couple of enemies and now none have skins?
@tropic vapor well good luck mate
Thanks!
What do you mean "skins"? They don't have textures?
Huh never seen that before, no clue actually
hmm
Shine a flashlight on them
@still raptor any idea why the enemies wouldn't be showing textures? They were originally, but now they're not. Just a grey scale....
That probably sounds stupid lol
Oh what the fuck
That's kind of what my objects look like.
okay so I took them all out and nothing changed
if you send me the bsp i can have a look
this will be easier in the future when you have a console that will report errors to you
okay 2 mins, just trying something
Are most people using trenchbroom for map creation? Or J.A.C.K?
Gotcha
Yeah, I've worked with Hammer a bit before, the map took overnight to compile 
But the map was also really bad
and huge
Is there a format that works best with dusk? or should I just create a new engine profile
bsp works just fine
not the source engine bsp's tho
actually i'm a total idiot
dont listen to me i barely know what i'm talking about
i wonder if it'd be good to use both hammer and trenchbroom since trenchbroom doesnt seem to support cool stuff like func_breakable, like bring in the map to hammer and add more advanced stuff that way?
Gotta have the dusk textures available etc.
i dunno how modifiable trenchbroom is in that regard so lol
func_breakable is supported in trenchbroom for dusk tho
i dont see a func_breakable anywhere wha
yeah you dont see it because it's a dusk thing
you name a brush func_breakable and it breaks in dusk
not in quake
oh ok thats kinda fuckin neat
still need to specify a health amount of course
Seems like in TB when you specify the game path it has to be a specific folder or not all textures get picked up in the browser
you trying to add quake textures or dusk ones?
Just dusk for now
for dusk textures check the pins for a dusk.wad
oh my god how did i just figure out how to texture specific faces of a brush
and use that
Ahh
aqua no
do you use the uv editor?
if select one face of a brush you can
i feel like a lot of hammer knowledge can sort of transfer over to trenchbroom, it feels very similar
i just shift-clicked a face n changed a texture that way
in the Face tab of the inspector thingy
yeah that thing is great
i didnt expect it to be so powerful it's nuts(.wad)
how many quake units tall is dusk dude? the scale is always so wonky to figure out
i read before it was around 96 units but it doesnt feel very accurate to me
Darth Zombie tuesday, 5:25
The new patch will scale down by 32x
...i dont think i understand that correctly
because you know, 32x is kinda a shit ton
How would I add the wad to trenchbroom? I've tried putting it at the game's root dir so TB can see it but no dice so far. Do I need to unpack it first?
The quake mapping wiki is pretty old, prob for an older version of TB
click "face" in the upper right corner
then down below - thexture collections
click add
then select the wad, and then "absolute path"
also i suggest dumptruck_ds's tutrorials on youtube
they are pretty new
What if add is greyed out?
the + thing
Mine has that split into Available and Enabled sections, I see a plus but they're greyed out 🤔
...huh
I'd send a pic if I could, I'll link one
are you in the face tab?
Thats the latest TB build, when I pointed it to the Dusk\SDK\mnt\local\dusk\textures folder it did find textures but only ones in the subfolders
like items/monsters, etc
but not the top level ones
i havent updated tb since august lol
you have to use the wad
Right, but where do you add it to TB? In preferences you set the game's path, or you can add an engine
Ah
you should be able to do that from the texture collections thing yeah
yeah good idea
Thanks for the help in the meantime
I'll check that guy's channel out for more tutorials
Apparently the Generic engine does not load .wads, only loose textures! So I probably have to pick one of the Quake options to run with
currently having trouble compiling my map
I'll try to pick quake 1 to work with first
figuring out how to compile was the worst
what tools are you using?
do you have qbsp.exe?
Im gonna try and copy my dusk folder to the same place where all the stuff is
my func_breakable isnt working wtf
what exactly is qbsp.exe?
aqua, did you add a "health" property?
yeah i set it to like, 5
and compiling tools?
because someone had issue with those breaking triggers
i forget what it's called but it's the compiling tools from the tutorial
@fiery badge i got mine from here https://github.com/id-Software/Quake-Tools/tree/master/qutils/BIN
ah alright
that's very weird
can you send me the bsp/map file?
i'll try to figure it out
see if it works
thanks
go ahead and get light.exe while you're at it
i put mine in Quake > id1 > maps
this is just my setup, but it works
"export" exports the .map file to the desired location
you first run qbsp.exe. point to the folder it's in
in the parameters, first put the file name of the .map, then the name you want the .bsp to be
Im trying to start qbsp.exe but it keeps immediately closing
oh, my bad
you don't actually run qbsp on its own
i meant through the compiler
sorry, I'm bad at explaining this
its ok your still a lot of help
Seems like I'm correctly setup and I've been having some fun mapping already, but is there a way to change the default light level so I don't have to put light entities everywhere ?
wait I think i know how to get them working
idk, ambient and sunlight don't seem to work for me
but they're working on fixing some other issues with light, so we'll see
Guess I'll have to wait for SDK updates then, no big deal I can still make fun maps this way
Trenchbroom's
I have compiling gui
hey i'll take a screenshot of mine so you can check it
it's necro's right?
believe so
uh i got a dumb question. when does it make sense to make a brush func_detail?
same question honestly
google says
"The only purpose of func_detail is to be ignored during the VIS leaf preparation stage of VBSP."
gonna try and use t renchbrooms compiler isntead of the gui one
or as someone put it more simply
"removes needless calculations"
but i dont think dusk supports it yet?
alright, not quite sure what to make of that but thanks 😄
it basically ignores the func_detail when building the map, and just calculates teh visible space using the 'hull' of the map
I think
fewer calcs I believe
oh ok, i did create some in a map and they showed up in game. yeah i always saw it as a means of lowering the calcs but i dunno
yeah they still show in game
i'm only kind of learning this stuff myself, but it's something like that
there's a good Quake mapping and Trenchbroom discord where you could probably find out a lot more
Careful some of those places despise Dusk
im not really experienced in mapping but tried some cs go mapping in hammer and think i heard that stairs for example should be made func_detail and i just did it but im not sure if it makes sense. yeah maybe ill try there
@iron needle which is actually bloody stupid but yeah
@iron needle why would they
Cause it's not Quake and I'm not a Quake modding vet, basically
lame
huh so elitist asses or something
it is lame honestly
Very true!
ofc they don't. TB is a great tool in it's own right, just go and see what you can pick up there
they'd probably be extra mad knowing that we're using quake mapping tools for Dusk levels lmao
As an aside, a word to the wise. Don't be a dumbass like me when you're testing your map in the SDK. If you don't want to see the enemies in Dusk naked, make sure you don't uncheck the Dusk mod :D
lol
oh so that was the problem? lol
thanks to @still raptor for helping me realise I'm a tit 😄
i would be so mad if that happened to me
yeah I totally facepalmed when he asked me if I'd unchecked it
exactly how do textures like chainlink fences and trees work?
they dont right now
no transparency
ah
for q1/hl1 bsps according to zombie
transparency will come soon im sure
I feel like im so close
But they just wont compile
let me take a pic and I can show you the erros
errors
that really weird
you have all tools, everything checked, and select a .map file to compile?
alright for those who are also not sure on func_details i got this answer
Func_detail make sense on anything that's not going to seal the outer hull of the level or block visibility of a portion of the level. Stairs can make sense. Small detail geometry like a trim piece on a wall that's sticks out 8 units to create a shadow line.
A wall that separates two rooms is something that should probably not be func_detail
plus i didn't blow my cover
Ahhhh that makes sense
I'm gonna turn the welder into Mike Stoklasa
this is trenchbrooms compiler
plus i didn't blow my cover
legend LOL
I'm gonna turn the welder into Mike Stoklasa
the hero we all need but don't deserve
@fiery badge have you tried using Necro's GUI for the compiler? Or do you just want to stay inside TB?
I have tried that as well
okay. Sorry I haven't seen all of your messages, what's the problem?
It wont compile
just not compiling?
this is where I keep my tools... yours are in the id1 folder?
also where do you have TB installed?
this is me
ppl are not using compiling gui instead they use trenchbroom for that?
all my working .map files are in a QuakeDev > working folder, and they compile into the id1 > maps folder. I then ctrl+v into the SDK maps folder to run in Dusk
thats weird
@fringe nymph I'm using Necros GUI
I did try using compiling gui and ericw tools but it didnt work
have you tried to follow dumptruck's tutorial step by step>
yes
hmm
but Dumptruck uses Necros GUI
i'll dop a map file and you try to compile it
drop*
maybe it's an issue with your map i dunno
send me the map @fiery badge ?
wait a set im gonna try to use gui one more time
says you're using dusk and hipnotic
oh yeah then that one
i just had a bucnha quake wads with textures
here if you want them
yeah I got them already bro thanks
gonna try to combile crash.map
@honest stag cool map bro 👌
wait a sec
ey thanks, it's an old one tho
i uploaded a newer one to the addons section of moddb
lol what's with the forklifts on their side 🙂
how to keep doors open? 😮
Oh hang on, is that the problem I was reading on here about entities not rotating correctly? I see the lamp posts are the same
yeah a lot of the props need tweaking. i imagine they'll all be aligned as expected eventually
just involves a bit of tweaking atm
HOLY SHIT
also
I am special
The reason it wasnt working was because I put A SPACE in Dusk Dev
rip
I just renamed it to duskdev and now it works
and now all props on old maps are on their side
nice
big brain
yeah i spent some time flipping the lamps around lol
i think i can fixing it by just selecting everything and removing the "euler" property altogether
fix*
@fiery badge I saw you had it as 2 seperate words... should've realised
welp
all this random rotating of entities really messes with me
shit happens bro, least it's fixed 🙂
welp you dont need to anymore!
@honest stag what's euler?
well some of them are still in odd positions, one of the light fixtures is now different, but upside down instead? 🤔
ya the steady updates is reassuring. They'll handle it~
Trying to get JACK set up, I've got everything working except for textures showing up in editor. Anyone know how to do that?
JACK seems to want a .pal file instead of a .lmp
euler is a value used to rotating props/dusk enemies because "angle" doesnt work for them
and for the first few builds all dusk entities were on their side so "euler" was added and we had to rotate them manually
oh my god i have to go back and remove it cuz now everything is on the side
shit
ah right, so we can use angle now?
no you still use euler, you just dont have to use it all the time for all props because they spawn standing correctly
euler needs an "x y z" amount, so for example to rotate props upright we had to use "0 90 0" most of the time
gonna sound stupid, but where/how do i use euler? Do I add it to the entity key/valueus?
or is it this box.... ?
yeah, here?
yep
just make sure you only add it to entities
ok cool. thanks. I'll try to remember that
@gritty forge I have a quake1palette.pal file if you'd like it?
I have one already, thanks. But it doesn't seem to work when I add it to JACK.
oh okay. I know zero about JACK so can't help I'm afraid
hm? you dont need to add it to jack
it's a file you drop in your mod folder
or am i wrong here and you mean something else
@honest stag my map has a skybox remember? it works fine lul
you mean the default skybox or
oh also didnt you ask me for something yesterday? i forgot sorry
@gritty forge do you not need to just add the .wad to jack? Or does it require the .pal as well?
oh yeah right your bsp
screenshot of your Necro gui
ah oh
ah yes another question, do other skyboxes than the default one work?
nope
not yet
have you tried using the .Imp @gritty forge ?
custom are planned
@gritty forge the dusk wad doesn't work properly in JACK because it's a Quake format WAD2 file whereas JACK is intended for Half-Life and expects Half-Life WAD3 files
Ah, I see
It's been decided in the future that dusk.wad will be WAD3, but for right now your options are to use a different wad, or extract the wad and make your own WAD3 using either HLTextureTools or Wally
I'll be doing that myself when I get around to texturing my map
Cool, thanks.
also
Here's a huge collection of distributable WAD3 wads you can use if you don't want to mess around with Dusk.wad
http://scmapdb.com/textures
zombie made a MakeWad program which just takes a folder with png files and well makes a wad
check pinned
yes but it makes a WAD2 file so that doesn't do him any good
ahhh damn
itll be updated to make WAD3 when zombie gets around to it
you can also use TexMex to make wads
HLTextureTools is essentially the same though, you can just plop a bunch of PNGs into it and it'll generate a WAD3
never used TexMex but if it supports WAD3 that'll work too
never used that before, will give it a bash
Wally is the famous one but it's old and clunky imo
very clunky lol
wow ok holy shit trenchbroom is a lot more advanced than i thought what the fuck
i mean that in a good way
didn't know you could do so much with it
yeah no tb has some cool-ass features. but it's also missing fundamental stuff like.....cylinders. and every other none-block shape
Mapping for Quake: TrenchBroom 2.0 - Episode 18 - Easy Pillars
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Mapping for Quake on Discord
https://discordapp.com/invite/j5xh8QT
If you haven’t watched the other episodes in thi...
this is the """"easy"""" way to make cylinders in TB
it works lol
lol
true, not super efficient
in JACK you just change your brush shape from block to cylinder and pick how many faces you want
ooo
glhf if you want to make a dome. not sure that's even possible in TB atm
in JACK just pick sphere and cut it in half
see I'd be dumb and still try doing it
"TrenchBroom needs primitive brushes!"
NOT WHERE WERE GOING!
"Repeat Command" abuse by Ninja.Cow on the TB Discord :D https://t.co/pbYq07kjvn
tb has the cool drawing feature that can be nice more making roads and shit like that though
I have a placeholder custom fgd people have been using
that's witchcraft sixsik
@scarlet fjord it is, but it's not me lol
it's hacky is what it is
yeye, just replying directly
when you have to rotate a bunch of blocks and merge them together to get a cylinder your map editor is probably missing some features
and like I said glhf making a sphere that way
oh yeah for sure, just showing that it may be hacky but it can be done
I just wanna make them monsters and place them regular shotguns man
I ran MakeWad and I still have the same problem with the new one 😦
you'd probably have to rotate a bunch of blocks to make an arch and then merge that and then rotate a bunch of arches and then merge that to make a sphere
the dusk wad doesn't work properly in JACK because it's a Quake format WAD2 file whereas JACK is intended for Half-Life and expects Half-Life WAD3 files
JACK can use quake wads with no problem. I mapped a lot in JACK for Quake. https://steamuserimages-a.akamaihd.net/ugc/179415084211199460/0B2409EE62E287A63A73B931F9FEE5F418379B82/
@gritty forge did you miss the part where I said MakeWad generates WAD2 files
my rule of thumb is the destination if anything. I mean, granted ease of acess and pregen brushed will help out no sweat, but that's not going to stop people doing it the hard way.
@toxic forge how do you get it to work? For me in JACK they all show up as grayscale. Couple other people confirmed the same. Is there a pal file to use somewhere?
@lament ore that tweet i posted shows him making a sphere
besides, if the result is fun then it don't matter me none!
I've been considering using JACK and TB in conjunction but we'll see
I've never used jack, does it use primitives?
have you ever used Hammer
nope
just TB and U Ed
neat
it also has -almost- all of the tools TB has with the exception of that drawing+extruding tool
and also the direct UV editor, but I don't think HLBSP would support that anyway
Drawing is so cool for making fucked shapes
I aldo used it to make a nice coffin lid
You can still do it in Jack, you'd just clip the edges of a brush into the shape you want
but the drawing method is faster yea
Jack also has the vertex editor so for a coffin lid you'd just pull the vertices of the top in
Well tb has that too tho
But i dont really like using it tbh
Waut jack doesn't have a UV editor?
Hiw do you guys work with textures
Ah i see
Keep in mind TB is a recent edition to the roster whereas JACK is descended from Hammer which is descended from Worldcraft, and Worldcraft is from a time where Quake was still new
I thought tb was old, just updated
Not actual info, just what i thought
I mean are we talking like 1996/1997 old or are we talking like a couple years old lol
Alright step one, tryin to launch a rectangle map in the sdk!
I just select Quake profile, add wads and done. Dusk WAD works flawlessly: https://cdn.discordapp.com/attachments/86434948562550784/664625922833514496/unknown.png
also JACK can extract wads from maps
i see dusk entities is still not here
Can Dusk open .map or does it need to be formatted differently? like as a .bsp
placeholder fgd to use
@lament ore aye thanks
it needs to be bsp
Ok
any supported bsp
you need a bsp compiler toolset like zhlt or ericw's tools
Then the result gets placed in my mod's maps folder right?
Is it easier to launch the map from TB? or just open the map once the SDK launches
I'm assuming it needs a parameter or two to open the map straight away
Waddya mean launch from tb?
To play it?
Yes
Just leave the game/sdk open
Ahh
you can "hot load" by just reloading the map every time it compiles
Yeah you dont even have to leave the level when you replace the bsp with a new one
oh?
Nice
Plus the game takes so long to start up that it would be a waste of time
So once I save changes in TB I just run QBSP and its good to go? No compiling within TB
*open the .map with qbsp
Qbsp is not the only tool you'll need btw
QBSP, VIS, then LIGHT
Ah, I should set those up to run in a sequence with TB then
in theory not running light should give you a fullbright map but I've had trouble with that >:y
yes
DUSK just doesn't load light period yeah?
It does
It's just fucky
oh
Causes really bad shadows a lot of the time
in... fullbright?
@honest stag I'll try with the soft option when I get home, that's the only difference between your compile settings and mine
Oh, I mean without lighting.
Ah
Is it just pitch black instead of fullbright?
if you're not having an issue currently dw about it. It's probably exclusive to me
I'm just curious lmao
I guess VIS is redundant at the moment, also consumes a lot of time
I think vis helps to "nodraw" unseen faces
especially when you don't use func_detail
unless that's handled by BSP
from what I understand it's not implemented in Dusk (and probably will never be)
because dusk is only dumping BSP tris and textures, it's not using BSP afaik
maybe I'm wrong
@ancient depot is PVS (VIS) implemented?
The VIS isn't in yet since it's, well, rather complicated to get going in Unity
here you go
oof
All of Unity's occlusion culling functionality is designed to be used at edit-time, and while there are components you can set up at runtime they don't actually do anything without any baked occlusion data
So we have to roll our own
So i can just skip it while compiling?
For now
what you get in Dusk is bsp geo dump, it's not using bsp tree perse, so vising your map is waste of time
Ight then thank you
Ooo I might've gotten things to work
Vis and Light I didn't need to pass any parameters into (I might later, threads etc). I'm sure there are options for both I should be doing
For now I'll see if I can make a box and run that
Imagine having to set up a compiler sequence-- JACK gang where u at 😎
does anyone know how you scale in TB?
I just like joking about it. People give JACK shit because it's Hammer but stable, and people like to meme on Hammer.
Man I'm dumb with the 3d editor trying to connect simple shapes 
What's the "lip" key in func_door for ?
if you want your door to poke out a little bit, or if you perhaps put an "edge" on your door
It decreases the amount of movement the door makes
so it doesnt go into the wall
Negative values will increase it
Doors currently move the same distance as their size
It defaults to 8 in Quake, and 0 in Half-Life (needs confirmation)
Also my doors keep opening themselves after some time and I don't know why
Although I don't think the current patch sets the defaults
I think it's 0 for Quake (atm)
all of my stuff goes perfectly into the wall
unless it's different in Quake than in DUSK
man the door texture is higher than I remember
Well the map runs! but I think I need to add light somewhere
Im having some fun so far with my map
@rapid crown the scale tool
pull on a corner to scale the whole thing proportionally
but i think im gonna have trouble when i have to make an end to it, or have to make a door
yeah turns out I'm running an old version of TB lmao
Is there a reason why there is no .prt file along with the map?
thanks @vivid blaze
Vis doesn't happen since its missing
Dude this mod is fucking funny
Maybe its because I have void space, I remember that being an issue when using Hammer
Ok so if you change the map type from Half-Life to Quake in the configuration settings for JACK it'll let you select the quake.pal file
Reload JACK and the colors will show up properly after that
Me?
This Mike Stoklasa mod is almost perfect
Well I might need to fix how my map is being compiled, I did it manually and everything worked fine, except the brushes sticking.
Light showed up which was good
door question
Could also have been because I ran light before vis lol
@fiery badge basically make a brush and make it a brush entity called func_door
hmm
but i got a problem with doors, they only seem to work right when they face one axis, when they face the other they just move a tiny amount in the wrong direction. can anyone tell me how to fix this?
The door only moves forward a bit and not out of the way, doesnt go up
how do I make it go up?
threaten it
Is fog implemented in the SDK?
texture modding is so much fun
im so proud of this
eyyy love how that looks
dat look good
half life train level vibes
On a Rail in dusk confirmed??
i want to have a cool guardian chase sequence or something, like he smashes through a wall and shit
a trigger_once killtarget on func_breakable might do the trick probably
damn that's a good idea i should try it
func_train exists too so maybe you fucking blow a locomotive into it
unless you want to sickle him to death lol
lol
man i have so many ideas right now i'm so excited to start implementing them
That's why i want the ability to strip the player from weapons
maybe there's a way to make him invincible or something
probably not, but dusk supports text on buttons and doors now doesnt it
so you can say like "RUN" to the player
"if you sickle him to death i'll ban you from my duskcraft server"
hahaha that works better
wait how do you do transparent texture stuff in TB
i want to add some proper graffiti
dont work yet
shiiiiit
transparent isn't working yet but it's coming
@fiery badge have you played with the angle and spawn flags of your door?
This video might help https://youtu.be/n8Ha5LHsRZI
Mapping for Quake: TrenchBroom 2.0 - Episode 12 - Entities Part 2
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Mapping for Quake on Discord https://discordapp.com/invite/j5xh8QT
If you haven’t watched the other episodes in ...
spawn flags?
click on spawn flags and they you can see the different things you can do with it
then*
CJ!
yeah lighting is borked now
Goddamnit the entire menu for the door and stuff was too small to see
WHy must you hate me trench
@alpine depot that map is looking good 👌
thanks 👌
Btw they're close to having a fix for the lighting
Yup Zombie and Scott are in the process of fixing it
awesome
Ta da! Lol
it's actually much much improved on the internal project. Almost perfect. Still some kinks to work out before we can patch it though
can you get textures to scroll to simulate a train moving?
i want a separate level where the player starts murdering a military train
Beneath the Altar's buildup bit sounds like it'd go perfectly for some sort of simulated vehicle movement level
like the level in blood
I actually quite like the way the lighting goes from on to completely off with no falloff. The harsh contrast works well in some areas imo
What angle would I set the door if i want it to go straight down?
I can confirm that we have lighting perfect except for areas that use light styles
Still investigating what to do about that for the meantime
yo guys, I'm making the wendigo look like Michael from Faith, should I make the antlers black or white?
light styles...?
oh god that's cool
@solid isle assuming flicker etc
also black antlers
Doesn't work atm
because unusual
yeah okay that makes sense
@ancient depot does fog work in the sdk?
not currently
But it will at some point?
That's the plan
Sweet ty
so uhh i probably posted this but i kinda need your help here
this is just for testing - if you can, could you try this out and preferably record the "gameplay"? the map is like 25 seconds long but i really need to check if the player knows what to do
I'd play but I'm in bed
@honest stag imma check it out right now
yeah i dont have any recording software
If you can wait a few, I'll record one
imma try to give a detailed description
that would be great thank you
Can you record demos in dusk, a la Quake?
nope
Okay
@onyx marten have you tried bandicam for recording? think they do a free version
i never had the need to record anything so i dunno.
@ancient depot whats in the new update if i can ask
uh stuff, I forget lol
bruh
I write up the changelogs by looking at all of the git commits
bruh
but I know one of them is that we fixed doors using angles
which is a goldsrc thing we didn't yet support
so now the garage door on cs_office for example works
@honest stag i played it and i dont know what ur focussing on with the testing but i saw ur video on from a couple days ago
so still i have to wait for the lights
dunno yet
oh so you saw how the thing works then?
yeah
damn
thank you anyway though!
Also, for Jack: if you load the Quake.pal palette file and then switch back to the Half-Life map format, the quake palette will remain loaded even though the option is greyed out
lol np
@honest stag I will try ur map
it's the same one i linked in the video a day before btw
i just wanna see what will a new player do
but hey if you want to waste 20-30 seconds be my guest 
thank
Ayy, so if none of my textures are showing in-game (using TD), whats the steps to figure out why?
you need a palette file in your mod folder
Theyre lit which is nice, but the grey checkered pattern
but outside of the maps folder
ohh
lemme drop it for ya
Thank you
who put this cave-in here?!
how are you so good
oh hey that cave-in looks great
you using trench broom?
Will I need a pallate for each game's textures I want to use?
maybe someday ill be this good
no clue, this is just for quake
nope
Atm I'm only using Dusk textures
but how should i continue this way?
ooh wait i know
it'll curve around the corner to like, a giant warehouse section
The pallate file is at the mod's root folder, but the textures didnt show still
and the player gets ambushed by the military
yes
that's weird cap
yeah that should be working
Hmm
they show in TD just fine, in the 3D view
Ohhh
I got it, I just had to recompile it
working now : D
How do I turn off the wait option on doors? Do I just delete that property?
I'd love to figure out the skybox next before moving on to making the layout
-1 if you want it to stay open
skyboxes donr work yet sadly
Ty.
🍆
What was wrong?
YESSS
but sweet :D
Hard to explain
everything
Gotcha
When's the patch?
Time to listen to https://www.youtube.com/watch?v=i_0G6WPuss4 on repeat while I map
Take it back to 1999 with Foregone Destruction, a track well known to any Unreal Tournament player.
The UT99 soundtrack is still one of the best
Figuring out how to scale the map will be interesting, I might have to make dummy towers and put them on each end first
is it an unpopular opinion to say that i like ut2004s better?
I never got to play '99
yeah maybe, nostalgia ya know
04 was my first
yeah i grew up on 03/04 and played 99 like 2 years ago and now i dont know which is better
@honest stag it's processing but check back when it's done https://www.youtube.com/watch?v=e3lvwVI_mfI
3 minutes?
oh my god i didnt even know the tables are fucked because of a patch lol
thank you
man the whole gravity flipping thing is really not noticeable is it
@alpine depot Can you send me the BSP?
I'll test it and let you know if it's fixed in the current dev build
We made some changes to doors
alright
some changes to doors?
dont tell me that right as i'm making a complicated doo
r
what kind of changes?
fixes
do u need to have a role or something to upload a file to this channel?
ye
(im just amused how it falls apart this way if you load unsupported maps)
@alpine depot that's looking good.
The cave in especially, great environmental piece
oh my god this shitty ass ass door can eat my ass i cant get it to work
so basically, can i make one trigger do multiple things by selecting several targetnames? if so, how do i do it
"this shitty ass ass door can eat my ass"
this shitty ass ass door can eat my ass
Vri "this shitty ass ass door can eat my ass"ska
what were they thinking?!
correct
Is Trenchbroom the thing I have to download to create maps ?
Yup!
Thanks
Good to know
trigger_multiple isnt for triggering multiple things, it's for triggering multiple times?
oh lawdy
you fixed the lightning?
much of the lighting has been fixed yes
Also that looks SLICK!
thats great
be warned that light STYLES are still not fully functional
however NORMAL lights should work just fine
zomb found it
when hotfix is expected?
turns out it was a combo of rounding error and light styles being fucked
should be tonight
cool
sweet :o
guys plz help how can i make a trigger trigger multiple target names :(
do i just separate them with ";"?
just as a comparison
