#dusk-modding
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I have an idea for my map set
Where there are often a squad of 1 mage and 3 soldiers
I like to imagine the mages are higher ranked than the soldiers
And I think them commanding them would be cool
rat is the lowest
then the goat
Then i dont know
so uhhh
i spent 30 minutes making a door and it looks out of place
Everyone here talking about their maps and im here like how do I use trenchbroom and do I put the wad in it's own folder in games or am I doing this all wrong oh god what is this I've only ever used unreal and this is all alien to me
year of the big rat
i highly recommend watching dumptruck_ds's tutorials on youtube
super informative and easy to follow
let's see what kind of trouble we can get into
thanks @honest stag i'll go take a look
check the dumptruck_ds tutorials like vriska said
rats we're rats
and check out this channel pins
I'M DA GIANT RAT DAT MAKES ALL OF DA RULES
if you think about it with it being the year of the rat, there should be more rat centered levels created this year than anything. Might as well call it hell year
once custom models are supported i'm going to get the 3d movie maker rat model and replace all the rats in dusk with it
I'm going ot have so much fun adding my own models I'm so excited
Yeah i've been looking at the pins to try and figure some stuff out but i'm still confused. Granted it's 3am and i'm probably skimming over many things ๐
community dusk sewer level mega wad: Whoops! All rats!
Wait
@vivid blaze Perfection
i fucking give up
each section of the door is a func_door with a unique taget name, there are 9 trigger_once brushes in the same place, each connected to a part of a door for it to open properly YET ONLY 3 FUCKING PARTS MOVE???
are the big john rats the equivalent of the big rat that makes all the rules
Basically
Can't you cross refrence how they did it in the quake levels? Or have you already done that?
Now I want a rats song but it's "john's, John's, we're the Johns"
O right
yes you can just download quake 1 source file maps
Yeah forgot it's an import
and check how its aligned there
I'M THE BIG JOHN THAT MAKES ALL OF THE RULES
so yeah each part is connected to 9 different trigger_once brushes and yet when you touch them nothing happens
or at least happens but only 3 parts of the door move
even tho i checked everything and they 100% should move
i tried using one single trigger brush with multiple target names but nope
i have 1 last thing to try and then i'm scrapping this lol
godspeed!
rip vriska
you know this doesnt make any sense
there is a trigger and a part of the door which it connects to
why doent the door open
you know funny enough
the doors dont open when i touch them either
what the hell
they cant be blocked are they?
pretty sure the doors clip through everything no matter what
yeah exactly
yet they dont open when touched
you could try joining some of those 9 parts together since only three parts apparently move
tried that
tried basically connecting every part under 1 target name and func_, didnt work
i have no clue wtf is going on
:O
give ONE a targetname and none of the others
have one trigger that targets that one
try that
alright lemme try that for one of the part that doesnt move
Basically qhat Quake does is any doors that are touching are considered "linked," and doors without a targetname will inherit the name of the one touching them
or something like that
huh lemme try
basically if you have one door with a targetname and a trigger targeting it, you should be able to have other doors touching it do the same thing
provided they don't have a targetname
so that part moved even tho the only thing i did was remove target names from other "doors"
in fact 2 PARTS moved even tho i didnt give the other a target name lol
so like question is
why arent the other parts moving since they're touching
do they have a targetname?
nope
my shitty door doesnt deserve that much help but thank you
I feel like those should all be one brush too but I don't know specifically how that all works in TB
linked doors aren't in the public build atm
wait really?
...huh
I thought we hotfixed that this morning
@ancient depot I have it in the patch notes tho
Huh, I swear we didn't put that in the public build yet
also uhhh my door parts moved even tho they dont have a target name but the one next to it does
I mean a new patch is coming in like uhh 2 minutes so we'll see then lol
alright
sleep is meaningless to Zombie
what is sleep
i can relate to that
How would I go around getting dusk entity's in trench, is there a pinned comment that talks about this?.
The game is bundled with an entities.txt file
You have to manually change the class of an entity you place in tb
Once we have an official fgd the workflow will be much nicer
I think there's a community-made fgd circulating for now though
This is probably a stupid question but what is an fgd
I'm just getting started on making one platform of a map, holy cow this is going to be a lot of shapes
an entity definition file
I've only ever made basic levels in unreal so all this stuff is alien and new so I have no idea what i'm doing haha
I'm just copying an old map and it still seems like a monumental task haha
I'm going to try and chop it up into small bits
so how about that fix
An .fgd is basically a list of entities that you can import into your level editor
Includes information about them like what properties you can set, etc
I see. Just done some rumaging and I think I found where it goes.
What if theres this random cube in a map that I can't delete?
No idea how it got there
Then your map is haunted
click on it and hit "delete"?
spooky
DUde it's tHe herobRine kyoob
I thought monster_herobrine was removed?!
who tf is dave
A sneaky shape that wouldn't let me delete him
Y E A S
don't use light styles
Woohoo
finally
patch notes out?
For someone who is still new to this kind of stuff. Do you guys think it would be more worth it to watch Dumps videos and make like a quake level whilst I wait for the SDK to be out of beta and like more tutorials on how to get it to work comes out?
you can just slam your quake level into dusk and it'll work
also my old map isnt loading with the new patch
not even the "escape screen"
There's no way to get a UT map into TB/Jack right?
I'm guessing they're different engines entirely
dusk crashed
Youโd might as well get used to the level editor while you wait
Oh yeah I forgot about that. Ok yeah, think i'll do that then, try to figure it all out as I go along
this map crashes the game now, do you want the output.log?
I had a mini thought of like. Hmm since im doing game design learning a new engine will be good for my future prospects but then I remembered im using a sdk for games that went out of the mainstream eye many years ago. Guess I can put it in a portfolio ๐
patch notes up
not even the "escape screen"``` @ancient depot
looking into it rn
I'd say recompile the old map but idk if that would have to do with anything
Also after using "angle" instead of angles, my door does the thing again
so i guess I have to go back to angles...?
what do you have angle set to?
-1
we support angles now btw
if you have one set, you can't set the other
oh so I have to delete one of them now then
yeah
can you confirm that the artifact doesn't show up in quake?
Ill go check
excited to see people able to actually light their maps nice now lol
instead of with fucking candles
are colored lights gonna be a thing?
or light 1 which makes everything dull bright
colored lights are already a thing if you use hlbsp
support for .lit files im sure will come
can you upload the bsp
Who me?
yeah
yeah one sec
so we can see what causes the artifact
also want to ask, do you have a styled light there
nope
kk
I get the feeling it's still light style related
very likely
I don't have any, unless it's a default
hold on, let me recompile and check the rest of it too
I have a hunch on what it could be
I think i'll scrap and dump 80% of my map entirely now that lighting is supported
I am leaving the candle lit part tho >:(

Also uhhhhhh door still broke
Is there a way to not make the weapon sounds that are playing cut off when firing again
unless it has to be same values
I'm guessing there's no support for goldsrc style angles?
angles expects goldsrc style
wait hold on
it must not have updated?
the map that is
Alright yeah. Anyway, lightmaps look fine now.
Other issue is leathernecks hate doors
that's because the navmesh doesn't update
was a performance issue before so we had to disable it
Oh I see. That's it for me then ๐
we'll think of a fix for that eventually
remind me to profile that
so is there anything that broke the old maps? i cant get mine to work :(
i want to see exactly how bad it is and what was happening
probably lighting or something
no i dont think so
Weird question, but thinking of the "platform" in Doom's E1M1 (the one that moves up and down), if I turn that into a door will it break the enemies on top of it?
well yeah i said before here but one of my older maps crashes the game no
you know
i'll try to compile it without light
if you can upload it
see if that works
I got your map to stop crashing (or in my case, hanging forever) by disabling lightmaps
so something is wrong there
yeah i had to do bootleg shit to get it to work, let me try some things
@honest stag idk if anyone ever answered you, but multimanager is how you have one trigger activate multiple things
basically a multimanager allows you to trigger an arbitrary number of things each with their own delay
idk if it's implemented yet
it is
keel
oh thank you
how does it work exactly?
alright thank you
he's reestablishing the uplink
^
hey if i'm a talentless hack, can i drop existing quake maps into this or is there some retooling involved
you can more or less do that yes
nah
so i have no clue here - i have removed all light entities from my old map (not counting candles) and map keeps crashing @ancient depot
- removed worldspawn light value
@sturdy tide Quake implementation isn't 100% complete yet but for the most part yeah
there are just a few entities that don't work yet (func_plat and func_train being the main ones)
fantastic
hahaha
also uhm
could you please give me the bsp back? i kinda screwed my map up while trying to fix this myself
lol
and i have no backup
version control is for nerds pfffft I dont need that garbage
wat
the lighting works though
what map is this even
ohh i see
do you have angles on worldspawn or something lol
hahahahaha
lmao
welp
rookie mistake
bruh
So is the lighting basically quake lighting now?
ye
can we mess with the light object with wait and style and stuff
you heard the boss, it's illegal now
shit
if you try and do that, then it'll semi-work, but the lights will all be permanently on
alrighty
are bodies supposed to be bright?
notice how all lights are on
yes that's a known bug
I... kinda wonder why we haven't fixed that yet lol
fuckin wizards
well
whats the progress looking like on the fgd @ancient depot if you don't mind me asking
my first map's lighting is not as bad as i was expecting
but man are all the props broken
the fgd won't be coming until we have custom model support
ETA unknown, when it's done lol
makes sense
ty for the lights boys
now i can live out my torch fantasies
my map im working on just doesn't load in dusk for some reason
wut
hey my map used to crash too, they fixed it but the patch isnt live yet
probably the same issue
i guess
hold out for patch
it's coming as soon as it's done building
well it's probably good because i need to stop getting distracted
should be coming any minute yeah
dude i know this is stupid but what if you made a vertical func_door with a buncha prop_rock things on it that opens with a button
so they fall down and crush them
sorry i'll go back to my cave
that actually sounds cool af
I'm gonna try that on a test map to see if its possible
eyyy map loads
i added proper lights to my old freezer room, probably 1/2 more could help and the celling lights are fucked but it actually looks more like a freezer now
yeah those assholes killed big john
@honest stag check my rat boulder idea out
lemme see
OUR rat boulder idea >:(
jk, this is cool but damn huge shame that they dont tie :(
something tells me only dusk textures work rn
did you see the "secret" behind you when you drop a func_door on them
hm
lol
yeah, game broken
I think platforms should definitely kill
maybe i can move a hurt trigger?
does killtarget work?
neither of those things would work in the base game
and yes you could attach a hurt trigger to the bottom of a lift probably
(if we get tested entities)
scrapped it fully, trying to figure out what to do with the first section because that one isnt bad
damn, I think the freezer room is a nice concept
no no that's another map
an older one, complete one
i just went back and added some light after the patch
nice, do you have it uploaded to moddb?
yeah but it's an old verison
here's the one i updated
also one of the secrets doesnt work because bugs - it's placed behind the portal behind you at the start
there's supposed to be a diamond but it borked
it spawned when I tested the earlier bsp
oh then it works lol
So to add a prop you just create a point entity and rename it. And then add a euler property to it correct?
Ah, cool, 0, 0, 0 is default correct?
yep
@honest stag I dig that level, I like the whole going through a tunnel and ending up somewhere completely different
Its like that one level in E3
ey thank you
i'm proud of it but i think it sucks compared to what other people here are making
What about it do you not like?
It's looking pretty cool, better than my shitty apartment complex map lol
it's short, some parts lack details while some go overboard with them ahem ahem starting area ahem
still, in general i'm proud of it
Honestly, I was immersed the whole level. There wasn't a part where I went "wow this lacks detail" :)
eyyy thank you
i think the bar area and the dungeon lack them tho
i i think i may actually enlarge it instead of just slapping an end level trigger
but it has to be fully indoors tho
I do like the claustrophobic feel the level has
also the bar part is supposed to be a joke lol
like "a cultist, a grunt and a leatherneck walk into a bar"
i'm not sorry
lol nice
Call the bar Big John's
and beer books
it is now called Big John's
Just modify the Books and Beer decal to say "Big John's" lol
that's actually great lol
i can put up a small sign even if it's inside
you know, fuck it, i'm going to continue that map instead of ending it
nice
well at least they'll be pretty damn good at that point
and there will be way more
Hopefully I can do the immersive sim mechanics in mine justice
Big John romance option in mine?
Can't wait till I get rat role so I can show you guys the funnis
So I'm considering removing euler and keeping only angles to avoid confusion, because while they do the same thing, they expect different values
euler works in Unity's coordinate system, while angles works in Quake/Half-Life's, which is what the editors use
that'd probably be best.
i think most people go into the SDK in the mindset of making a Quake/HL/whatever map and not thinking of whatever unity does or doesn't do
Yeah, that's the main reason I think it'd be best to remove it sooner rather than later

@honest stag did you figure out multi manager yet? I have time to explain now
"WHY TAKE THAT DRINK HOME WITH YOU!?"
nope i dropped the idea lol
o lmao
"DRINK IT NOW"
i was too frustrated
well for future reference multimanager is really simple, you just turn smart edit off and each key is a target you want to activate, and each value is the delay before it activates it
then when the mm itself gets activated, it starts activating stuff in its list
one by one or at the same time?
"COME ON DRINK IT! DRINK IT NYOW!"
@honest stag determined by the delays. So if you had three things with a 3 second delay, it would then activate all three things after three seconds from the mm activating
note multi_manager is limited to 16 entities it can activate
we also enforce that limit, but I'm considering removing it
that's fine, i can put MULTIPLE multi managers 
I mainly kept that limitation in case a map happened to have a multi_manager with more than 16 targets, and the map relied on it not activating the rest
What's the entity name for the computer?
I don't think the computer is an entity, it's map geometry
yeah maps start getting real complex with stacked multimanagers real quick
yeah brush modeling is fun lol
Fun fact Half-Life 1 has very very few models. Almost everything is brush modeled, even the cars and tanks and etc
is there a way to see how many brushes have i used in a map?
that depends on tb
i think i could see it in the compiler
@ancient depot removing limits would probably be best. I don't see any real use case where people would put more than 16 things in an mm then rely on it not activating anything after the 16th.
Yeah the compiler will tell you for sure but idk about in editor
I agree, it was a spur of the moment compatibility decision
But one that doesn't really matter
you could always add a "pedantic" option or something to things that's enabled by default
Unfortunately for multi_manager that wouldn't work because pedantic is a valid target name
oop
well it doesn't have to be "pedantic" it could be "_dusk_compatibility" or something
yeah that would work fine too
arbitrary limits are no fun
I'm gonna finish up the gameplay of my map and start doing the visuals tonight
Punishing myself by making an entire cliffside with brush terrain because I love pain or something
hey, if a teleport is connected to a trigger (like a button) is it not going to teleport when something enters it, but only when the button is pressed?
like i put a prop into a trigger_teleport but trigger_teleport is connected to a button
does that mean the prop wont teleport untill it's activated?
or will it just teleport the prop when spawned anyway
wait i have a dumb idea for it
also yes, your .map file lists the brushes
so you can scroll to the bottom to see how many you have
soo a button isnt working for me
weird
the target is a door but the button isnt even pressing in-game
lemme see it in quake
shit it crashes in quake, cant do that lol
why is the target "555"? Is that your door name?
yeah it's just a test
lemme see
twhl is a great resource for half-life mapping and a lot of it should translate to dusk btw
i mean i'm using a quake editor but sure
True, but Hammer has similar entities, etc from Worldcraft
hey @mortal narwhal can i see the setup for how you made your button/vertical platform? i would really appreciate it
i think i did everything but it's not working
987 brushes
1784 planes jesus fuck the map is like 2 minutes long
6086 brushfaces
uhhhhhhhhh
that's normal
as for the number of brushes and such
you hit those old limits real quick
Also all the entities should be almost exactly the same between both editors (especially if you're using the same fgd), the only real difference is in the brush tools
alright i got the button to work
Let me it this way, its a good resource to figure stuff like buttons, doors work. Not 1 to 1 similarity, but good enough
but it doesnt push in sadly
Since you have a lot of questions
Have you looked at the wiki first? Trenchbroom, Quake, etc?
no no the button actually worked from the start as it turned out
i just misplaced to prop so it didnt fall lol
Ok
wanna see a magic trick?
here's a working vending machine (wip)
i wish i could add a sound to it :(
i cant wait for the support for those
...NANI?!
oh yeah I remember zombie mentioning the vending machines in HL1 were functional a while back
this is bootleg tho
David let me place corpses I need aesthetics
man, adding rooms in layers helps so much
also i'm really glad i can move brushes from map to map
i just ripped a good room from a shitty map and about to slam it into a good one lol
so trgger_hurt isnt supported yet right?
Oh thats the other big thing TB has over Jack, layers
onions
have
LAYRS
is transparency in HLBSP supported yet?
i dont think it is, but see the patch notes
We need TBgang and JACKgang roles
we're already dusk modding gang, no need to split up
anyone fancy playing my map? I wanna see if I need to make any big gameplay changes before I start decorating. recorded playthrough preferred pls
oh wow somehow I never knew about visgroups. thx @toxic forge
It should be mentioned that Sledge is another option and like JACK it is based on/inspired by Hammer
but Sledge ceased development in an unfinished state and while it's perfectly usable idk if I'd recommend it
it IS open source though
In fact maybe I oughtta fork Sledge and add IQM support ๐ค
C# is way less painful to look at than C++
that said fuck both JACK and Sledge's names because you literally cannot google that shit without literal jackhammers and sledge hammers coming up
yes pls thx bb
ignore the massive lighting errors in the beginning area, they're totally random lmao
I imagine once I'm not fullbrighting the map they'll go away
hopefully
lemme upload that to youtube real quick
huge layout wow
oh my god
i dont think obs recorded?
what the fuck
let me check
yeah it just.. didnt
wtf
well anyway, i died almost at the end lol
so had to replay
so far i'd say either less tough enemies or a bit more powerful guns/more riveter ammo, since we dont have saving rn doing the entire level all over again feels not good
I haven't used the Dusk sdk, but can you make prefabs?
Sledge at least is inferior and has less documentation than JACK. JACK is still somewhat supported at least.
Also no I don't think so?
Prefabs were very handy in Hammer
closest for TB i guess would be to have another trenchbroom window open where you have a .map with the stuff you want to reuse
since you can just copy and paste stuff over
unless like Tosoth says, you just copy and paste shit from a map
not in the premade brush prefab sense from what i've seen
i did exactly that a minute ago
hm?
just copied and paster
i'm thinking of setting up a props.map at some point
I'm not using the retail version
So, is the SDK going to replace Trenchbrooms fucntion?
Oh ok
SDK is simply the exposed modding files
and entity support, wads, sounds, etc.
I think there was talk of eventually maybe having their own editor, but idk
seems like a waste tbh
dont see a reason to tho
if the fgd is made eventually
JACK and TB are both great and fulfill both ways of map making
@crystal lily making a map for Dusk is the exact same as making a map for Quake of Half-Life, except some of the entities aren't supported yet (but will be in the future)
also minor differences in the entity properties
which will be covered by the eventual fgd
but otherwise, the editors and compilers and tools you use are all the same as you would for Quake or HL
I'm gonna be honest, Ive only used Hammer editor
JACK is almost exactly like Hammer except more stable with a couple extra features
heard that JACK is pretty much a Hammer descendant
You could even use Hammer if you wanted except there's no reason to use Hammer over JACK
ehhhh
I have like several hundred hours on Hammer(lol) but I still suck
I wouldnt say that
Hammer has a feel to it that JACK doesnt quite hit
even though its very close
If that feel is buggy jankiness then sure lmao
Sledge is even closer to Hammer tho if you REALLY want that feel
idk JACK seems perfectly snappy to me
kind of like if you were playing an FPS and there was a slight delay
yeah idk I don't feel that in Jack
Yeah well I use Hammer and JACK both a lot, like a lot
still feels weird to me
here's my placeholder dusk.fgd until the official one comes out btw
Hammer is really a throwback versus modern editors
I also use Garry's Mod Hammer, which is actually stable and good
Like, geometry being made fo brushes a lot
because the Facepunch lads actually update it
Oh really?
mhm
Whats really weird, is taht apparently the Quake engine cant do glass
great thing about JACK is you can use Quake and HL both
You can always use VHE 3 for Dusk like a true boomer, if you feel like going through hell of setting it up
if QUAKE lacks HL stuff, just port your map, or vice versa
Hl1 had "glass", but really just func_breakable
heh, i used to have worldcraft 3.1 setup for quake on a previous windows install <_<
yeah, though func_breakable is now a DUSK feature
I guess thats cool
But like func_breakable_surf is legit class(Source)
glass
I guess that's too complex or whatever
Yeah no, breakable is just whatever brush you have set to it "breaks" after a certain amount of HP loss
Dusk is 1996, not 1998 tech
none of that fancy shit
I like how we can pick up objects though, like in hl2
Actually can we place pickupable physics objects yet?
yes
think they're various obj stuff you can place
and prop_
if you use the kludge fgd
We'll have custom models/ prop support soon enough too
prop_physics
and hopefully func_physbox like hatsu requested
high tech
basically phys object frozen until you hurt them enough, making for "destructable" brushes
Once the final FGD comes out your choice of Quake vs HL formats will only really matter in terms of what the BSP itself supports
The entities are all defined in the FGD so it won't matter as far as the entities are concerned
https://developer.valvesoftware.com/wiki/Func_physbox Like "Motion enabled on Damage"
that too
you can also add -bsp2 to ericwa's bsp tool to compile to that
Although I'm not sure if there will be any real advantage to using a Quake BSP over an HLBSP once the full sdk is out
no matter what format the editor is set for
Not sure what the point is though
yeah
big john's is closed, go away
So, its code in C#?
BSP2 isn't HLBSP I'm pretty sure
Nope
i just set it as a just in case
Code is gonna be C
yeah, bsp2 is basically extended quake bsp
Scripting will be in C yes
Oh ok
True boomers code in Basic
Plus, if you have to build the compiler/interpreter, C is probably one of the simplest languages to do it for
DuskC
I just hope it's not super big brain time shit
Would be a really odd choice
and only good for Zombie
Any one hear about a Dusk SDK wiki yet?
one will be made
Can't have one if it's not complete or even nearly there yet
Let's just code in x86 assembly and make everyone suffer
Or rather it would be a waste
We're still missing all of the entities, sound support, custom models, the actual scripting, and tons of more features
Dunno, it could help people in the beta version
HM2 had a wiki for their editor when it was unfinished
I'm saying that we're still really early days
if you want to make one go ahead I guess
Idk if we'd really need Dusk SD wiki since it's just Quake/HL mapping
Is there a suspected roof for level size/surface counts in Dusk?
but I don't think anyone would learn any more than they would from googling TB/JACK and checking the pins here in this channe;
Cz I just made a swimming pool that probably has more surfaces than most quake levels
no
Just make a Steam guide with some quirks that Dusk has, that could probably be semi useful
as long as your editor/compiler doesnt care, you'll be fine
Neat
probably a bit early for a guide on the sdk considering it's gonna change a lot in a somewhat short time frame
Yeah
Hell, most quirks that you had to do workarounds for in the past week have for the most part been solved
if that tells you anything
and there's bound to be loads more
- new features all of the time
I'd wait until they consider the "mapping" side of it done and they focus more on scripting
Currently only useful info is which Quake/HL entities are replaced with Dusk ones, which shouldn't be a necessary once official FDG is out
Yeah and mapping seems to be a big focus for both the devs and the modders so it just keeps groey
Growing*
Hopefully Zombie and David won't over-exhaust themselves though
We had been getting hotfixes at quite high pace
Seems like Zombie loses sleep :(
:(
It's only because Zombie is generally on when you are
#SleepForZombie
And i'm losing sleep lol
he's a zombie
not sure what timezone he is, but it seems to be 10pm-later morning for me
17:16 for me
Well it's technically 2am for me rn
10 am here
All these gotdamn timetravelers >: (
09:00 here
(was a bit arse to wake up seeing that lights mostly work, just as i was going to work <_<)
12:30am here I work overnight
do we have anything other than the basic light entity yet?
Not really
Finally i managed to deal with VHE (it's working omggg), but now using every Light source entity from hl,quake, i see no result. wtf? :D
Someone tell me which one global light source uses Dusk (and not only the global-ones)
or quake, same name for them iirc
k, thanx, il try it out...
Added key locks to doors and also render mode to func_wall for when transparency is (eventually) supported
Why use VHE over JACK or Sledge?
hardcore mode: use only notepad
VHE? I dunno, i think that's one of Duskmarish mode thingy ๐
A lot of time somewhere in the 2007-2011's i'm working with that many many times forward and i think that's because.
(but anything changes when i find out SSDK, and concentrate all my focus on Src eng)
And yeah, i understand that JACK is better in many ways VHE.
I think i can use them all (no matter how strange and silly it sounds kek)
VHE 3 doesn't have weird quirks JACK has, but personally I use JACK
There is displasement kind-of-thing yea? in JACK.... (?)
JACK has all the features VHE 3 has
Oh...
so how is your mapping going duks
Hey EmiruFin, I wanted to ask a question, (since you use the jack) where can I get a wad dusk file for hl (wad3) found only here for TB (which have no textures). Thanks.
The WAD3 version of Dusk isn't available yet
Quake WADs work just fine in JACK, they just will look grayscale in the editor
In Dusk they'll have proper colours
Hmm .. yesterday I tried to overtake (with wally) the textures available in mnt-dusk folder, only 156 were transferred.
they just will look grayscale in the editor! Ohhh.. i see, ok. This just looking weird in the first time ๐
Is this a known issue? Using Trenchbroom, I have lights placed in the level. Any surfaces that are completely unlit seem to have flipped textures https://i.imgur.com/hARyNBp.png
If a face is partially unlit then the unlit part will be upside down and the rest will be normal
I think I'm too new to upload files to discord but it's pretty simple to repro. Just set up an environment with a light that doesn't touch one wall, then shine the flashlight on that wall
I dont think that ever was an issue
Hey try to give your map a "light" value of like 5-10
See if that changes things
Or less like 1
Looks like the issue doesn't happen if the light value is 1 or above. At 0.5 the issue still occurs
Hmm, it might even be happening above 1. It didn't happen with 5
...wel holy shit
same for me
@ancient depot is that known?
only an issue when not touched by a light
also while that's a problem
just flip the textures which are flipping in-game? @gritty forge
lol, I suppose that could work
It's not a problem for now, it seems like adding a small amount of overall light to the world stops it happening
Wow holy shit
Looks like something i would see in half life
Wad3? Orr
everything on sven co-op WAD database is gonna be WAD3
Awww
@lament ore that truck is great ๐
thx bbys
that's from here
The sven co-op wad database is great and I highly recommend you all grab some WADs from there
Does TB support wad3?
I can't make the forest look decent until HLBSP supports transparency tho
I'm almost certain it does
Then that's awesome
grab a wad and find out
Lemme try
welp
one wad didnt work
i think it supports them for the quake 3 format? probably?
I know i can just use the makewad but i'm actually not having an issue with textures so far - quake and dusk both have great ones
Probably not enough doors tho
transparency requires special entity properties
we don't support them yet but trenchbroom might
Is there still some work to be done on the lighting? I see for the most part it appears fixed
but I'm still noticing glitches
this appears to be caused by the underside of the ramp?
@rapid crown have you tried it in quake to confirm?
hm, can you send the bsp?
i did mate
mmk
okay so i fixed it
kinda
I think it was caused by that weird shaped geo overhanging the ramp @ancient depot
Still odd that it didn't show up in Quake though
I think it still might be light styles though
Investigating it rn
I modified the geo and it fixed it there, but moved it to a different part
no worries
@@ancient depot iirc most things with transparency in HLBSPs will be func_walls where the render mode is set to "texture" btw
Yo will there be no way to open dusk maps in map editors?
As in the campaign levels?
Yea
We want to get them in a format where you can edit them at some point
that'll be difficult
Whether or not that's Quake editor compatible is another thing entirely, unfortunately
Oh that would be nice
fuel the creation of Final Dusk
Hm, that lightmap thing is... weird
Can't seem to figure out what's causing that
I'll take a better look at it tomorrow, I'm growing tired of lightmaps for one day lmao
Make David do it 
lol no problem @ancient depot you're doing stellar work. Just want to keep you on your toes. It's much improved anyway
I appreciate the report nonetheless
looks like a joke to me
posted the wrong one haha
Yeah Dusk is a pretty bad game
looks like a joke to me could be
dusk babby game
dusk is a bad game
because it has no graphics so
either that or he just met quake_txt
yeah go play game with graphic
zero graphic
zero gamplay
zero fun
yeah like br00tal dewm
dude brutal doom DUDE
brutal dude
dude is dusk sdk compatible with br00tal dewm
brutal dude
fuckin' brutal dude lol
out of curiosity does anyone know how to set bounce lighting in TB?
i'm a dummy - what's bounce lighting?
like where a light is cast from a source, and bounces off an object to illuminate another
it's how you get ambient occlusion in more advanced engines, but I'm sure you can get like 1 or 2 bounes in Quake
bounces
which then leads me to wonder if Dusk uses bounce lighting
i haven't actually
can't see anything about bounce
I could be wrong, but I'm sure I read somewhere a while back that Quake could handle 1 or 2 bounces
it's no biggie though
ericw's tools allow you to mess with that, no?
yeah I think they might
light.exe -bounce mycoolmap.bsp
I should've looked there first of course lol
@honest stag not the best example but you can see where the light is filling in the dark areas a little more in the second image
plus overall the map is brighter, due to bounce
but it's totally unecessary cuz you can just use fill lights really. I'm just playing about
Gonna check rn
@honest stag that's something compiled into the lightmap so yea it should work fine
so it is just -bounce?
wow damn
can you show how it looks in dusk?
I wonder if there's anyway to import the final BSP with only UVs and prebake lighting with, say, blender instead
zhlt can do it with the -bounce option btw
again not the greatest example as there's no work being done to the lighting other than turning bounce on, but you can see it
oh, yeah
nice
that shows it off better after I removed some lights
huh, interstingly @ancient depot I noticed that lightmap error has gone when I've added -bounce to the compiler
if you look at those 2 last images
just under the right sickle
I wonder if it's gone or mitigated as a product of whatever UV was there became brightened
you think if i placed a point light where the glitch is and turn off bounce it might fix it?
itd be an interesting test, that's for sure
but if it's an UV leaking from god knows where it'll be hard finding where to place the light at
so i just put a light in front of it and the glitch is still there
hmm there's a ramp just below it, i'll try it there
oh god lighting this outdoor map is gonna be impossible without light_environment
this is hypothesis, but I imagine this might just be texture filtering grabbing texels from somewhere it shouldnt
@ancient depot pls god
@lament ore can you not use bounce to help fill the lighting out initially?
only one person can know for sure, and he's prob busy with a multitude of other stuff
my man, let zombie rest, ask David lol
there's no way I'm gonna be able to light an outdoor map of any considerable size using point light even with bounce
I'd say light your maps good and then test them on, say, half life or quake
because again, someone cranked it up to 1200
so they'll be just ๐ when support actually drops
@small gate so I put a light under the ramp, and that fixed the glitch
@ancient depot
poor zombie lol
lmao that is starting to sound a big amount like texture filtering is using texels it shouldnt
but then again the blotch is huge hmm
do you mind giving me the bad/good BSPs?
2 mins mate
it's okay, it's not like I'm using this as an excuse to procrastinate either
@lament ore I have quite a large test map, with only a few lights in place. This is with and without bounce
@small gate I just took the light out and now the glitch is gone anyway lol
but new ones have appeared in different places
๐ค
without light under ramp
with light under ramp
my lazy ass would just slap some kind of detail work there tbh
lol
oh nooooo
dave