#dusk-modding

1 messages Β· Page 31 of 1

rapid crown
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holy shit

honest stag
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what happened

lament ore
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I tried to switch to ericw's tools because it has sunlight options

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I'm HOPING that maybe the release candidate is just totally broken and going to the stable version will fix it

hollow laurel
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well, you vga now

lament ore
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but perhaps WAD3 does not work with ericw tools? idk. I didn't think textures were taken into account for lightmap generation

hollow laurel
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on a serious note, haven't seen anything like that using the pre-release version

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hmm.... if you haven't changed _bouncecolorscale it shouldn't no

honest stag
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_bouncecolorscale? is that a key only for hl bsp?

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just curious

lament ore
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I'm boutta fucking square up and build my own goddamn bsp compiler

hollow laurel
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doesn't look like it, it's just under the worldspawn keys

lament ore
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Yeah I think EricW just doesn't like WAD3

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that would explain those weird fullbright issues I was getting with Ericw's tools before

honest stag
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make a wad2 out of the wad3 textures like a big john

gritty forge
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I tried making a WAD3 from the textures in the dusk folder, but HLTextureTools and Wally both seem to lose the transparency when they do that

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Actually HLTextureTools just made a corrupted mess when it tried

fiery phoenix
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I know this is possible but I never used TB before, how do I make double doors that don't connect as a single door ? πŸ€”

lament ore
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what do you mean by connect?

fiery phoenix
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When I put doors next to eachother they act as a single huge door in-game

hollow laurel
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hmm, think it should work if you set the doors targetname values to different things

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since doors that touch on compile will group with nearby doors if they don't have a targetname set

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.... think it's called targetname, at work so can't check editor :p

fiery phoenix
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Will try that, thanks!

lament ore
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Are you sure the direction of the doors are set properly?

honest stag
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wait hold on

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there is a spawnflag on doors which you can set

fiery phoenix
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Oh you're right it looks like their direction is wrong

honest stag
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"dont connect" or something

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i used it a couple times

hollow laurel
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oh, that's way neater

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(unless you're annoyed and give the doors abusive names)

honest stag
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oh so that's normal, good

lament ore
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I could do it....I could add WAD3 support.....

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but should I.....

honest stag
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you madman

fiery phoenix
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So I need to add a spawnflags key, right ?

honest stag
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there should be already - you just click it and there is a list below

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i dunno if it'll work

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it just kinda does and doesnt sometimes

fiery phoenix
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My bad I didn't see the list, TB hid it pretty well!

lament ore
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Do Quake BSPs support transparency at all?

honest stag
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quake 1? probably not

lament ore
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I'm going to shit my pants

honest stag
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i dont know for sure lol

lament ore
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god has forsaken me and split the tools I need between two incompatible toolsets

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the path of least resistance here is to just try to use Dusk textures as much as possible so I'm gonna try that

honest stag
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again
is it not possible to somehow make png files out of a wad3 and then use Zombie's makewad to make a wad2?

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@lament ore

still raptor
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Yes they support transparency

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We just don't yet

lament ore
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Right but I'm using a transparent texture on a wall which I think Quake does not support

fiery phoenix
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is there a way to prevent doors from closing themselves without setting "wait" to -1 ?
because doing so prevents me from closing it at all when interacting

ancient depot
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@gritty forge Textures in a wad don't have transparency

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Transparency works as an in-engine thing by making the last palette index completely transparent

honest stag
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only way i know is to just set the wait high enough so it doesnt matter

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like 999 or something

lament ore
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At least not currently

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I'm just gonna have to bin this outdoor map for now until we get better light tools into the sdk, there's no way I can reasonably do it atm

small gate
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rude

still raptor
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@lament ore yeah you probably dont want to use entities for those trees, they arent really set up for that , its got nothing to do with the lighting

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those trees were baked in the base game

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i dont think they take the same lighting info that regular entities too, ill check them out

crude cedar
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dusk is all baked lighting

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if you destroy anything its shadow remains

still raptor
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nah everything, but yes

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candles, mortars, rivets, crossbow bolts, lamps, all have dynamic lights

hollow laurel
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πŸ•―οΈ

still raptor
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@lament ore , basically currently entities read the lightmap color right below them at the moment, im not sure if the trees do that right now, so theyll just be black

ancient depot
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It should automatically do that to any prefab it spawns, maybe it's not doing that for them?

still raptor
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its either that they dont, or they are clipped below the surface, and arent able to read the correct color

ancient depot
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Oh good thought

still raptor
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either way, trees are not a great use case, because you wouldnt really want a single color applied to something that large, youd likely be better off building your own trees so you can lightmap them

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(and give them func breakable to be dusk authentic)

ancient depot
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Or wait for fgd support so the lightmapper can lightmap them

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because it'll have the .mdl versions

still raptor
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yeah

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ill check the tree prefab when i sit down at my pc

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its either you have them clipped into the surface, or we messed up supporting the lightmap reading on that specific set of prefabs

small gate
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what are the odds there's an off-by-one on the lightmap uv

ancient depot
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The potential is definitely there

small gate
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I was thinking it was prob. some issue with filtering, so I forced it off with a d3d11 hook but the issue is still visible

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off-by-one or by half idk πŸ€·β€β™‚οΈ

ancient depot
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All of the BSP stuff is being redesigned anyways, so I'll try and cover any of these issues with that

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What's in there currently is a fucked up version of what was in earlier builds, since we had to port everything to the main Dusk codebase in a rush

hollow laurel
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oh yeah, you were doing some large rebuild for sdk + co-op + probably other stuff

small gate
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yeah doesnt sound like a fun situation :/

hollow laurel
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noooope

ancient depot
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It's a lot more fun now that there's less pressure

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because you guys actually have something you can use right now

still raptor
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lmao

hollow laurel
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yaay

still raptor
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yeah its likely an off by half?

ancient depot
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probably

still raptor
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because >rounding

ancient depot
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The calculations you have to do for Q1-era lightmaps are super fragile

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The slightest mistake will majorly fuck it up

small gate
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@rapid crown forgot to say thanks

lament ore
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I noticed earlier the trees were clipping through the ground so it's almost certainly that

small gate
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so yeah, thx

lament ore
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well actually

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it should shoot a ray from the origin no?

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because the origin is place on the ground, but maybe I need to raise it up slightly

still raptor
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that is likely the case

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idk

lament ore
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In that case it should probably shoot the ray from ever-so-slightly above the origin

still raptor
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i placed this one directly on the ground

lament ore
keen bay
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ascend

small gate
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THEY HAVE ASCENDED

lament ore
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am I just running a cursed version of Dusk SDK or something

keen bay
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Cusk

still raptor
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lemme try the other trees

lament ore
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I ascended them to make sure they get lightmapping right but only that specific one worked lmao

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what are the chances you happened to pick the one and only tree that works properly

small gate
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that's peak "it works for me" bad luck situation

still raptor
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im trying the others now

small gate
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it happens every single time you're talking to the person that is reporting, while debugging at the same time

turbid glade
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Bruh

honest stag
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lol you know i feel like this channel is at the state of panic, confusion, excitement and happiness all the time
i dont know how to explain it

small gate
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welcome to development

turbid glade
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Accurate

still raptor
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so, that is "correct" behavior in a weird way

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theyre reading the correct color from the lightmap if theyre white like that

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and black was them being clipped

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however that fullbright thing is just a bug that can happen with any entity as far as i know right now

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this is directly on the ground

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no like 1u offset

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i guess thats a tree you havent used yet

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ill have to try them all to make sure lol

lament ore
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All those trees I placed earlier were placed on the ground by having the entity selected and clicking on the ground

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i.e. their origin is exactly on the plane of whatever I clicked on

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they should probably be shooting a ray from very slightly above the origin

still raptor
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god which fucking trees did you use

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this is pissing me off

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ive tried 4 different trees

honest stag
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lol place of them my man

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isnt that the logical thing to do

still raptor
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also nah theres no need for a ray offset

lament ore
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I'll send my .map in a sec

still raptor
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you know im impressed you managed to use so many trees i cant find

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lmfao

lament ore
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I just got em from entities.txt :y

still raptor
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yeah you just managed to somehow use every one i havent tested

lament ore
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such is life as a forest dweller

honest stag
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You play DUSK?
I prefer TREE

still raptor
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there we go

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i think i found the issue however

night trail
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Mighty Yggdrasil!!

lament ore
tepid flint
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Scott is angry

lament ore
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good news: light_environment DOES in fact work with zhlt so I don't need to use ericw's tools

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bad news: there are massive lightmap issues everywhere

honest stag
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Man the fucking lightmaps are haunted aeent they

lament ore
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I think it's me that's haunted

honest stag
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feela like everyone has some kond pf issue with it

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Kind of*

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Even after the patch

still raptor
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yeah no, lightmaps are heavy wip

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the patch just massively improved on it

honest stag
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Yeah at least it tyrned big problems into "can be worked around" probles for most

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Turned*

fiery phoenix
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To be fair since the patch I only had like 1 or 2 shadow artifacts

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So it definitely is way better

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And said artifacts disappear if I move lights around a little

lament ore
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given I'm running hlrad with -fast but that should just give me lower quality lighting and not affect the format of the lightmap or anything

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afaik

graceful hinge
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laying the land with 150 spotlights does the trick for now

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definitely better light performance at least

lament ore
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Are spotlights supported yet? Thought we only have point

honest stag
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candles.

small gate
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if -fast changes final lightmap resolution it might just be enough to fuck shit up good

graceful hinge
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well no im just dropping lights with .5 wait

honest stag
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Fake-ish dusk spotlights yeah
Streetlight/work light are the 2

graceful hinge
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technically you could do a spotlight if you fine tuned the drop off right?

honest stag
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Both are object_

graceful hinge
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ya, useful. same with lamps

onyx marten
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i got a question regarding some object_trashbags. theyre just stuck in place and cant be picked up. do i need to add a certain property?

crude cedar
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yea

honest stag
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Maybe they're stick in the ground?

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Stuck*

onyx marten
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no i put one high up and its stuck in the air. which property would it be?

honest stag
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Wait hold on

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object_ entities cant be moved right?

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Or am i wrong

onyx marten
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i dunno

honest stag
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Yeah like
They are the same as spotlight for example

onyx marten
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but theres no prop trashbag and they could be picked up in the original game right?

honest stag
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Can be broken, aren't affected by physica

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I... Dont think you could pick them up?

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Not sure tbh

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Maybe they just arent added yet

lament ore
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@still raptor is gonna be real mad when I decide that the trees are ugly and I don't wanna use em anyway

onyx marten
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ok maybe i'm wrong. imma just use barrels instead, thanks however!

lament ore
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I actually made a brush tree earlier but it was too much for vis

honest stag
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Isnt vis useless right now?

still raptor
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yes

lament ore
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o, I'll just skip it then lmao

crude cedar
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Trash bags couldn't be picked up

still raptor
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yeah

crude cedar
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it needs a certain property to enable that

still raptor
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bread can you just send me your .map

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there ARE issues with the tree ents currently anyways

honest stag
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I thought ge did in the archive?

still raptor
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but the bahavior youre seeing is different

lament ore
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I sent it earlier in that zip

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it's in the maps folder

honest stag
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Yeah look a bit up it's there

lament ore
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unless I sent the wrong zip?

still raptor
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i didnt see the zip

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ty

honest stag
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Also bread
Is this the map01 but with textures now? Have you done layout changes)

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?

lament ore
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no layout changes, just some decorating

honest stag
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Ah alright

lament ore
honest stag
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Lol welcome to the "i light everything with fucking candles because they dont break shit and cause issues" gang

crude cedar
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just make a slender map

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where you use a candle

honest stag
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collect all 8 lightmaps

still raptor
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nah youve clipped them into the ground
l

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lol

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thats why

ancient depot
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we should do the raycast from the top of the object then maybe

still raptor
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its not really necessary

honest stag
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Bruh

still raptor
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he just ACTUALLY clipped them into the ground

ancient depot
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but that's a valid thing imo if you want to have variance among them

lament ore
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if you click an entity on the ground that's how it places that

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It puts the origin on the plane of what you clicked on

honest stag
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It's better to place it too high and then adjust from my experience

lament ore
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in JACK/VHE/Sledge anyway idk if you can click things onto the ground in TB

still raptor
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no theres no need to place it too high

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just place it on the ground basically

honest stag
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Really? Sometimes stuff borked for me if i did
Like lightposts just stick out with the tip if i click them there

still raptor
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some of the ents are incorrectly made

lament ore
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keep in mind @still raptor those entities have the origin in the center, not the bottom

still raptor
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like this one

lament ore
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well yeah but that just means the tree's origin is in the center of the tree for some reason lol

crude cedar
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smelly david

still raptor
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but yeah, my suggested fix is to not clip them into the ground, but rather place them on the ground

lament ore
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hol up lemme take a video for you

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This is how JACK/Hammer/Sledge places things on the ground

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And like yeah I could move them up manually but it's gonna be super annoying if every object_ I place on the ground has to be moved up manually for lightmapping to work right

still raptor
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thats how it places things with incorrect FGDs

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notice how info_player_start doesnt do that

lament ore
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oh okay I can add an offset then

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I see the offset in the fgd now

still raptor
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but what @ancient depot said is probably what we'll do

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because it SHOULD be valid to clip things into the ground if you want to

ancient depot
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my main concern

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is then you can't clip stuff into the ceiling

still raptor
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yeah

ancient depot
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which would make sense for say, a lamp

honest stag
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...you cant?

still raptor
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maybe we should have a property for light test offset

ancient depot
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I mean lighting wouldn't work

still raptor
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so the user can do what they want with it

honest stag
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I slammed upside down lampposts there and they look fine
The ones that dont emit light

ancient depot
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I'm talking about if we implemented the change suggested earlier

still raptor
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the main thing is these arent supported as lightmapped entities right now because the sdk isnt far enough along for it yet

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so this is only for runtime lit objects specifically

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"lit"

honest stag
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πŸ˜‚ πŸ”₯

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Also while you're here

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Trigger_hurt doesn't work right

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?

ancient depot
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do we even have that implemented?

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I don't think we do

still raptor
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dont believe so

honest stag
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aww

still raptor
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i was just looking at that on trello like 5 minutes ago

small gate
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how does quake do it, do ents just go totally black when they clip out?

still raptor
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quake doesnt do this

small gate
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oh

still raptor
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lmao

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tbh im not sure how quake decides lighting on dynamic entities

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idk where the info comes from

ancient depot
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in q3 it basically uses a more primitive form of light probes

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dunno about q1

hard pollen
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Eh I'm more curious about how the lighting in RAGE works.

honest stag
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Just use rtx 4Head

hard pollen
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Because a lot of RAGE's technical stuff is a mystery and it scares me. Someone explain it please.

spiral nexus
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I often forget RAGE exists

tepid python
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Just a general question but how hard is it to get started with map making, i have average experience with unity itself but haven't done much besides that

still raptor
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very easy

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because you need zero unity experience

honest stag
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(setting up can be a goddamn pain, but after that it's smooth sailing i'd say)

small gate
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barrier of entry isn't particularly high, but there's a lot to master

tepid python
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I'm mostly asking because i see lot of pinned messages so it seemed like a difficult thing to get started with

honest stag
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No not really tbh

still raptor
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its easy if you just follow some really simple steps

lament ore
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it's not, but the sdk is in an incomplete state so don't expect things to work perfectly yet

still raptor
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you need about 5 things to start

lament ore
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if you want smooth sailing wait a while longer for the sdk to become stable. but yeah getting started is easy

still raptor
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  1. a map editor, we suggest trenchbroom
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  1. compiling tools, we suggest ericw's tools
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3)if youre mapping for quake/trenchbroom, youll need a texture wad, we have one pinned, but you can use any wad you want

honest stag
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For how to set up/use trenchbroom - check dumptruck_ds on youtube for anazing tutorials which are simple to understand

still raptor
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  1. if youve used quake bsp, you need palette.lmp
lament ore
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which btw @ancient depot idk if you missed it earlier but we discovered that both Trenchbroom and Ericw's compiling tools do not support WAD3, so looks like dusk.wad is probably gonna have to stay WAD2

ancient depot
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That's very unfortunate

lament ore
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yea

still raptor
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and thats pretty much it

ancient depot
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We might publish two versions then

lament ore
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it would be nice if the SDK had a "quake" version and a "half-life" version of the included models and textures

ancient depot
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I'll consider it

lament ore
ancient depot
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The plan is for the creation of that stuff to be mostly automated

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So it's not like it's infeasible

tepid python
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Thanks for the explanation, will try it out

still raptor
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LOL

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was anyone just watching GDQ?

lament ore
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nop

still raptor
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that random dude just shouted out dave and david

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that was weird as fuck

lament ore
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what are they playing rn?

still raptor
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just some random dos platformer

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during his shoutouts he just went "shoutouts to some of my favorite developers, dave oshry and david szymanski"

crude cedar
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Dave, The Developer

honest stag
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lol
They are the big guys now

small gate
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dave's the next simpleflips

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shoutouts to dave simpleflips

lament ore
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Big John Developer Dave

still raptor
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i got a shoutout during the AE run lmao

honest stag
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That must feel kinda surreal lol

still raptor
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its a weird one for sure

small gate
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the fuck's a "Normy's Beach Babe-O-Rama"

still raptor
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yeah that was the game

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right at the end

small gate
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oh god there's a p. good reason it's on the awful game's block

still raptor
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yeah its a shite keen ripoff

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basically

lament ore
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@ancient depot @still raptor what do you think of having a light override property on objects_ that lets us just set whatever light value we want it to have rather than relying on it picking up the right value from the lightmap

ancient depot
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I'd be fine with having something like that

lament ore
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I could see some situations where I'd want an object to be brighter or darker than the lightmap says it should be anyhow

honest stag
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Yeah i could see that being really useful actually

spiral nexus
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I doubt it but might as well ask; is there any way to show text on screen while looking into certain direction in Quake or HL1, like how it shows OPEN when you look at some doors in Dusk?

still raptor
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well

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you can use message triggers

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and im sure we can support the look messages dusk has

spiral nexus
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Look messages would be really great if that could be implemented

honest stag
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looking at a scarecrow
Message appears
use :)

ancient depot
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Once we properly rewrite the AI code and stuff you could actually do that

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as in, pressing use to activate the scarecrow

honest stag
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Oh damn that's cool

lament ore
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gotta clean up all of David's stinky code

spiral nexus
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actually problem of look messages will be that 99.9% people will use it for F memes

honest stag
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Implying they dont do that with button messages rn

ivory otter
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Ahhh, I'm trying to figure what exactly I wanna do with my maps

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There's so many possibilities lol

torpid agate
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The first button message I made just says memes

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β€œMemes”

night trail
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push butan

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receive maymay

small gate
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push button, receive big john

tepid flint
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That was erebus reactor

spiral nexus
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ereπŸ…±οΈus reactor

ivory otter
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The Big John reactor

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A Big John powered device designed to awaken Nyarlathotep once more

gritty forge
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compiling on trenchbroom be like: haha gotta go download id software tools you fart nut

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ngl i am apart of hammer editor gang

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mastered it since i was 12

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giant brain flex

torpid agate
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Hammer is ugly

gritty forge
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ok monkey

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i like hammer

torpid agate
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Jk but I do like the way Trenchbroom looks better

gritty forge
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trenchbroom does look better and feels better

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i just have more experience with hammer

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i used to make a lot of source maps

lament ore
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Use JACK

gritty forge
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never heard of it

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heard of sledge

torpid agate
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I like jack more

lament ore
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it's just Hammer except rewritten by a bunch of Russians to be more stable and some extra features

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Sledge sadly ceased development

gritty forge
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oh damb

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yeah sledge ded

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dam jack is on steem

lament ore
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don't buy steam version

gritty forge
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how epic

lament ore
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slightly older free version is more stable and, y'know, free

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gritty forge
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imagine paid level editor programs

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thanx for linky

torpid agate
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Jack scales best on my computer

gritty forge
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i used to use radiant a frick ton

lament ore
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not that JACK has been updated in recent years but the latest free version is stable and feature-complete, whereas sledge ended development in beta. although sledge is still good too

gritty forge
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radiant black edition for 2015 video game i no longer like

torpid agate
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Is that for cod?

gritty forge
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yeah

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radiant black is actually pretty smooth tho

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like really smooth

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realtime lighting and everything

torpid agate
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A dream of mine is to import/recreate Der Reise from Cod Zombies to Dusk endless mode.

gritty forge
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the 3d viewport is actually rendered in-engine which is epic and saves time to compile and see how lighting is in-game

torpid agate
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Oh shid that’s pretty sweet

gritty forge
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there's this guy porting like every zombies map to Pavlov vr

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and I've never seen someone port level geometry of so many maps to a game in such a short amount of time

torpid agate
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I’ve managed to open the geometry for a tf2 map in dusk

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But it’s a lot of work to get it going

gritty forge
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ooh nice

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to be honest i don't know much about goldsrc other than source engine is a better version of it, and that it's a heavily modified version of the id tech engine that quake uses

torpid agate
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I think goldsrc is the cutest engine out of all three

gritty forge
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very epic engine

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i put half life on my phone

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so that mobile gamers can never rise up to my level

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but no worldcraft or hammer 3 so doodoo fart

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but this channel about duscc modding so ima talk about that

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someone beat me to the big john mod that i promised to make when the SDK came out and i'm angery

lament ore
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love that singular tree that works properly

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what a champ

crude cedar
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the trees have ascended

modest imp
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that tree

#

was albert einstein

lament ore
#

please clap

spiral nexus
#

for a second I thought that tree was dabbing

hollow laurel
#

sits in vscode to regex replace stuff now that i have func_bread's fgd

#

also since the object_torch doesn't seem to emit light?

sharp trail
#

bruh isn't that that one part from fortnite?

scarlet fjord
#

someone stole all the trees but kept their shape in place

lunar shale
#

just add an independent light source near the torch?

hollow laurel
#

what i did, just i didn't want to do it by hand

#

since had about 40 torches replaced to the dusk object

#

well... 102 even

lunar shale
#

you can like

#

select both the torch and the light source and just ctrl c and ctrl v

hollow laurel
#

still more work than making a regexp and doing a find-replace in the .map file :p

#

also allowed me to add a comment by those lights in case the torch starts to emit light at some point, so they can be removed easily

#

and, well, since i know some regexp, i must use it :3

lament ore
hollow laurel
#

ooh, neato

#

cheers

lament ore
#

which one of you lads is this

crude cedar
#

Probably @graceful hinge

#

Just a hunch

lament ore
#

o lol

graceful hinge
#

Hi

still raptor
#

cant wait to see that map with the new lightmap stuff

lament ore
#

hi hi

still raptor
#

whens day 7

graceful hinge
#

after sleep lol

lament ore
#

7 days to dusk

graceful hinge
#

nearly done, at least enough that im happy with what ive learned

#

more or less i understand how some people have done this for like 20 years lol

hollow laurel
#

23 even..... now i feel old <_<

lament ore
#

make an outdoors map and fight the SDK every step of the way like me coward

crude cedar
#

I like the part over the lava where you have to basically do csgo surf

graceful hinge
#

Ya I wanna try out more wacky stuff

#

Seeing as I speedrun Dusk

#

No doubt huge potential for puzzle maps with the Xbow, Riveter and Mortar

crude cedar
#

I might get into mapping

hollow laurel
#

oh, @lament ore, trenchbroom doesn't like your new fgd: Could not load builtin entity definition file 'dusk.fgd': At line 424, column 210: Expected '[', but got ':' (raw data: ':')

lament ore
#

oop

#

oh well I'm going to sleep

hollow laurel
#

fixed it by changing
@PointClass base(Targetname, Angles) iconsprite("sprites/light_environment.spr") flags(Light) = light_environment : "This entity makes a map's sky emit light. The only practical way of lighting outdoor maps." : "http://twhl.info/wiki.php?id=146"
to

@PointClass base(Targetname, Angles) iconsprite("sprites/light_environment.spr") flags(Light) = light_environment : "This entity makes a map's sky emit light. The only practical way of lighting outdoor maps. http://twhl.info/wiki.php?id=146"
lament ore
#

suck it TrenchBroom

hollow laurel
#

i can up a fixed one :p

lament ore
#

o thx

hollow laurel
#

func_bread's dusk.fgd, fixed for trenchbroom which is pickier with it's .fgd syntax

graceful hinge
#

its a wondrous timesink if anything @crude cedar you learn a lot about what makes the campaign levels like Dusk's so solid.

lament ore
#

look at the last messages David sent where we talked about encounter design in dusk

hollow laurel
#

i accidentally the "light" value from the lights i added, so had to fix that since the torches were way too bright... gonna compile and chuck up some screenies now that it's lit

onyx marten
#

where do i have to put the .fgd file?

hollow laurel
#

well, anywhere i think, since you can then browse for it in the editors

#

well, at least trenchbroom

#

under entities there's a thing in the bottom

onyx marten
#

oh ok thx

still raptor
#

neat

hollow laurel
#

and, with eventual colour support for lights i can switch the torches over to something a bit more nicer looking for those

sweet oasis
#

anyone made a rat map yet?

tropic vapor
#

As in, you are a rat? Or you just fight tons of rats

thorn nova
#

You have a birthday bash

sweet oasis
#

as in a room in a house

#

but you are small

#

oh

#

I can't post pics

#

amazing

proven agate
#

Hey boys, which rad (light) compiler is the best? quake ones or hl?! BigThink

mortal narwhal
#

@honest stag I went to bed right as you were asking about buttons and stuff whoops

#

On a button, set wait to -1 to make it "stay pressed" and set speed to 0 so the button just doesn't move

#

WOW

#

lemme re format that

#

there

bleak reef
#

I believe @pale pendant posted a rat map earlier. Or screenshots

sweet oasis
#

oh, I'll scroll back

mortal narwhal
#

Oh thats just my test map to see if rats would die from props being dropped on them

faint summit
#

I didnt do this

crude cedar
balmy thorn
#

@hollow laurel The fgd doesn't work.

hollow laurel
#

huh, any errors?

balmy thorn
#

Could not load external entity definition file 'D:\QuakeDev\dusk\dusk.fgd': At line 424, column 210: Expected '[', but got ':' (raw data: ':')

hollow laurel
#

just downloaded and checked, that line should be fixed in it

balmy thorn
#

Thanks, I'll give it a shot

#

That did it!

hollow laurel
#

yay πŸ‘

balmy thorn
#

Thanks again

mortal narwhal
still raptor
#

yeah this was reported, itll get looked into

mortal narwhal
#

right on

alpine depot
#

it looks so much better now

mortal narwhal
#

nice

alpine depot
#

i love how my map is coming together, i think im going overkill on the detail though

mortal narwhal
#

that looks super nice

#

holy cow

#

are you doing a final pass of detail, or detail as you go?

alpine depot
#

detail as i go

#

i like to try and create the setting im going for as soon as possible so i know what i should work with

#

gonna basically recreate Power Up from HL lol

mortal narwhal
#

oh nice

#

thats cool

still raptor
#

wow thats looking cool man

alpine depot
#

if only i could figure out how to have a trigger break a func_breakable

#

unless that isnt supported yet

#

considering func_breakable isnt fully implemented yet

#

how do i add props to the map too? i want to shove some physics crates and stuff like that inside of my train

still raptor
#

i think theyre listed in entities.txt

alpine depot
#

ohh sweet

vestal hare
#

If i wanna make a map what the go to software lawds?

alpine depot
#

trenchbroom

#

unless you're insane and want to use something like hammer for HL1

vestal hare
#

Do any level editors read in files? I have made a tool which generators levels in a 2D array i wonder if i can use it with a level editor?

#

An example

summer dagger
#

guys do you have any idea why this might be happening

#

i should be able to add the wads into the texture collections in trenchbroom but i cant click the + button

still raptor
#

just drag and drop it on

summer dagger
#

ya i tried and didn't work

#

pretty weird

still raptor
#

what does the console say

summer dagger
#

Could not load model progs\g_nail.mdl: File not found: 'progs\g_nail.mdl'
Could not load model progs\g_rock2.mdl: File not found: 'progs\g_rock2.mdl'
Could not load model progs\g_shot.mdl: File not found: 'progs\g_shot.mdl'

#

this sorta stuff but many more lines with different shit, not trynna spam

vestal hare
#

Is there a guide to set trenchbroom up to work with dusk?

summer dagger
#

it's weird tho by their names it doesn't sound like theyre from dusk but instead quake

#

dude i wish lmao

spiral nexus
#

@vestal hare TB doesn't need any extra setup

#

Dusk will read Quake BSPs from the get-go

vestal hare
#

So how do i get the wad to work? how do i get the entities to show up?

spiral nexus
#

You can add Dusk WAD which is pinned on this channel if you want to use Dusk textures in particular, Quake entities are changed to alternatives in Dusk

#

For using WADs in TB I'd recommend Googling, I am personally JACK user

summer dagger
#

could you actually set up JACK ? did it work?

#

im more experienced with jack tbh but as hard as i tried it was impossible to set it up

spiral nexus
#

JACK has quite straightforward installator on Windows so I sm not sure what are you talking about

still raptor
#

i might make a quick video on how to set up TB for use with dusk easily

summer dagger
#

that would be pretty cool dude

#

@spiral nexus i meant the whole wad thing, didn't really know how to configure the game profile

spiral nexus
#

If you mean Dusk compatibility, JACK works same as TB - HL1 BSPs are supported natively in Dusk so extra setup is unnecessary, there is official FGD worked on and unofficial FGD available for it somewhere on this channel though

sharp trail
#

@mortal narwhal keep the flipped switch it's fricking hilarious

spiral nexus
#

You can just use HL1 profile and WADs are added through settings @summer dagger

alpine depot
#

is it possible to make a spinning object in TB?

#

like, a fan or something?

spiral nexus
#

Note that Quake WADs such as the Dusk WAD will be grayscale in the editor, they'll show up in-game just fine

alpine depot
#

i remember a level in quake where you push a button and the bridge spins to a different angle

summer dagger
#

i need hl1 for that tho

#

right?

spiral nexus
#

I assume so

summer dagger
#

k k

#

thanks yo

#

really wanted to try out mapping for this game

still raptor
#

im making a video for tb now

spiral nexus
#

Dusk mapping is quite exciting despite being in such early state

summer dagger
#

that makes it more exciting for me at least tho

alpine depot
#

are the entities for those dead soldiers you see in E1M2 and E2M3 able to be used? i saw that the floating wendigos seen in the escher labs are usable so i wonder if the soldier corpses are

#

cant find any supported entity names that suggest that though

summer dagger
#

you get to be one of the first ones it's pretty cool

alpine depot
#

wtf is object_bad lol

hollow laurel
#

also monster_aqua, that's some really cool detailing you've done there

vestal hare
#

Where do i get pallete.lmp?

proven agate
#

People help, there is some problem with light, wtf is hapenning i dunno. (im using zhlt compilers)
I have the light entity in the next room with reddish color, but somehow that something drop light everywhere where i don't needed. ((
Maybe someone met this problem...
https://imgur.com/saoSFca

vestal hare
spiral nexus
#

Try putting palette file into your mod's root folder

torpid sphinx
#

is there any way to make the messages show up on walls?
like 'THIS PLACE CONDEMNED' and whatnot
all I got is a black background with the words
mapping's kinda fun btw even if I only have a box

still raptor
#

here you go kids

#

a literal 2 minute one take setup of dusk mapping

#

its very, very easy

verbal peak
spiral nexus
#

@torpid sphinx you will be able to do it using decals I assume, but transparency isn't supported yet

#

Best bet right now is probably to create new texture with the text and carve it out into a wall with a brush

vestal hare
#

I have pretty much done what you've done but after dragging the wad my textures look like this

torpid sphinx
#

I see, thanks

#

@spiral nexus

still raptor
#

do you have quake set up correctly in your preferences

vestal hare
#

probably not

still raptor
#

now obviously you dont have to use quake to use trenchbroom

#

thats just the "easiest" setup

#

you can be zero to playing your map in quite literally 2 minutes with it

vestal hare
#

Do i need the steam version or is there a certain one?

still raptor
#

any version of quake will work

#

specifically, trenchbroom is looking for the id1 folder

#

thats where it stores the data for the entities, textures, palette, etc

rapid crown
#

Nice wee vid @still raptor πŸ‘Œ

#

Didn't realise dusk just auto sets a sky box if you don't create a brush and set a sky box

#

Do the maps for Dusk not need to be 'sealed'? Or were you doing that just as a quick set up?

still raptor
#

its optional atm

#

because we dont use vis data yet

rapid crown
#

Cool

#

Right, but assuming down the line it will be required?

still raptor
#

when we do, im unsure if it will be optional

#

it might be that you can do either

rapid crown
#

Okay. I'll probs just continue down that route for now

still raptor
#

but you map wont be visd if you leave the leaks

rapid crown
#

Handy for just getting a floor plan down though, gotta say

terse salmon
#

is the folder to use in trenchbroom C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\bin\win_x64? the video seems to only show in lofi for me

rapid crown
still raptor
#

that folder i show at the beginning is the location of quake

#

that will be wherever you have quake installed

#

and yeah i recorded at 720p which was probably a mistake

terse salmon
#

ahh thanks

iron needle
#

btw if anyone's finished maps that they shared here shoot them my way in dms. If like to check them out!

tight fractal
#

Let David feel superior

iron needle
#

Naw I don't think that will happen lol

#

I just wanna see what people are managing to come up with

#

Will also help get a feel for what stuff is most important to support/fix

fiery phoenix
#

I've been trying to remake md_clue as my first ever map, so I'll definitely share it whenever I'm done with it

alpine depot
#

i'll definitely be posting my bootleg On A Rail/Power Up map here when it's done

onyx marten
#

i'll start uploading as soon as ive become rat lol

iron needle
#

lol

vestal hare
#

For water is this all i need to do?

half dust
#

No

vestal hare
#

so do i get rid of classname worldspawn?

half dust
#

I'd make it a func_detail then rename it.

vestal hare
#

So make the world spawn a func_detail and set water to class name?

mortal narwhal
#

right click the selected brush > create brush entity > func > func_detail @vestal hare

#

well, make it any brush entity, just rename it after

vestal hare
#

thanks man makes total sense its the same as cod waw pretty much

mortal narwhal
#

yup

iron needle
#

@half dust so how much did the scale change hurt your map?

half dust
#

It was a big improvement.

iron needle
#

oh good lol

#

When we shipped that I was like "yeeeah that guy gonna be pissed" lol

half dust
#

lol

mortal narwhal
#

speaking of which, are there going to be any changes to the scale in the forseeable future?

iron needle
#

unsure. I hope not but I can't promise anything. However, I'm fairly sure we're going to have it be a worldspawn parameter so you can adjust it, in the future

mortal narwhal
#

okay, nice

sweet oasis
#

would be neato

onyx marten
#

do colored lights work at the moment?

iron needle
#

not for Quake bsps

#

for HL ones they do

fiery badge
#

How would I put down props, like cars for examples?

vivid blaze
#

put down any entity and rename it to the desired prop

fiery badge
#

alright, ez

vivid blaze
#

from the entity list

sweet oasis
#

I'm seeing a debate whether to use quake or HL bsps while scrolling through here, anyone wanna give me the quick rundown?

summer dagger
#

@still raptor fckn thanks for that

barren terrace
#

trenchbroom is better being easy to pick up whilst something like hammer and HL BSPS have more advanced features i think

vivid blaze
#

I would like to personally thank everyone involved for fixing the lightmaps

barren terrace
#

honestly i don't think it's worth the risk and as someone who has used hammer for a while trenchbroom is a much easier time

vivid blaze
#

on a related note, is ambient light not supported yet, or am I doing something wrong?

sweet oasis
#

I've done a fair bit of Hammer, it's my main background

onyx marten
#

@iron needle aight thx

iron needle
#

@vivid blaze It was @still raptor and @ancient depot together

#

who fixed the lightmaps

vivid blaze
#

@still raptor tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop tothetop @ancient depot

onyx marten
#

will the lightmaps stay like that now? is it worth spending much time on the lighting of a map atm?

still raptor
#

As long as you aren't using light styles heavily, as they're currently unsupported

#

There will still be some minor artifacts here and there, but they will be cleaned up

tight fractal
#

Vaporweeb but no vaporwave avi

#

Sads

#

There’s plenty of vaporwave sakuyas out there

onyx marten
#

ok thx

vivid blaze
#

fine fine i changed it

tight fractal
#

There you go

tropic vapor
#

Man something as simple as an arch seems so complicated

ivory otter
#

How do you add func_door into trenchbroom?

onyx marten
#

right click on the brush u want to be a door, create brush entity and make it anything

#

then rename it func_door

tropic vapor
#

Is it better to cut a doorway out of a brush? Or to make it with sides instead?

#

I cant figure out this clip tool, wont let me select more than three points

still raptor
#

ok so

#

3 points are how you define a plane

#

mathematically

#

because 3 dimensions

#

so imagine you are creating a plane to cut the brush in half

#

they cant be colinear

tropic vapor
#

Okay, I think I follow you so far. But if I have to make a door, I cant cut the brush in half vertically because then i'll have a half of the door on each side, right?

#

NotLikeThis I gotta watch more videos or something

mortal narwhal
gritty forge
#

big brain move right there

mortal narwhal
#

CSG is your fren

#

@tropic vapor

tropic vapor
#

Right, but what if I want the doorway to be more complex shaped? I cant select/clip that shape all at once right?

mortal narwhal
#

try this:

#

one sec

tropic vapor
#

Oh wait, I just realized I can click to create a vertex

mortal narwhal
#

then subtract

#

here let me give you a better method

tropic vapor
#

I think I got it!

mortal narwhal
#

use your Edge tool to move the arch

#

oh sweet

tropic vapor
#

Yeah I had forgotten to learn about the brush tool, turns out you can make your own verticies facepalm

solid isle
#

trenchboomer

mortal narwhal
#

thats me

onyx marten
#

is it possible to use a brush to cut out another one? or basically to automatically align a brush to another one?

mortal narwhal
#

thats dumptruck_ds

solid isle
#

we should get DUSK modder ranks:
-JACKoff
-Trenchboomer

mortal narwhal
#

CSG subtract is what you're looking for @onyx marten

#

select a brush you want to make a void and ctrl+k

#

it'll cut out of all the other brushes

still raptor
#

subtractive brushes save you a LOT of pain

mortal narwhal
#

^

still raptor
#

ask @iron needle how he feels about subtractive brushes

tropic vapor
#

I noticed subtract creates smaller brushes out of the larger shape I cut out from

#

I should merge those back right?

onyx marten
#

alright yeah not knowing how to do that already caused a lotta headache lol

#

thanks!

mortal narwhal
#

thats make hollow?

#

yeah lol

chrome wagon
#

Perhaps this was reported already, i'm gonna say it just in case.

I was playing e1m1 then opened a secret door. I stopped walking for a bit to appreciate the firetotem powerup, then the secret door closed over me.

I wasn't able to open the door or get out of the area (without using noclip, of course)

iron needle
#

Oh man subtractive brushes are life changing

still raptor
#

lmao

#

fun fact dusk was made entirely without them

mortal narwhal
#

damn

still raptor
#

which is horrifying

mortal narwhal
#

windows

#

how

onyx marten
#

lol why

gritty forge
#

F

iron needle
#

Arguably without additive brushes too, since the PB workflow isn't really the same as using proper brushes

#

@mortal narwhal well, first I had to inset the face, then extrude, then merge vetices, then...

#

There's a reason there are so few proper windows in Dusk lol

#

And why I've now gone nuts with arches and other stuff in Rats for Breakfast

mortal narwhal
#

nice

lapis hare
#

I've now gone nuts with arches
suddenly, rome.

chrome wagon
#

I've heard that on the dusk dev commentary.
Considering i've discovered substractive tool some days ago, i can relate to that nightmare (I didn't suffered that much though, considering i've just started quake mapping, but yeah, the few times i've tried to create a windows without using sustractive tools was a pain XD)

honest stag
#

cheese

mortal narwhal
#

nice

honest stag
#

i'm recreating a lawnmower scene from Dead Alive

#

it's pretty cool

fiery badge
#

I am bout to lose it

#

So for some reason I lost all my light sources in my map

honest stag
#

are you sure you compiled the light?

fiery badge
#

I think it was because the light per-miter was set to zero somehow

#

yeah

honest stag
#

tb?

fiery badge
#

And after i fixed that the compiler isnt working anymore

#

It just says there is no dusktest.bsp But im trying to use that to create a .bsp

honest stag
#

bsp. to create a bsp? you're supposed to create a bsp out of a .map file though?

#

so also

#

trenchbroom uses autosaves

#

try loading them

#

and compiling

fiery badge
#

same issue

#

The compiler sucks

#

or maybe I just suck

honest stag
#

can you drop the .map here? i can take a look in a minute

#

or dm

ivory otter
#

Is there a bed prop? or would I need to make a model for the bed?

honest stag
#

that shouldnt be too hard though?

#

with brushes

ivory otter
#

Yeah, was just checking, trying not to make any extra work for myself haha

#

Also I used, I think your idea for a different map, where you'd have to take a light source around with you

honest stag
#

effort makes cool things
brush hand-made >>> ready prop

#

ey np

ivory otter
#

It's gonna be horror themed

summer dagger
#

dude i am actually having so much fun with this i appreciate yall

honest stag
#

i wanted that thing to look like a lawnmower :(

fiery badge
#

I was having fun till both programs kicked me in the nuts for no reason

honest stag
#

alrioght

#

so i'm done and i'll compile your map

#

1 moment sorry for making you wait

fiery badge
#

its ok

honest stag
#

WARNING 01: No valid WAD filenames in worldmodel
could that be a problem?

#

is this a non-textured map?

#

also wehre is info_player_start?

#

ah found it

fiery badge
#

I have textures

#

I use the dusk wad

honest stag
#

wow dude i kinda have no fucking clue
there is just no bsp file in the end

#

never happened to any of my maps

fiery badge
#

guess im fucked

honest stag
#

there seems to be something wrong with it if the older one compiles
seems like you have a LOT of light entities

fiery badge
#

all these because of wanted to add a goddamn car

honest stag
#

also your worldspawn entity has a value of 300 wtf

#

let me try something

#

also hey

#

all your light sources lost their "light" value

#

it's not compiler's fault i think

#

you probably screwed up somewhere

fiery badge
#

yeah I realized that and fixed it

alpine depot
fiery badge
#

because trenchbroom has a fetish for selecting stuff I didnt select

honest stag
#

probably, but a very dim light wouldnt hurt i think

#

and the map you linked me is the fixed one?

#

the first one

fiery badge
#

no the second one is

#

that one should have light

#

I am fumming

honest stag
#

alright we'll figure this out
so you actually readded the light value to all light sources?

#

can you drop the version with that?

fiery badge
#

I did, its in your messages

honest stag
#

there is no light there on light sources

#

you just added a light value to worldspawn

#

all the "light" entities should have a "light" value as well

#

for them to "know" how bright to shine

#

light on worldspawn just makes the entire map bright by that amount

#

and 300 is a fuckton
way too much i think

#

300 for a light source is ok though

fiery badge
#

alright

honest stag
#

also

#

i think you might have made the entire map 1 entity somehow

#

lemme try and fix that

fiery badge
#

what

#

How

honest stag
#

dude

#

instead of worldspawn your brushes are named "light"

#

lemme fix

#

also you linked me a verison which isnt compiling for you?

#

right?

#

because it compiled for me after i fixed the name issue

#

select everything and then right click
tap "move brushes to world"

#

that should fix it

#

@fiery badge

fiery badge
#

ok

honest stag
#

and btw still not all lights have a light value

#

that might break shit but dont quote me on that

fiery badge
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whats a quick way to select everything

honest stag
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like this one

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double click anywhere

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on a brush/entity

fiery badge
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and where is the move brushes to world?

honest stag
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right click

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then it's on the bottom

fiery badge
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im not getting that for some reason

gritty forge
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Y'all are making some atmospheric goodness

honest stag
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are all brushes selected?

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alright then
go to "edit"

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and tap "select all"

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ohhh wait a moment

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double click any brush
it seems like when you select entites it wont work

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sorry :P

fiery badge
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nope still not showing up

honest stag
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what

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can you show a screenshot?

barren terrace
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welp

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here i go tomorrow for some dusk modding

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g'night folks

fiery badge
honest stag
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'night

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try tapping "make structural"

fiery badge
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done

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should i try and compile now?

ivory otter
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I'm trying to make a rotating door when the player hits e

honest stag
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yea go for it

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door_rotating isnt supported yet

ivory otter
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Oh

honest stag
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:P

still raptor
honest stag
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gotta wait

ivory otter
honest stag
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are you making a map :O

gritty forge
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Those look like Heretic or Hexen textures

still raptor
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nah lol im playing old quake usermaps

fiery badge
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Nope

honest stag
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aw

fiery badge
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Didnt work

honest stag
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how tf...

still raptor
sturdy tide
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that's what i've been doin lol

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fix lava

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and like 20 other things

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chop chop

summer dagger
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do light_envs work?

fiery badge
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Why Do I need a .bsp file to create a .bsp file

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why must trenchbroom hate me

honest stag
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alright let me fuck around with it a bit more

fiery badge
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The one door wasnt structure, I made it one and tried it but it didnt work

honest stag
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also hold on

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are you using the generic map setup?

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not quake?

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no no you use quake, sorry

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hm

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was that door there before it stopped compiling?

fiery badge
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yes

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wait I think it worked finally

honest stag
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what did you do?

fiery badge
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maybe making the door structual actually worked but just showed the same error message?

honest stag
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did you try to just delete it?

fiery badge
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no

lament ore
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@summer dagger @spiral nexus select the quake map format and then under the texture tab load quake.pal and then Quake models and textures won't be grayscale in JACK

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even if you switch back to HL map format they won't be grayscale anymore

honest stag
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try it

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but it seems like you compiled anyway though?

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weird

lament ore
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@hollow laurel HLBSP supports colored lightmaps if you don't wanna wait for .lit support

summer dagger
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i decided to stick with trenchbroom for now but thanks tho

alpine depot
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lol i didnt even select those texture of the lava containers, weird

fiery badge
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IT WORKS

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WOO hoo

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I gotta re add the door though

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@honest stag Thank you SO much for helping me, your advice saved me

honest stag
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np my man, you probably found and fixed the issue yourself lol

fiery badge
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though

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there is one small thing

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when ever i create a new light source it doesnt have a light valve, how do i fix this?

honest stag
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it should though
try dragging the light entity from the entity list

fiery badge
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I know i can re add it

honest stag
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it should have a value of 300 by default

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i think

fiery badge
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hmm

honest stag
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or right click-point entity - light - light

fiery badge
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yep its working

honest stag
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good-o

honest stag
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you think it would be a good idea to stream making a map?

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or is that kinda boring

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eh, i'll do it anyway, that may actually make me do shit instead of fucking about
i'll drop it into streamers-den when ready

lament ore
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kewl, might watch if I'm bored at work and don't feel like working on my own map lol

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I added all the objects and props to the fgd. There's no placeholder models for them but they have the offset properly set to make them quicker to place

still raptor
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in jack*

iron needle
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@honest stag that's actually a pretty common thing I think, people streaming map design

lament ore
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hmu if you see any

fringe nymph
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forest.jpg

lament ore
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enter the jpeg forest

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might actually just start plopping all of the objects and props into a map with a grid and guesstimate all of their sizes

tight fractal
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It’s kinda cool tbh

lament ore
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The jpeg forest?

alpine depot
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just slightly darker than i want tho

tight fractal
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Yeah the forest

alpine depot
still raptor
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i like the darker one a bit more

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but looks great dude

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i cannot WAIT to play that map

lament ore
alpine depot
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yeah I'll be tuning the lighting more, I really like the moody darker lighting though I'd like the player to actually see lol

tight fractal
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Oooo that’s neato

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Reminds me of the lost civilization textures

still raptor
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ill check the bulldozer

lament ore
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also I think object_bad is intended to be object_bed lol

tight fractal
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Bed is bad

tropic vapor
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better bread than dead

lament ore
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sleep is for the weak

honest stag
viscid sinew
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πŸ‘€

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indeed.

honest stag
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yes the skull thing is brush-made and it still sucks ass

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oh man i kinda hate showing my maps cuz the stuff people make here is so damn good

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looking at you aqua

onyx marten
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is there a way to smooth out stairs in trenchbroom?

honest stag
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Smooth out?
Like what

onyx marten
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that it behaves like a ramp but looks like stairs. i'm stuck on a set of stairs sometimes and remember doing this in hammer

honest stag
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Oh you could do that with a transparent ramp i assume but those arei supported yet

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Aren't*

sweet oasis
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yeah that's how it's usually handled in hammer

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can't load up official maps in editor and check how it's handled?

onyx marten
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yeah i could try that. but weren't in hammer basically transparent ramps?

honest stag
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Cant do that sadly
Also dusk stairs are jumpy with camera arent they

onyx marten
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and if they're not supported yet..

sweet oasis
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yes that's exactly how it's done in most Hammer maps

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a transparent ramp

onyx marten
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yeah i think so, the jumpiness doesnt bother me its just that i seem to get stuck on the stairs

honest stag
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Transparency isn't supported rn

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If you get stuck make the gap/height smaller

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You'll get it

onyx marten
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yeah exactly imma try fiddling around with it

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thx

sweet oasis
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I'd use a regular ramp as placeholder for now

onyx marten
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yeah if i dont get it i'll use a ramp but i think nobody here had trouble with stairs until now so maybe i messed up the height