#dusk-modding
1 messages Β· Page 31 of 1
what happened
I tried to switch to ericw's tools because it has sunlight options
I'm HOPING that maybe the release candidate is just totally broken and going to the stable version will fix it
well, you vga now
but perhaps WAD3 does not work with ericw tools? idk. I didn't think textures were taken into account for lightmap generation
on a serious note, haven't seen anything like that using the pre-release version
hmm.... if you haven't changed _bouncecolorscale it shouldn't no
I'm boutta fucking square up and build my own goddamn bsp compiler
doesn't look like it, it's just under the worldspawn keys
Yeah I think EricW just doesn't like WAD3
that would explain those weird fullbright issues I was getting with Ericw's tools before
make a wad2 out of the wad3 textures like a big john
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
Actually HLTextureTools just made a corrupted mess when it tried
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 ? π€
what do you mean by connect?
When I put doors next to eachother they act as a single huge door in-game
hmm, think it should work if you set the doors targetname values to different things
since doors that touch on compile will group with nearby doors if they don't have a targetname set
.... think it's called targetname, at work so can't check editor :p
Will try that, thanks!
Are you sure the direction of the doors are set properly?
Oh you're right it looks like their direction is wrong
oh so that's normal, good
Quake/Hexen 2 Map compiling tools - branch of http://disenchant.net/utils - ericwa/ericw-tools
I could do it....I could add WAD3 support.....
but should I.....
you madman
So I need to add a spawnflags key, right ?
there should be already - you just click it and there is a list below
i dunno if it'll work
it just kinda does and doesnt sometimes
My bad I didn't see the list, TB hid it pretty well!
Do Quake BSPs support transparency at all?
quake 1? probably not
I'm going to shit my pants
i dont know for sure lol
god has forsaken me and split the tools I need between two incompatible toolsets
the path of least resistance here is to just try to use Dusk textures as much as possible so I'm gonna try that
again
is it not possible to somehow make png files out of a wad3 and then use Zombie's makewad to make a wad2?
@lament ore
Right but I'm using a transparent texture on a wall which I think Quake does not support
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
@gritty forge Textures in a wad don't have transparency
Transparency works as an in-engine thing by making the last palette index completely transparent
only way i know is to just set the wait high enough so it doesnt matter
like 999 or something
Seems as though models can't be lit by sunlight
At least not currently
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
@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
those trees were baked in the base game
i dont think they take the same lighting info that regular entities too, ill check them out
nah everything, but yes
candles, mortars, rivets, crossbow bolts, lamps, all have dynamic lights
π―οΈ
@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
It should automatically do that to any prefab it spawns, maybe it's not doing that for them?
its either that they dont, or they are clipped below the surface, and arent able to read the correct color
Oh good thought
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
(and give them func breakable to be dusk authentic)
Or wait for fgd support so the lightmapper can lightmap them
because it'll have the .mdl versions
yeah
ill check the tree prefab when i sit down at my pc
its either you have them clipped into the surface, or we messed up supporting the lightmap reading on that specific set of prefabs
@ancient depot not to step on your toes or anything
what are the odds there's an off-by-one on the lightmap uv
The potential is definitely there
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
off-by-one or by half idk π€·ββοΈ
All of the BSP stuff is being redesigned anyways, so I'll try and cover any of these issues with that
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
oh yeah, you were doing some large rebuild for sdk + co-op + probably other stuff
yeah doesnt sound like a fun situation :/
noooope
It's a lot more fun now that there's less pressure
because you guys actually have something you can use right now
lmao
yaay
yeah its likely an off by half?
probably
because >rounding
The calculations you have to do for Q1-era lightmaps are super fragile
The slightest mistake will majorly fuck it up
@rapid crown forgot to say thanks
I noticed earlier the trees were clipping through the ground so it's almost certainly that
so yeah, thx
well actually
it should shoot a ray from the origin no?
because the origin is place on the ground, but maybe I need to raise it up slightly
In that case it should probably shoot the ray from ever-so-slightly above the origin
i placed this one directly on the ground
oh god what is happening
ascend
THEY HAVE ASCENDED
am I just running a cursed version of Dusk SDK or something
Cusk
lemme try the other trees
I ascended them to make sure they get lightmapping right but only that specific one worked lmao
what are the chances you happened to pick the one and only tree that works properly
that's peak "it works for me" bad luck situation
im trying the others now
it happens every single time you're talking to the person that is reporting, while debugging at the same time
Bruh
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
welcome to development
Accurate
so, that is "correct" behavior in a weird way
theyre reading the correct color from the lightmap if theyre white like that
and black was them being clipped
however that fullbright thing is just a bug that can happen with any entity as far as i know right now
this is directly on the ground
no like 1u offset
i guess thats a tree you havent used yet
ill have to try them all to make sure lol
All those trees I placed earlier were placed on the ground by having the entity selected and clicking on the ground
i.e. their origin is exactly on the plane of whatever I clicked on
they should probably be shooting a ray from very slightly above the origin
god which fucking trees did you use
this is pissing me off
ive tried 4 different trees
also nah theres no need for a ray offset
I'll send my .map in a sec
I just got em from entities.txt :y
yeah you just managed to somehow use every one i havent tested
such is life as a forest dweller
You play DUSK?
I prefer TREE
Mighty Yggdrasil!!
includes wads, bsp, map, and original JACK jmf
Scott is angry
good news: light_environment DOES in fact work with zhlt so I don't need to use ericw's tools
bad news: there are massive lightmap issues everywhere
Man the fucking lightmaps are haunted aeent they
I think it's me that's haunted
Yeah at least it tyrned big problems into "can be worked around" probles for most
Turned*
To be fair since the patch I only had like 1 or 2 shadow artifacts
So it definitely is way better
And said artifacts disappear if I move lights around a little
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
afaik
laying the land with 150 spotlights does the trick for now
definitely better light performance at least
Are spotlights supported yet? Thought we only have point
candles.
if -fast changes final lightmap resolution it might just be enough to fuck shit up good
well no im just dropping lights with .5 wait
Fake-ish dusk spotlights yeah
Streetlight/work light are the 2
technically you could do a spotlight if you fine tuned the drop off right?
Both are object_
ya, useful. same with lamps
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?
yea
no i put one high up and its stuck in the air. which property would it be?
i dunno
Yeah like
They are the same as spotlight for example
but theres no prop trashbag and they could be picked up in the original game right?
Can be broken, aren't affected by physica
I... Dont think you could pick them up?
Not sure tbh
Maybe they just arent added yet
@still raptor is gonna be real mad when I decide that the trees are ugly and I don't wanna use em anyway
ok maybe i'm wrong. imma just use barrels instead, thanks however!
I actually made a brush tree earlier but it was too much for vis
Isnt vis useless right now?
yes
o, I'll just skip it then lmao
Trash bags couldn't be picked up
yeah
it needs a certain property to enable that
bread can you just send me your .map
there ARE issues with the tree ents currently anyways
I thought ge did in the archive?
but the bahavior youre seeing is different
Yeah look a bit up it's there
unless I sent the wrong zip?
no layout changes, just some decorating
Ah alright
dusk sdk be like "light it yourself with a candle if you're so fucking smart"
Lol welcome to the "i light everything with fucking candles because they dont break shit and cause issues" gang
collect all 8 lightmaps
we should do the raycast from the top of the object then maybe
its not really necessary
Bruh
he just ACTUALLY clipped them into the ground
but that's a valid thing imo if you want to have variance among them
if you click an entity on the ground that's how it places that
It puts the origin on the plane of what you clicked on
It's better to place it too high and then adjust from my experience
in JACK/VHE/Sledge anyway idk if you can click things onto the ground in TB
Really? Sometimes stuff borked for me if i did
Like lightposts just stick out with the tip if i click them there
some of the ents are incorrectly made
keep in mind @still raptor those entities have the origin in the center, not the bottom
well yeah but that just means the tree's origin is in the center of the tree for some reason lol
smelly david
but yeah, my suggested fix is to not clip them into the ground, but rather place them on the ground
hol up lemme take a video for you
This is how JACK/Hammer/Sledge places things on the ground
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
thats how it places things with incorrect FGDs
notice how info_player_start doesnt do that
but what @ancient depot said is probably what we'll do
because it SHOULD be valid to clip things into the ground if you want to
yeah
which would make sense for say, a lamp
...you cant?
maybe we should have a property for light test offset
I mean lighting wouldn't work
so the user can do what they want with it
I slammed upside down lampposts there and they look fine
The ones that dont emit light
I'm talking about if we implemented the change suggested earlier
the main thing is these arent supported as lightmapped entities right now because the sdk isnt far enough along for it yet
so this is only for runtime lit objects specifically
"lit"
dont believe so
aww
i was just looking at that on trello like 5 minutes ago
how does quake do it, do ents just go totally black when they clip out?
quake doesnt do this
oh
lmao
tbh im not sure how quake decides lighting on dynamic entities
idk where the info comes from
Eh I'm more curious about how the lighting in RAGE works.
Just use rtx 4Head
Because a lot of RAGE's technical stuff is a mystery and it scares me. Someone explain it please.
I often forget RAGE exists
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
(setting up can be a goddamn pain, but after that it's smooth sailing i'd say)
barrier of entry isn't particularly high, but there's a lot to master
I'm mostly asking because i see lot of pinned messages so it seemed like a difficult thing to get started with
No not really tbh
its easy if you just follow some really simple steps
it's not, but the sdk is in an incomplete state so don't expect things to work perfectly yet
you need about 5 things to start
if you want smooth sailing wait a while longer for the sdk to become stable. but yeah getting started is easy
- a map editor, we suggest trenchbroom
- compiling tools, we suggest ericw's tools
3)if youre mapping for quake/trenchbroom, youll need a texture wad, we have one pinned, but you can use any wad you want
For how to set up/use trenchbroom - check dumptruck_ds on youtube for anazing tutorials which are simple to understand
- if youve used quake bsp, you need palette.lmp
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
That's very unfortunate
yea
and thats pretty much it
We might publish two versions then
it would be nice if the SDK had a "quake" version and a "half-life" version of the included models and textures
I'll consider it
@tepid python here's palette.lmp if you don't have Quake to rip it from https://quakewiki.org/wiki/Quake_palette#palette.lmp
The plan is for the creation of that stuff to be mostly automated
So it's not like it's infeasible
Thanks for the explanation, will try it out
nop
what are they playing rn?
just some random dos platformer
during his shoutouts he just went "shoutouts to some of my favorite developers, dave oshry and david szymanski"
Dave, The Developer
lol
They are the big guys now
Big John Developer Dave
i got a shoutout during the AE run lmao
That must feel kinda surreal lol
its a weird one for sure
the fuck's a "Normy's Beach Babe-O-Rama"
oh god there's a p. good reason it's on the awful game's block
@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
I'd be fine with having something like that
I could see some situations where I'd want an object to be brighter or darker than the lightmap says it should be anyhow
Yeah i could see that being really useful actually
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?
well
you can use message triggers
and im sure we can support the look messages dusk has
Look messages would be really great if that could be implemented
looking at a scarecrow
Message appears
use :)
Once we properly rewrite the AI code and stuff you could actually do that
as in, pressing use to activate the scarecrow
Oh damn that's cool
gotta clean up all of David's stinky code
actually problem of look messages will be that 99.9% people will use it for F memes
Implying they dont do that with button messages rn
Ahhh, I'm trying to figure what exactly I wanna do with my maps
There's so many possibilities lol
push button, receive big john
That was erebus reactor
ereπ ±οΈus reactor
The Big John reactor
A Big John powered device designed to awaken Nyarlathotep once more
compiling on trenchbroom be like: haha gotta go download id software tools you fart nut
ngl i am apart of hammer editor gang
mastered it since i was 12
giant brain flex
Hammer is ugly
Jk but I do like the way Trenchbroom looks better
trenchbroom does look better and feels better
i just have more experience with hammer
i used to make a lot of source maps
Use JACK
I like jack more
it's just Hammer except rewritten by a bunch of Russians to be more stable and some extra features
Sledge sadly ceased development
don't buy steam version
how epic
slightly older free version is more stable and, y'know, free
J.A.C.K. - brand new cross-platform map editor for Half-Life, Quake, Quake II, Quake III and hereafter many other games. A combination of convenience of Worldcraft/Valve Hammer Editor and Radiant editors, extended tools, configuring flexibility, high-quality visualization of ...
Jack scales best on my computer
i used to use radiant a frick ton
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
radiant black edition for 2015 video game i no longer like
Is that for cod?
yeah
radiant black is actually pretty smooth tho
like really smooth
realtime lighting and everything
A dream of mine is to import/recreate Der Reise from Cod Zombies to Dusk endless mode.
the 3d viewport is actually rendered in-engine which is epic and saves time to compile and see how lighting is in-game
Oh shid thatβs pretty sweet
there's this guy porting like every zombies map to Pavlov vr
and I've never seen someone port level geometry of so many maps to a game in such a short amount of time
Iβve managed to open the geometry for a tf2 map in dusk
But itβs a lot of work to get it going
ooh nice
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
I think goldsrc is the cutest engine out of all three
very epic engine
i put half life on my phone
so that mobile gamers can never rise up to my level
but no worldcraft or hammer 3 so doodoo fart
but this channel about duscc modding so ima talk about that
someone beat me to the big john mod that i promised to make when the SDK came out and i'm angery
the trees have ascended
please clap
for a second I thought that tree was dabbing
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?
bruh isn't that that one part from fortnite?
someone stole all the trees but kept their shape in place
just add an independent light source near the torch?
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
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
here's a more up to date version btw
@DUSKdev @DaveOshry #Dusk πΆπ§ log. Day 6.
Made a neat industrial yard, which plays much better with today's patch making enemy rotation consistent.
Learned to build a lil smarter, then made an absurd arcadey secret, just cz I haven't tried that yet. Yey~
π΅ is C...
which one of you lads is this
o lol
Hi
cant wait to see that map with the new lightmap stuff
hi hi
whens day 7
after sleep lol
7 days to dusk
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
23 even..... now i feel old <_<
make an outdoors map and fight the SDK every step of the way like me coward
I like the part over the lava where you have to basically do csgo surf
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
I might get into mapping
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: ':')
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"
suck it TrenchBroom
i can up a fixed one :p
o thx
func_bread's dusk.fgd, fixed for trenchbroom which is pickier with it's .fgd syntax
its a wondrous timesink if anything @crude cedar you learn a lot about what makes the campaign levels like Dusk's so solid.
look at the last messages David sent where we talked about encounter design in dusk
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
where do i have to put the .fgd file?
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
oh ok thx
neat
and, with eventual colour support for lights i can switch the torches over to something a bit more nicer looking for those
anyone made a rat map yet?
As in, you are a rat? Or you just fight tons of rats
You have a birthday bash
Hey boys, which rad (light) compiler is the best? quake ones or hl?! 
@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
@honest stag and heres the map
I believe @pale pendant posted a rat map earlier. Or screenshots
oh, I'll scroll back
Oh thats just my test map to see if rats would die from props being dropped on them
wait why the fuck is zag in #dusk-modding
@hollow laurel The fgd doesn't work.
huh, any errors?
Could not load external entity definition file 'D:\QuakeDev\dusk\dusk.fgd': At line 424, column 210: Expected '[', but got ':' (raw data: ':')
did you download the one i linked, as in https://cdn.discordapp.com/attachments/586508960128040961/664881183292653579/dusk.fgd ?
just downloaded and checked, that line should be fixed in it
yay π
Thanks again
hmm, some textures get flipped in the new patch
yeah this was reported, itll get looked into
right on
nice
i love how my map is coming together, i think im going overkill on the detail though
that looks super nice
holy cow
are you doing a final pass of detail, or detail as you go?
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
wow thats looking cool man
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
i think theyre listed in entities.txt
ohh sweet
If i wanna make a map what the go to software lawds?
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
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
just drag and drop it on
what does the console say
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
Is there a guide to set trenchbroom up to work with dusk?
it's weird tho by their names it doesn't sound like theyre from dusk but instead quake
dude i wish lmao
@vestal hare TB doesn't need any extra setup
Dusk will read Quake BSPs from the get-go
So how do i get the wad to work? how do i get the entities to show up?
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
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
JACK has quite straightforward installator on Windows so I sm not sure what are you talking about
i might make a quick video on how to set up TB for use with dusk easily
that would be pretty cool dude
@spiral nexus i meant the whole wad thing, didn't really know how to configure the game profile
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
@mortal narwhal keep the flipped switch it's fricking hilarious
You can just use HL1 profile and WADs are added through settings @summer dagger
Note that Quake WADs such as the Dusk WAD will be grayscale in the editor, they'll show up in-game just fine
i remember a level in quake where you push a button and the bridge spins to a different angle
I assume so
im making a video for tb now
Dusk mapping is quite exciting despite being in such early state
that makes it more exciting for me at least tho
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
you get to be one of the first ones it's pretty cool
wtf is object_bad lol
also monster_aqua, that's some really cool detailing you've done there
Where do i get pallete.lmp?
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
https://i.imgur.com/hjVbNaU.png my map ain't showing up in the level list under custom levels
Try putting palette file into your mod's root folder
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
Trenchbroom can be found here:
https://kristianduske.com/trenchbroom/
Tool to generate texture wads (there is a dusk.wad pinned in discord.gg/newblood):
https://github.com/NewBloodInteractive/MakeWad/releases
EricW Tools can be found here:
https://ericwa.github.io/ericw-too...
here you go kids
a literal 2 minute one take setup of dusk mapping
its very, very easy
@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
I have pretty much done what you've done but after dragging the wad my textures look like this
do you have quake set up correctly in your preferences
probably not
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
Do i need the steam version or is there a certain one?
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
Nice wee vid @still raptor π
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?
Okay. I'll probs just continue down that route for now
but you map wont be visd if you leave the leaks
Handy for just getting a floor plan down though, gotta say
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
@terse salmon
https://youtu.be/gONePWocbqA
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youβre a total newb or returning to mapping after a long time away this is the tutorial youβre looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
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
ahh thanks
btw if anyone's finished maps that they shared here shoot them my way in dms. If like to check them out!
Let David feel superior
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
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
i'll definitely be posting my bootleg On A Rail/Power Up map here when it's done
i'll start uploading as soon as ive become rat lol
lol
so do i get rid of classname worldspawn?
I'd make it a func_detail then rename it.
So make the world spawn a func_detail and set water to class name?
right click the selected brush > create brush entity > func > func_detail @vestal hare
well, make it any brush entity, just rename it after
thanks man makes total sense its the same as cod waw pretty much
yup
@half dust so how much did the scale change hurt your map?
It was a big improvement.
lol
speaking of which, are there going to be any changes to the scale in the forseeable future?
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
okay, nice
would be neato
do colored lights work at the moment?
How would I put down props, like cars for examples?
put down any entity and rename it to the desired prop
alright, ez
from the entity list
I'm seeing a debate whether to use quake or HL bsps while scrolling through here, anyone wanna give me the quick rundown?
@still raptor fckn thanks for that
trenchbroom is better being easy to pick up whilst something like hammer and HL BSPS have more advanced features i think
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
on a related note, is ambient light not supported yet, or am I doing something wrong?
I've done a fair bit of Hammer, it's my main background
@iron needle aight thx
@vivid blaze It was @still raptor and @ancient depot together
who fixed the lightmaps
@still raptor
@ancient depot
will the lightmaps stay like that now? is it worth spending much time on the lighting of a map atm?
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
Vaporweeb but no vaporwave avi
Sads
Thereβs plenty of vaporwave sakuyas out there
ok thx
fine fine i changed it
There you go
Man something as simple as an arch seems so complicated
How do you add func_door into trenchbroom?
right click on the brush u want to be a door, create brush entity and make it anything
then rename it func_door
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
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
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?
I gotta watch more videos or something
big brain move right there
Right, but what if I want the doorway to be more complex shaped? I cant select/clip that shape all at once right?
Oh wait, I just realized I can click to create a vertex
I think I got it!
Yeah I had forgotten to learn about the brush tool, turns out you can make your own verticies 
trenchboomer
thats me
is it possible to use a brush to cut out another one? or basically to automatically align a brush to another one?
thats dumptruck_ds
we should get DUSK modder ranks:
-JACKoff
-Trenchboomer
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
subtractive brushes save you a LOT of pain
^
ask @iron needle how he feels about subtractive brushes
I noticed subtract creates smaller brushes out of the larger shape I cut out from
I should merge those back right?
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)
Oh man subtractive brushes are life changing
damn
which is horrifying
lol why
F
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
nice
I've now gone nuts with arches
suddenly, rome.
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)
nice
are you sure you compiled the light?
tb?
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
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
Is there a bed prop? or would I need to make a model for the bed?
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
It's gonna be horror themed
dude i am actually having so much fun with this i appreciate yall
I was having fun till both programs kicked me in the nuts for no reason
its ok
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
wow dude i kinda have no fucking clue
there is just no bsp file in the end
never happened to any of my maps
guess im fucked
there seems to be something wrong with it if the older one compiles
seems like you have a LOT of light entities
all these because of wanted to add a goddamn car
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
yeah I realized that and fixed it
you think darker is better for the atmosphere?
because trenchbroom has a fetish for selecting stuff I didnt select
probably, but a very dim light wouldnt hurt i think
and the map you linked me is the fixed one?
the first one
alright we'll figure this out
so you actually readded the light value to all light sources?
can you drop the version with that?
I did, its in your messages
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
alright
also
i think you might have made the entire map 1 entity somehow
lemme try and fix that
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
ok
and btw still not all lights have a light value
that might break shit but dont quote me on that
whats a quick way to select everything
and where is the move brushes to world?
im not getting that for some reason
Y'all are making some atmospheric goodness
are all brushes selected?
alright then
go to "edit"
and tap "select all"
ohhh wait a moment
double click any brush
it seems like when you select entites it wont work
sorry :P
nope still not showing up
I'm trying to make a rotating door when the player hits e
Oh
:P
gotta wait

are you making a map :O
Those look like Heretic or Hexen textures
nah lol im playing old quake usermaps
Nope
aw
Didnt work
how tf...
do light_envs work?
alright let me fuck around with it a bit more
The one door wasnt structure, I made it one and tried it but it didnt work
also hold on
are you using the generic map setup?
not quake?
no no you use quake, sorry
hm
was that door there before it stopped compiling?
what did you do?
maybe making the door structual actually worked but just showed the same error message?
did you try to just delete it?
no
@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
even if you switch back to HL map format they won't be grayscale anymore
@hollow laurel HLBSP supports colored lightmaps if you don't wanna wait for .lit support
i decided to stick with trenchbroom for now but thanks tho
time for the first big "showdown" room
lol i didnt even select those texture of the lava containers, weird
IT WORKS
WOO hoo
I gotta re add the door though
@honest stag Thank you SO much for helping me, your advice saved me
np my man, you probably found and fixed the issue yourself lol
though
there is one small thing
when ever i create a new light source it doesnt have a light valve, how do i fix this?
it should though
try dragging the light entity from the entity list
I know i can re add it
hmm
or right click-point entity - light - light
yep its working
good-o
you think it would be a good idea to stream making a map?
or is that kinda boring
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
kewl, might watch if I'm bored at work and don't feel like working on my own map lol
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
in jack*
@honest stag that's actually a pretty common thing I think, people streaming map design
some of em need additional adjustment but I'll fix em as I come across em
hmu if you see any
forest.jpg
enter the jpeg forest
might actually just start plopping all of the objects and props into a map with a grid and guesstimate all of their sizes
Itβs kinda cool tbh
The jpeg forest?
Yeah the forest
much better
i like the darker one a bit more
but looks great dude
i cannot WAIT to play that map
@tight fractal http://scmapdb.com/wad:sunny-woods a gift for u....
@still raptor bulldozer no work
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
ill check the bulldozer
also I think object_bad is intended to be object_bed lol
Bed is bad
better bread than dead
sleep is for the weak
π
yes the skull thing is brush-made and it still sucks ass
oh man i kinda hate showing my maps cuz the stuff people make here is so damn good
looking at you aqua
is there a way to smooth out stairs in trenchbroom?
Smooth out?
Like what
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
Oh you could do that with a transparent ramp i assume but those arei supported yet
Aren't*
yeah that's how it's usually handled in hammer

can't load up official maps in editor and check how it's handled?
yeah i could try that. but weren't in hammer basically transparent ramps?
Cant do that sadly
Also dusk stairs are jumpy with camera arent they
and if they're not supported yet..
yeah i think so, the jumpiness doesnt bother me its just that i seem to get stuck on the stairs
Transparency isn't supported rn
If you get stuck make the gap/height smaller
You'll get it
I'd use a regular ramp as placeholder for now
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
