#dusk-modding

1 messages Β· Page 33 of 1

onyx marten
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@rapid crown hm i'm pretty much new to anything mapping related and have enough problems with trenchbroom atm so i guess i'll keep working on that before i open the next can of worms πŸ˜„ but it looks interesting

balmy thorn
fringe nymph
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looks amazing yet im afraid its too narrow/cramped

summer dagger
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yo is there a way to see my player coordinates in game? like a cl_showpos sorta thing

balmy thorn
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It’s only a small portion of the level though. View it as an exterior corridor πŸ˜›

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Thanks btw!

summer dagger
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map looks pretty cool dude

balmy thorn
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Thanks

fallen mica
onyx marten
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looks really good

rapid crown
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Looks great @balmy thorn

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@onyx marten that's fair enough bud, bookmark it though for later exploration πŸ‘Œ

long anchor
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@balmy thorn looks nice

onyx marten
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@rapid crown yup thx already did πŸ‘Œ

mortal narwhal
iron needle
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πŸ‘Œ πŸ‘Œ πŸ‘Œ

tepid flint
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why did you not kill the soldier shooting at you>??????

mortal narwhal
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they're my boys man

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i cant do that to em

gritty forge
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Put some runes on the blueish obelisk and we are cooking with soap

mortal narwhal
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I wish transparency was out, then i totally would

gritty forge
sharp trail
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does anyone know a good way of making natural surfaces in trenchbroom/does anyone know a good tutorial for that

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?

mortal narwhal
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So what I do is I have a brush then I cut it twice, then protrude, extrude the middle vertex

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I'll get an image

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with the cut tool

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you can also make a bunch of triangular prisms, select them all, then extrude/protrude to your liking

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like this, then use the vertex tool on verticies

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I prefer the first method, but the second method is good as well

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@sharp trail

sharp trail
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thx so much

mortal narwhal
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absolutely

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can i get a trenchboomer role?

alpine depot
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i was about to say "more like trenchBOOMER" but you already did it

verbal peak
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im open to the idea. what purpose would the role serve beyond a vanity item? if its for mentorship of noobs and such, that carries a lot more weight in my eyes

mortal narwhal
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I suppose yeah, I do like helping out noobs with tb. Also it sounds funny :)

hollow laurel
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hmm

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also, something for sharing stuff, though that's handled via rat role

verbal peak
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thing is, we already have a ton of "gimmie" roles. if we were to add anything else, i want it to serve a functional community purpose

hollow laurel
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maybe if you add some channel for wip/feedback, where you need that

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oh yeah

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i'm just brainstorming here

alpine depot
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yeah, WIP/feedback channel, and more of a help channel too

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this channel's getting slightly clogged up too with questions and showcases and whatnot

mortal narwhal
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Honestly, your call. I'll still help people when I'm checking #dusk-modding
I do agree with the sentiment of not bloating the server up with roles

verbal peak
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WIP channel is something we're discussing. also tossed around the idea of an official subreddit. discord kinda sucks for referencing old posts

hollow laurel
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and thinking about it, might also be bad to have split channels, since it leads to people not watching the other one

verbal peak
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the idea is ease of use while staying centralized somewhere

hollow laurel
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so people can for example miss out on people asking for advice/help

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yeah

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i don't envy your responsibility :p

mortal narwhal
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In that case, i think a subreddit would be wise

hollow laurel
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yeah, that could work nicely for more long term things

verbal peak
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yeah we think so too. im in the process of acquiring /r/duskthegame. its long abandoned and set to private

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but gaining control of a dead sub is a lengthy process

hollow laurel
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:C

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would be sweet though

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since, well, for example post thing and have long term discussions

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since this is more.... instant things

vivid blaze
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i made it lol

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you can have it

hollow laurel
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hah

mortal narwhal
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lol

hollow laurel
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awesome

mortal narwhal
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thats hilarious

verbal peak
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DM me. we have much to discuss

sturdy tide
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ez

hollow laurel
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<3

alpine depot
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man that subreddit is such a ghost town, or should I say a E1M9 town

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bwahaha arent i just so damn clever???

mortal narwhal
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nice :)

hollow laurel
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hue

royal spear
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shill you could also make a thread on knock out, unsure if there's a dusk thread but it's much easier to navigate for older posts and archives than reddit

vivid blaze
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control of the subreddit has been handed over

hollow laurel
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awesome

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based even

mortal narwhal
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Yeah, I'm thinking based.

verbal peak
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well that was easy

rapid crown
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Oh that's great about the subreddit, and quite amusing how it just fell into your hands there πŸ˜†

verbal peak
rapid crown
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Pin that bro

vivid blaze
hollow laurel
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subbed

rapid crown
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Also people who want to be 'Trenchboomers' could have it as their flair on the sub?

verbal peak
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ill work on all the fancy reddit features and shit as time goes on. for now, this a great start

hollow laurel
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woo

mortal narwhal
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trenchboomer time

heavy sluice
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Are we gonna have to start becoming reddit mods too 😨

hollow laurel
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yes

rapid crown
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subbed

hollow laurel
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you have no choice, the darkness will eat you

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:p

rapid crown
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Maybe look to other members of the community for mod roles on Reddit?

verbal peak
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the logistics of the sub will be worked on in time. im not certain how much of a moderation presence we need just yet

hollow laurel
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don't.... ask me to mod, it'll probably stress me out to get anxiety ._.

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well, time will tell

royal spear
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Modding subreddits is easy
Just weed out the weirdos and don't let it become a meme cesspool like r/tf2

alpine depot
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i mean tf2 hasnt had an update in a long time right? it's like what happened to r/halflife which went without a new HL game in over a decade

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the memes kept that alive and i guess r/tf2 now as well

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circle of life, baby

royal spear
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Yea, but there's contributing discussions and then there's straight up memes

alpine depot
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memes are cool tho

mortal narwhal
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he does it for free

verbal peak
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ill look into a auto-mod of sorts. hopefully we can get something similar to what we have here

mortal narwhal
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@ancient depot Will enemies see you through brushes with transparent textures when it gets implemented?

hollow laurel
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well, depends on memes

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doing stuff that's basically community in-jokes, fine

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also

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welp

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should've expected it, but dave retweeted my screenshot of his face on massive surfaces, and now i'm anxious because might get attention

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mind, it's my mind being fucky

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so, well, if he sees or hears of this, no need to remove

mortal narwhal
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link?

verbal peak
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i'd imagine the sub will mostly be you guys sharing trenchBOOMER things but the sub will function as a general catch all for the community. so memes, fan art, mods, ect will be the norm

hollow laurel
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i need to deal

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from a thing i did earlier, while getting my drunk on

fringe summit
hollow laurel
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or that

mortal narwhal
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lol skyboxes working is news to me

hollow laurel
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well, it's a massive fucking box i made around my map :p

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since, i want to do the 3d skybox thing

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in the long run

mortal narwhal
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ah, a sky-box

hollow laurel
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yep

vivid blaze
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How do skyboxes work anyway

hollow laurel
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well, when properly working, you'll set a surface to a sky texture, and it'll be looking like a sky, as in clouds moving or what they do

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without it looking like a texture close to you

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just, they don't work proper yet, iirc

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and, well, i did this to have a..... canvas

rapid crown
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@hollow laurel I love it πŸ˜†

hollow laurel
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for future far-off stuff

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it's been replaced with the black texture in the dusk wad now :p

rapid crown
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Sacrilege

hollow laurel
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did a search for total dimensions of box (think they're... 128 units thick, for some reason): 19456 19456 19456

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huh, even 512

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since, each face (heh) is 18944 18944

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and one reason for encasing the map in such a massive box is....

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basically, you start where the red line starts, go up a road a bit, through mines, up to green line into building, then you go out and will see massive building far away

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sortof the neat dark souls thing where you first start with seeing your path, and then after a bit you'll see your goal in the distance

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yellow line will be some mines, leading into a crypt (i think)

mortal narwhal
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thats neat

hollow laurel
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i just want to have it being.... well, large

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so the player feels small

mortal narwhal
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yeah

hollow laurel
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since, it's a thing i find neat in games, when i feel like a tiny pawn in a big game

mortal narwhal
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same here

hollow laurel
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even though i pwn all the things :p

mortal narwhal
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^

alpine depot
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how do i get a func_button to open a func_door?

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do i use the "message" property and put something in like "open" or whatever?

hollow laurel
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message is stuff that's displayed on screen when the thing is activated

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gimme a sec

alpine depot
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yeah thats what i figured, just wondered if it would do anything else if it was targeting a different entity

hollow laurel
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basically, on the button you set target to what you will 'name' the door

alpine depot
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yeah i set that up

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wait what does lip do

hollow laurel
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it's how far from the wall the thing will stop

alpine depot
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OHHHHHHHHH SO THATS HOW YOU GET DOORS AND WHATNOT TO STOP Z-FIGHTING WHEN THEY OPEN

hollow laurel
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so the button for example will be pushed back a bit, but not intersect or go beyond the wall

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heh :3

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also, well, targetname on the door

alpine depot
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AHHH OH MY GOD I'VE BEEN THINKING IT WAS A BUG

hollow laurel
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mindblown.gif

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hmm, yeah, looking at things

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a door will move as far as the distance of what axis it's set to move on

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minus the lip value

gritty forge
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Remind me what the beta access code is.

gritty forge
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Wait nvm

hollow laurel
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:3

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hmm

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it's nearly 02:00

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should probably sleep

alpine depot
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maybe

hollow laurel
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maybe

balmy thorn
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@mortal narwhal Need another test of your map? πŸ˜‰

mortal narwhal
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@balmy thorn soon

balmy thorn
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😁

mortal narwhal
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Probably tomorrow

balmy thorn
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Sure thing.

mortal narwhal
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I'm getting it completable

balmy thorn
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Nice. Looking forward

summer dagger
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tnhats my record

weak vessel
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Dang it!

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That thumbnail looked like someone made a ball pit for Dusk

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Even still, that's a cool run.

alpine depot
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so ball pits are still in fashion, noted

fierce lava
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The rat pack

kindred epoch
alpine depot
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super cool warehouse area, i think its pretty cool

(ps: it's kinda super cool doe 😳 )

honest stag
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wait someone linked a map?

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cuz i wanna see

mortal narwhal
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thats cool @alpine depot

honest stag
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it is super cool my man!

alpine depot
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super cool!

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if anyone says otherwise that would be particularly uncool of them!

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i'm having a lot of fun mapping, trenchbroom is literally jesus in the form of a mapping tool

mortal narwhal
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have you tried shift + ctrl , click and drag mouse on a brush? @alpine depot

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It will change your life

honest stag
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for the absolute best editing of textures just shift+click on a face and then use the uv editor
you probably know about it but i couldnt figure out how to get it to work lol

alpine depot
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yeah i use shift + ctrl / drag mouse all the time

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more so on more detailed brush groups to make selections faster

mortal narwhal
alpine depot
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oh yeah of course

mortal narwhal
alpine depot
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wait

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whja

mortal narwhal
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yeah

alpine depot
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what the fucjk

mortal narwhal
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tb is awesome

alpine depot
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OH MY FUCKING GOD

mortal narwhal
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life=changed

alpine depot
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I SWEAR I SAW THIS IN ONE OF THE TUTORIALS AND YET I NEVER REALIZED

mortal narwhal
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I use that all the time, like allllll the time

alpine depot
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oh my god

mortal narwhal
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really helps keep texturing tight

honest stag
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holy shit that's actually crazy

still raptor
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what extruding?

mortal narwhal
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well that but it makes another brush

still raptor
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thats what extruding is

mortal narwhal
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so a shortcut for extrude + cut

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oh lol

still raptor
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very very important tool

mortal narwhal
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I thought extrude was just pulling a face out with shift click/drag

honest stag
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alright imma stream making a map again even tho i literally woke up 20 minutes ago
i wanna spend a long-ass time making something and see how that turns out

mortal narwhal
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stream on discord?

honest stag
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twitch

mortal narwhal
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link?

honest stag
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the streamers-den channel

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is there

honest stag
wise zealot
unique ocean
mortal narwhal
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that looks COOL

honest stag
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ye that's sick my man

unique ocean
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My Idea was basically to make a steel temple within a cave

mortal narwhal
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the texturing is solid

unique ocean
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Thanks. I need to get better at lighting though, The bottom is too bright as of right now.

mortal narwhal
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i think it could use a little more

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its lava after all

unique ocean
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disregard that odd shadow glitch

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I have no clue how that happened

alpine depot
unique ocean
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Nice

alpine depot
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i made the containers a bit too big

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shit

mortal narwhal
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de_train

lament ore
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also @gritty night that Desert Van prototype is fucking awesome lmao, would love to flesh that out into a full game

wise zealot
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Has someone made blood in dusk yet?

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Like the levels in blood

lament ore
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also sorry I haven't played your maps everybody I have been sleepβ„’ and they called me into work tonight

honest stag
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you how do you make -bounce lighting again?

lament ore
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I am not allowed to have weekends apparently

honest stag
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just add it to the compiler list of commands?

lament ore
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@honest stag pass it to light yea

honest stag
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'ight thank you

lament ore
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coming soon in Dusk

honest stag
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decided to make a new map - spent almost 2 hours making one section and got sad because realised i had the actually make new rooms
...again :(

gritty forge
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I decided to replace the sword draw sound with the combined sound of the TF2 sword draw sound and the Amid Evil Whisper's Edge sound.

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The result is shiny.

alpine depot
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so how is trigger_multiple supposed to be used in TB? i want to use it to teleport a bunch of enemies in when a key is picked up, aka when the player also walks into a trigger_multiple

ancient depot
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trigger_multiple isn't for triggering multiple entities, but for something that can be triggered multiple times

alpine depot
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oh

ancient depot
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that said

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you can trigger multiple things with it

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they just all need to have the same name

alpine depot
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oh ok

ancient depot
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the alternative is to use a multi_manager that you trigger with trigger_multiple or trigger_once

honest stag
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i still cant figure out how does multi_manager work

ancient depot
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You add your own properties to it, and the name of the property is the targetname of the entity to activate

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the value of the property is the time in seconds before it gets activated

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Note you also need something else to trigger the multi_manager, it won't activate on its own

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for example

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"classname" "multi_manager"
"targetname" "my_cool_door"
"door1" "2"
"door2" "2.4"
"door3" "2.6"```
honest stag
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ahhhhh alright alright
hold on, so in addition to the properties i need to add a targetname to it, because that's how i connect it to a trigger?
can trigger_button trigger it?

ancient depot
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then you have a trigger_once in your map that triggers my_cool_door

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yes

honest stag
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hell yea thank you so much

ancient depot
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np

crystal lily
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where is dusk.wad?

honest stag
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pinned messages

crystal lily
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thanks

honest stag
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np!

alpine depot
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my teleports aint working >:(

honest stag
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they should tho, can you show the setup?

alpine depot
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i have a trigger_once targeting two trigger_teleport's, both named "teleSpawners", they're at the origins of the entities i want to teleport, one's target is set to one info_teleport_destination, one is set to the other, the names are all fine and dandy and everything

ancient depot
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separate triggers aren't supported with teleporters yet

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you just use a trigger_teleport and an info_teleport_destination for now

alpine depot
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oh

honest stag
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hey i dont know who made the LittlePipes map, but it's goddamn awesome i loved it! so simple but fun

alpine depot
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so how would i trigger the trigger_teleport to do its thing if i cant use a trigger_once to actually trigger it that way? it's supposed to teleport some enemies in when a key is picked up and the trigger_once basically simulates that

ancient depot
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trigger_teleport itself works like a trigger_once

alpine depot
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i have no idea how these entities work at all lol

ancient depot
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so you just attach it to a brush

alpine depot
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wait wh

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oh

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OH

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so i set the target to be the enemy i want to teleport in, and set the enemy's target to the destination?

ancient depot
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Currently the only way to teleport something is for them to walk into the teleport trigger

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It's mainly that way just because we didn't have proper triggers supported when we added teleporting

alpine depot
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oh

ancient depot
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It'll be fixed later on

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since we actually have triggers now

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same reason func_breakable can't be broken via a trigger yet

alpine depot
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i was wondering why that wasnt working

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i think im getting pretty good at this

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i think it's a bit dark tho but idk

honest stag
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ye it looks pretty good my man

alpine depot
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i didnt expect to be wasting away 4 hours on it lol

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i spent like 20 mins realizing i screwed up some textures

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and tried to fix them

lament ore
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mapping is a huge time sink lol

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It's like minimum four hours per minute of gameplay for a good map

alpine depot
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my map forces you to rely more on cover, it sort of restricts all that hup-hup goodness you could do in pretty much all of the dusk maps

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i think it's a cool gameplay change, claustrophobic spaces and crazy enemy numbers all piling onto you

honest stag
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yeah it's goddamn insane for me how dusk is 6 hours long now
damn, it took me 12 hours or more to finish the Church and peoeple play through it like 5 minutes

alpine depot
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if people spend at least 10 mins on my map in the end then im happy lol

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lemme just teleport the player to a random room for ten mins and call it a day 😎

honest stag
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lol when scripting is out increase the health of all enemies 2x to artificially increase the length of your level

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(DO NOT do that)

ancient depot
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changing health values and stuff will come earlier than scripting

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hell we could probably offer that right now as an entity property

alpine depot
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i definitely wanna beef up the soldiers a bit

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make them a bit more tough and formidable

ancient depot
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wouldn't be hard, I'll add it to my todo list

honest stag
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that would be awesome but i dont know, it always fucks with normal gameplay when people do that
if you retexture a monster and call him something else then it's fine probably

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like a cultist dies with 1 rifle shot right

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cant be otherwise

alpine depot
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right now we're able to make lifts and such right?

honest stag
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yeah

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func_door that bitch

alpine depot
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ok that's fucking perfect

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time for a massive and super slow lift leading to the surface

honest stag
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or a super fast once

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one*

alpine depot
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nah

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i'll have some extra doors open and there'll be a bunch of enemies ready to whoop your ass

honest stag
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do the half life thing when you can see different floors while riding it

alpine depot
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gonna lead to a cool trainyard nestled in a mountain valley or something

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i really hope func_breakables can be destroyed by explosives soon

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cuz it'd be so cool to have the guardian blow up a train and initiate a boss fight that way

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explosions are always cool!

lament ore
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func_breakable can't be destroyed by explosives?

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oh but speaking of having NPCs do stuff, @ancient depot what's scripted sequence support gonna be like?

ancient depot
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no idea, I haven't even looked at scripted_sequence

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GoldSrc entities are 2nd priority until Quake entities are fully supported

small gate
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just curious, any particular reason for not using something like PhysFS

ancient depot
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Multiple

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I want to avoid native dependencies because they're a nightmare to deal with in Unity

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and it's not robust enough for the kind of internal API I wanted

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I actually did use PhysFS in the very early days of the SDK

lament ore
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aw, func_breakable's Target On Break doesn't work yet 😦 oh well

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was gonna do a rock slide effect with it

ancient depot
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that's another easy one to add

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just another victim of target support not being in when it was added

small gate
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I guess that's fair, you'd think by now they would've found a solution for the nat. dependencies

lament ore
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they have a working solution, it's a pain in the ass because Unity runs on many platforms

ancient depot
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^

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and it's a pain to set up for multiple platforms

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it's doable, just really really annoying

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so I'd rather avoid it whenever possible

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but even if it wasn't a problem, there's the issue of PhysFS not being versatile enough anyway

small gate
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so used to just shitting some cmakelists on top of everything that I completely forgot about that

lament ore
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cmake is a russian psyop designed to make zoomers hate C programming

ancient depot
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lmao

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modern CMake isn't too bad

small gate
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lol

ancient depot
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the problem is that fucking nobody seems to write modern CMake

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instead opting to write the awful old syntax

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although personally I prefer meson over CMake

small gate
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it's annoying as fuck at first but after you get a couple templates going it really saves time when you're dealing with more than a single plat

summer dagger
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aaaa fck i really want to post a pic here but still cant

small gate
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I think C is a conspiracy to make CS parachute students to hate themselves rather

ancient depot
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You can upload it to imgur or something and link it

summer dagger
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oh thats right

small gate
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first-timers doing C on CS courses is absolutely sad to watch, 90% of their time and effort is wasted on wrangling with the absolute dogshit standard apis like scanf

summer dagger
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that thing was a PAIN IN THE ASS to make

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just wanted to share cuz im proud of it

ancient depot
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or completely misunderstanding pointers

long anchor
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oof

ancient depot
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or thinking const int* ptr is the right order and not int const *ptr

honest stag
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That looks awesome my dude! @summer dagger
the side view looks like dna or some shit lol
remids me of the "tower" in e2m2 with soldiers

summer dagger
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thanks yo

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yeah it's kind of inspired in a couple different things

long anchor
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dusk campaign is overall really inspiring

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i mean

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inspired me to make

honest stag
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looks damn sick my dudes
damn, the more people post here the less i want to post my shit lol

oblique laurel
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what noo your posts so sexy aha

long anchor
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don't be afraid of posting your "shit"

small gate
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harder to learn if nobody is there to shred your "shit"

long anchor
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^

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just as example

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i'm into music

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i mean in creating it

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but it's shit

small gate
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gotta say tho that's a sick ass map veven

long anchor
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and i just share my shittracks for people to listen and gather feedback

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and i can clearly say that by previous year it became less shitier

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@small gate thankio

small gate
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contributing to FOSS projects helped me a lot over the years on writing software, docs, getting testing coverate on your projects, running analysis tools etc

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you'd pay quite a bit of cash on courses to get that sorta experience that people are just willing to help you with free if you just take the time to put your work out there

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all that to say that if you're putting effort on it, even if the end result isnt what you wanted its still worth getting it out there

long anchor
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^

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it's still experience

honest stag
long anchor
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and it's good

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yea artifact storage

honest stag
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that toilet is an anomaly

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it just fucking glows for no reason

long anchor
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glowing toilet scp

small gate
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I guess it's one of the ASCENDED props

long anchor
#

lmao

small gate
#

now that's the right img

long anchor
#

@honest stag i hope today i'll finish my goddamn map

honest stag
#

so far at least

#

ey nice

#

made a perfectly functional fence-gate out of brushes with no issues tho

long anchor
#

fence gates

#

shame that there's no transparency rn

honest stag
#

nah it looks better that way

small gate
#

those are like, mine supports?

long anchor
#

maybe they look better

honest stag
#

textures are wip

#

i'm trying to make some stuff work rn

honest stag
#

i didnt realise how janky those "lampposts" look until now
dont look back when you enter ok

long anchor
#

oooh i like the tunnel

#

@honest stag you can use object_streetlight

honest stag
#

no :)

long anchor
#

ok

honest stag
#

i like doing brushes even when they suck lol

#

i only use objects when they can be used now, like the toilet

#

otherwise i would make my own

#

thank you btw

long anchor
#

lol it happened again

honest stag
#

what happened

long anchor
#

instead of making part of the map how i planned i just expanded it more lol

#

now map makes more sense tho

#

also

#

@honest stag how you light your maps after recent patches?

honest stag
#

older ones - they mostly got fucked hard

long anchor
#

light ents or you're using sunlight?

honest stag
#

ah

#

i just use some light sources and bump them up

#

if it's a "sun" then it's just a blasting light entity in the sky
also VERY important

#

add -bounce and -soft to the commands of light.exe

#

makes it look nice

#

like that tunnel lighting

long anchor
#

yeah, i do this since quake

honest stag
#

ah good

#

wait

#

is "_sunlight" working?

long anchor
#

asking cause my lights are also screwed after light patch

honest stag
#

since you asked

#

ah i see

long anchor
#

yeah _sunlight works

honest stag
#

what really?

honest stag
#

ey looks damn sick

long anchor
#

zombie said that every _property is kinda "independent" so it should work anyway

warm badge
#

thanks lol

honest stag
#

looks like a haunted house of the resident evil mansion
i dig it a lot

long anchor
#

wow i like it

#

for some reason it gives me that afraid of monsters feeling

#

you know

#

that mod for HL

honest stag
#

that will probably look so good in a night setting

warm badge
#

lol my friend told me it reminded him of an old zombie survival map, i didnt really have any inspiration other than i wanted to do a lakehouse kind of thing

honest stag
#

is there an interior yet?

long anchor
#

probably because lakehouses are scary

warm badge
#

hahaha, yeah, and yeah theres an interior

honest stag
#

oh sick

warm badge
#

its part of a whole level i blocked out back before the SDK released, theres also a cabin off in the woods but thats pretty WIP atm

honest stag
#

that sounds amazing
like an old horror movie layout or something

long anchor
#

oh oh

#

guys

#

i just thought about one thing

warm badge
#

haha yeah i had horror movies in mind, though i'm not a big horror fan personally but i mean ive always wanted to map for blood but couldnt get into the archaic editor, so this kind of scratches that itch for me

long anchor
#

one day someone will gather together and make collab map/mappack

warm badge
#

i have sort of a small campaign in mind but baby steps, just getting used to mapping for dusk for now, and starting with something simple

long anchor
#

i like it

#

those beams mmmm

warm badge
#

lol

honest stag
#

oh that's cool my man

long anchor
#

is there a property for sun angle?

honest stag
long anchor
#

SKELETOR RETURNS

#

is there a property for sun angle?
found it, it's _sun_mangle

summer dagger
#

where do you even add that property

long anchor
#

entity properties for brushes

summer dagger
#

oh

long anchor
#

it selects worldspawn and you can add sunlight, it's angle

#

also light property for all brushes

summer dagger
#

coolio

long anchor
#

yep

#

lool compilation with all these fancy light options takes much more time

#

regular takes like, second or two

honest stag
#

There is a price to pay for fancy lighting

long anchor
#

hmmm

#

sunlight

#

kinda works?

honest stag
#

Show?

long anchor
#

there's no light ents

#

one part is lit by sun but other isn't

honest stag
#

Huh
Pretty cool

long anchor
#

lol it's not

#

that means i can't really use sun

#

i heard someone said something about light_environment

#

what's this

small gate
#

(@vrisk) those supports on the tunnel are looking p. legit

long anchor
#

oh

#

maybe it emits like from sideways or something

honest stag
#

Thank
I still think that i camt top my previous map lol
At least it won't happen in a while
I had very special inspiration there

small gate
#

the only thing that bothers me about it is that you put like, whats the name of the shoulder triangle thingadoo (not an english native speaker so πŸ€·β€β™‚οΈ ) but the center beam isn't supporting much, if you don't mind me nitpicking

honest stag
#

Yeah i should somehow make that
I'll look for actual mine supports for reference when i get back to the map

lament ore
#

oh man I can't wait for custom gamemodes and shit once co-op is out

#

Sven Co-op.......2!

long anchor
#

duskball

#

kickin corpses

#

also parkour

#

getting bonus for triple flip or something like this

honest stag
#

Trouble in Dusk Town

lament ore
proven agate
#

Hello guys, recently encountered with a problem, i can not change turn (angle pitch yaw) around created npc and door direction in JACK? D: (or this is only my problemo?)

#

Everything facing East

long anchor
#

@lament ore these cliffs look gorgeous tho

small gate
#

all that with brushes & no displacements?

#

mighty patience to vertex edit all that

long anchor
#

@proven agate i guess you need to use same property as in TB - euler

honest stag
#

yeah the cliifs look awesome

long anchor
#

although angle works for me

proven agate
#

"euler" wtf is that xD

small gate
#

euler angles

long anchor
#

and i think it must work for you too

#

euler is custom dusk property

#

for rotating stuff

proven agate
#

LOL

ancient depot
#

I recommend avoiding euler

#

it's being removed soon

#

use angles from GoldSrc

long anchor
#

wtf Zombie

ancient depot
#

If the SDK was at 1.0 it would be staying

#

but since it's in alpha be prepared for changes like this

long anchor
#

best 2020 prank

ancient depot
#

Keeping euler would lead to confusion down the line since there's also angles

#

and euler works in a different coordinate system

#

so if you used angles with the same value as what you give euler, you'd get a different rotation

#

as a bonus, TrenchBroom supports angles so when we have our proper FGD kit out, you'll be able to preview the rotations in the editor

proven agate
#

good, good. ROXY

#

Anyways, can i zoom in (make it larger) map in JACK? (I need moar free space MOAR)
(any JACK users?ainsley)

lament ore
#

aw boo clip brushes aren't supported

#

@long anchor thx babe

#

@small gate yesiree

long anchor
#

babe? lol

lament ore
#

@honest stag thank u smooches

long anchor
#

imagine duskbabe

small gate
#

you just gonna stand there and let him xoxo you like that

lament ore
#

duskbabe or riot

proven agate
long anchor
#

tothetop riottothetop riottothetop riottothetop riottothetop

honest stag
#

😳

small gate
#

😳 what if we kissed under the erebus reactor 😳

lament ore
#

@proven agate what do you mean by zoom in? Like zoom in the camera view?

proven agate
#

LeatherneckDAWN SDKtothetop DAWN SDKLeatherneck

lament ore
#

Dawn Gal

long anchor
#

dawn galt

proven agate
#

Noah, there was a mistake in thoose words (dang it) i mean... scale up the size of the map.
I want a large map... coz JACK default size is small.

#

(woke up 30 minutes ago kek)

#

(it’s hard to think in your my own language, not to mention translating is pretty hard too)

long anchor
#

^ same ^

proven agate
long anchor
#

oof

#

i think you can't bypass size restriction

#

but again

#

i'm not JACKman

#

i'm TBMan

#

can't say for sure

proven agate
#

😒 😒 😒

long anchor
#

@lament ore you're using JACK, rightio?

proven agate
#

I can't, there is sum "walls" which don't let me out...

#

I'm taking my question back to me... (just didn't saw that feature on jack.hlfx.ru)

Large Map Support: the editor enables working with levels of large size, up to 262144 x 262144 units, now it is simply set up in the Preferences. Now one can easily crate levels for mods with a support of large outdoors.

#

But there is another size problem; will Dusk support larger map sizes??

honest stag
#

What's the difference between "angle" and "angles"?

#

Angle is just on the x axis with the exception of -1 and -2, and "angles" allows for an xyz angle?????

#

Just assuming

solid isle
#

The same. Angles is HL/ GoldSrc

#

both are supported; you only can have one though

#

also yeah for the most part

#

angles being goldsrc supports 0 0 0 orientation

#

whereas angle has specifics like -1, -2, 0-359

honest stag
#

alright gotcha, thanks

hollow laurel
#

hmm, for the euler -> angles thing, how does the order differ? i could whip up a regex for people to use in notepad++ to replace it in the .map

lament ore
#

@proven agate you can change the map size limit in the jack options. Keep in mind you'll need to use either Ericw's tools or Sven Co-op's fork of ZHLT to compile though, as original ZHLT enforces the map size limit

#

@long anchor ye

#

I don't think Dusk has any limit on map size as far as I'm aware, but Unity will start to shit itself if you go for really, really large maps

hollow laurel
ancient depot
#

@hollow laurel We'll be offering a migration tool later on for maps (both .bsp and the source .map, for convenience) that'll fix up things like that

hollow laurel
#

ah, okay, neat

ancient depot
#

but that said, let me get the formula for you

hollow laurel
#

since i think angles is.... x y z?

#

or y x z

ancient depot
#

angles(x, y, z) = euler(x, -y, -z)

long anchor
#

z x y 4Head

hollow laurel
#

so, it would be
hmm

#

aight

long anchor
#

@ancient depot how soon you'll remove euler?

ancient depot
#

next patch probably, the sooner the better

long anchor
#

is it like a couple of days or in the near future?

#

goddammit 😦

ancient depot
#

dunno, just whenever the next patch drops

honest stag
#

old maps will die for me again lol

#

oh well

ancient depot
#

if you really want, I can keep it in until we get the migration tool

#

if that would be more convenient

long anchor
#

nah

ancient depot
#

but I would strongly recommend that you use angles from here on out

honest stag
#

it's better to get rid of it

#

asap

long anchor
#

^

honest stag
#

like rip the bandaid off

ancient depot
lament ore
#

get rid of it asap yeah

#

nice

honest stag
#

F

#

You were good, son
Real good

lament ore
#

@hollow laurel you probably wouldn't notice it with a big cube, but Unity has a well known issue where if you go to extreme coordinates the vertices of models will go kinda haywire

#

it's because floats don't have enough accuracy for very large values

hollow laurel
#

oh yeah, saw a clip where someone got yeeted out

lament ore
#

yea

honest stag
#

My map :)

#

Crash.bsp, good times

hollow laurel
#

πŸ‘

lament ore
#

Hey @ancient depot do you think it would be possible for Dusk to detect if Half-Life and/or Quake are installed? Obviously it's gonna be a no-no to distribute copyrighted content but I'm sure people are gonna want to use stuff from HL and Quake, so it'd be cool if dusk could be like "hey we see you have Half-Life installed, do you want us to copy the content into the local folder for use in mods?"

ancient depot
#

That's absolutely something I'm considering, yeah

lament ore
#

Sven Co-op sorta does that for OpFor/BS and provides batch files to automate it

#

nice nice

ancient depot
#

But rather than copy the content, I was thinking we could use it in-place

lament ore
#

that would also be great if possible

ancient depot
#

It would mean I'd need to add support for goldsrc game definition files, and Quake PAK files, but it's doable and not too hard

lament ore
#

I thought Unity scripts were more or less sandboxed into their directory but I could be totally misremembering

ancient depot
#

not at all

#

you have full access to .NET

lament ore
#

o nice

#

gonna make this a dusk mod

#

Cursed Dusk where the weapon sounds peak more and more relative to how effective the weapon is

lapis hare
#

sounds like david's dream mod

small gate
#

all tracks, combat, ambience, all of them, harsh noise

lament ore
#

when will Andrew finally make a harsh noise soundtrack

#

fucking coward

lapis hare
#

he's not even an intellectual

#

smh

small gate
#

kick andrew, invite passenger of shit

sterile junco
#

what if you just mute the game

graceful hinge
#

oh boy so euler is rip huh

#

welp, better before i release the map then after

#

So can I just replace all the euler tags with 'angles' and its interpreted the same way?

ancient depot
#

no, you need to negate the y and z values

#

but other than that yes

#

so if you had 1 2 3 for euler, it now becomes 1 -2 -3

graceful hinge
#

bugger that makes group doing them a bit harder

#

righto, ill get on it

lament ore
#

you could open the .map and just find and replace with regex

spiral nexus
#

this looks like Stalker

lament ore
#

we gloomwood now

spiral nexus
#

where did you get those cool ass tree textures though?

#

I've been searching for forest textures for couple of days now

hollow laurel
#

The hills look cool also

lament ore
#

I created a separate wad and shifted the hue to make it look like fall

proven agate
#

hmm.. if i want sky on my map, which texture i must use?

#

hl'fish sky texture doesn't work D:

lament ore
#

I use the SKY texture from zhlt.wad

#

which iirc both ericw's tools and zhlt will turn any texture named SKY into the skybox

proven agate
#

Oh.. zhlt.wad must be located in the mod folder?

lament ore
#

No, nothing from zhlt.wad actually ends up in the final map

#

they're "special" textures

#

so it doesn't need to be in the wad folder, although there's no harm in putting it there

proven agate
#

Thanks kind sir chonk

#

There is really no way to add sum colors in here? (coz it’s not very pleasant to feel like a hero of a noir xD )

spiral nexus
#

add the DUSK wad through Quake configuration in JACK or make WAD3 using Wally

lament ore
#
  1. Remove all wads under Options->Game Profiles->Textures
  2. Select Quake map type under Options->Game Profiles->Game
  3. Under texture tab, select the quake.pal file from C:\Program Files\Jack\quake as the palette file
  4. Switch map type back to Half-Life
  5. Re-add WADs
#

You may have to repeat these steps if you add new WADs but otherwise it should remain loaded even though the palette file option grays out. This won't be a problem once we have a WAD3 version of Dusk.WAD. This fixes the Quake models as well.

proven agate
#

πŸ‘†This must be pinned (i think) πŸ‘†

#

Thanx again approved approved

small gate
#

it's an unofficial temporary solution, that's why it wasn't pinned I guess

ancient depot
#

Temporary, but important while it's temporary

honest stag
#

wait what happened here

ancient depot
#

Nothing particularly, just pinned some support info for JACK users

honest stag
#

ah alright

lament ore
#

JACK chads*

honest stag
#

Yea i use J.A.C.K
J
A
Chad
K

lament ore
#

Just Another Chad, Kay?

honest stag
#

Yeah i use TB
Thad
B

small gate
#

yeah we're J.A.C.K.ing it, whats the matter 😎

lament ore
#

ThadπŸ…±οΈ

fringe nymph
#

more like J.A.C.K.ing off

#

wankers

lament ore
#

race war now

small gate
#

as if you could hup fast enough to beat us

lament ore
#

this except mapping

spiral nexus
#

Virgin Trenchbroomers vs CHAD JACKs

fluid nimbus
#

raiden
squeeze my hog

rapid crown
#

@short sentinel here my dude 🀘

short sentinel
#

Thanks buddy!

rapid crown
#

No probs πŸ‘Š

lament ore
#

hi @short sentinel welcome to the party

short sentinel
#

Hey!

#

Just thought I'd check out what folks are doing with the SDK

spiral nexus
#

mostly memes

lament ore
#

and cliffs

short sentinel
#

That's looking good

lament ore
#

thx bb

#

are you interested in making maps?

short sentinel
#

At some point

#

Need to finish the hellscreen demo first

lament ore
#

wussat

short sentinel
#

Don't tell oshry I'm here or il get in trouble

lament ore
#

oshry doesn't look in here. we're safe in this channel

#

do you have any experience mapping for quake or half-life or similar?

short sentinel
#

That's hellscreen

#

I'm an environment artist but use maya mostly

#

Played around with Pro builder

lament ore
#

oooo. are you the main dev on hellscreen?

viscid sinew
#

oh dang the Hellscreen dev is here?

#

dank

#

welcome dude

short sentinel
#

I'm the only dev

#

Thanks :)

viscid sinew
#

noice

lament ore
#

I just looked up the trailer, that looks rad as hell buddy

#

you're probably gonna want to use TrenchBroom if you've never used any Quake mapping tools before, although we're split pretty even between TB and JACK in these parts

short sentinel
#

Trenchbroom I'm most interested in

#

I want to get to know it better for when I hire mappers for HS

lament ore
#

nice

rapid crown
#

Youre gonna hire mappers for Hellscreen? Hype!

#

Wow

#

That's better lol

lament ore
#

there's not much that TB can do that JACK can't and vice versa, difference is mostly in UI and how the tools operate

#

so up to preference p much

short sentinel
#

Plan is to get the demo done, get some funding and then look to the community to get stuff done

lament ore
#

super looking forward to how HS develops, looks cool as fug

rapid crown
#

What are you using for Hellscreen just now, Pro Builder or something? Assuming it's in Unity?

short sentinel
#

Aw thanks

#

Yeah, unity based. All modelled in maya

rapid crown
#

Ah

short sentinel
#

Photoshop and more recently quixel too

#

Tons of amplify

lament ore
#

Have you seen Realtime CSG? Gives you some of the functionality of quake mapping tools in Unity

short sentinel
#

But as long as trenchbroom can spit out objs I wouldn't mind people using that on HS

lament ore
#

iirc David plans on using it for future games

short sentinel
#

I think I tried that?

rapid crown
#

David has talked a out RCSG for future games I remember

#

The Dev for RCSG is making a new editor called Chisel. Looks promising

short sentinel
#

I want to investigate a maya vs tb/csg work flow for myself

lament ore
#

Orly? nice

short sentinel
#

Pros cons that type of thing

spiral nexus
#

Trenchbroom is more popular and it's recommended by Zombie and David, but since half of people have mapping experience from Source SDK - JACK is more natural to us

rapid crown
#

@short sentinel are you in the Trenchbroom discord? Or Quake Mapping one? The main Dev(s) hang out there

lament ore
#

TB/JACK/CSG are great for buildings, architecture, and the like. Blocky stuff. Maya and internal Unity tools work a lot better for Terrains

short sentinel
#

I'm not in the tb server

lament ore
#

What a lot of Source mappers will do is make the architecture in Hammer then "decorate" with models made in Maya/Blender/Sketchup/whatever

short sentinel
#

That's been my work flow too but from maya

spiral nexus
#

also TB has substantially more tutorials and documentation available, JACK is mostly trying to incorporate Source VHE knowledge

short sentinel
#

Level geo in maya, dress in unity

rapid crown
#

DM'd you @short sentinel

lament ore
#

JACK is almost a carbon copy of Hammer so p much all Hammer tutorials translate fine to JACK

#

which gives it a good 20 years of tutorial material lol

short sentinel
#

Oh nice

#

That's cool

spiral nexus
#

there are some quirks to JACK compared to VHE, but usually you'll find things by Googling

lament ore
#

yeah JACK is/was essentially a rewrite from scratch of Hammer by a bunch of Russians. More stable and a couple extra features but essentially the same.

#

Sledge was another project with a similar ideology but sadly ceased development while still in beta

#

it's usable tho

#

Sledge is also open source unlike JACK

spiral nexus
#

I noticed in terms of videos, TB has more cohesive tutorials, 90% of VHE tutorials are people with toothbrush mics trying to explain for an hour how door works

lament ore
#

that's true but that's probably because there's only like two or three dudes making TB tuts so far lul

rapid crown
#

And Dumptruck is a professional video editor so he knows his shit

lament ore
#

Oh yeah, @short sentinel a big problem I've personally had with TB is the lack of primitives

short sentinel
#

Can you save stuff out? Like prefabs or templates?

lament ore
#

TB is great for free-handing weird shapes but it's unnecessarily obtuse to make simple shit like a cylinder or god forbid a dome

fluid nimbus
#

there was a gif on twitter of someone doing it in like, 20 sec

#

a sphere

rapid crown
#

Yeah I shared it

fluid nimbus
#

kk

rapid crown
#

It was Bal I think

#

I can get it again

lament ore
#

in JACK you just select sphere lul. didn't say it was impossible, just obtuse

fluid nimbus
#

it was on the TB dev's twitter

lament ore
#

@short sentinel you can make one and copy paste it where needed but that's as close as you're getting to a prefab on that I think

#

lemme try to find that gif

short sentinel
#

Thats not too bad

lament ore
rapid crown
#

Ah it was Muk, thought it was Bal. TB definitely needs primitives, but I suspect the Dev will add them at some point

lament ore
#

not trying to knock TB too much tho, other than some missing things like primitives it's a great tool and I'd happily use it if JACK wasn't an option

rapid crown
#

I've never used Jack, but I'm comfortable with TB for now so will keep using it. I recognise it's shortcomings though

lament ore
#

yea like I said there's not much of anything that can't be done in one tool and not the other, it's mostly just preference

#

I do really wish TB had WAD3 support tho since Sven Co-op has a nice database of distributable WAD3 textures packs I can use in Dusk

honest stag
#

What's the difference between wad3 and wad2 anyway

#

if i didnt ask already

lament ore
#

WAD2 is the format Quake uses and requires a palette file

#

WAD3 is used by Half-Life and each texture has their own unique palette of 256 colors

ancient depot
#

Yeah, that's basically the only difference

#

Although I believe WAD3 can still store textures that require a palette

fringe nymph
#

wait how do i use makewad.exe

small gate
#

surfaces by revolution, neat trick

fringe nymph
#

i need to make bat file?

lament ore
#

or call it from the command line

fringe nymph
#

k

#

makewad <in folder> <in palette> <out wad> i hope this is obvious enough for me

lament ore
#

you'll get it once you try it

ancient depot
#

As an example: makewad textures palette.lmp mywad.wad

lament ore
#

You can also use HLTextureTools to make a WAD3 or Wally for WAD2 or WAD3

#

if you want a GUI or a WAD3

fringe nymph
#

just like i expected it

ancient depot
#

HLTextureTools is likely better for most users

#

makewad is designed for automation

short sentinel
#

Does the SDK let you mess around with the camera at all in unity? Effects etc

lament ore
#

darn shame TB doesn't have WAD3 support so HLTextureTools can't be used for that

ancient depot
#

Not currently, but we have some ideas to allow for custom shaders

fringe nymph
#

oh so makewad is solely for WAD2 not WAD3

ancient depot
#

It's not possible to directly support custom shaders in Unity without requiring modders to install the Unity editor though

#

and even then they have to distribute separate files for each platform

short sentinel
#

Ahhhhhh

lament ore
#

@fringe nymph currently yes but that'll probably change in the future

ancient depot
#

makewad will be getting WAD3 soon

lament ore
#

@ancient depot wanna hear a stupid idea

ancient depot
#

sure lol

short sentinel
#

Do it

lament ore
#

Unity Ubershader that emulates GLSL or something similar

ancient depot
#

that's literally the plan lol

lament ore
#

oh

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that's a great idea

small gate
#

fpga-like LUT implemented on GLSL with feedback shaders

#

what could possibly go wrong there

lament ore
#

anyone here ever read the Dolphin Developer write up of their Ubershader that emulates the GCN GPU ""shaders""

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it's a wild ride

ancient depot
#

That's what inspired me, actually

lament ore
#

we are boomer kin zombie

ancient depot
#

I read it ages ago and I thought about it again a few weeks ago

#

then the idea hit me and I was like "wait..."

small gate
#

broke: ubershaders

#

woke: render it all with LLVMsoft

short sentinel
#

I'd love to do mod tools for hellscreen but honestly think it would be better just to port that shit to dusk

small gate
#

galaxy brain: hook d3d11 on your own app

short sentinel
#

Ha ha

fringe nymph
#

Quake/HL dosent have anything like Build Engine/ZDoom portals by default? (and i dont mean teleportation, and level transition would break the pace)

ancient depot
#

Once we release the source the plan is to start separating parts of it into packages you can install via the Unity package manager

#

So if you wanted, you could just install com.newblood.bsp or whatever

lament ore
#

@fringe nymph I don't think so but remind me of what portals in those engines are again pls

small gate
#

that is an absolutely beautiful idea

lament ore
#

it's been a LONG time since I messed with ZDoom

ancient depot
#

Seamless portals, probably

fringe nymph
#

^

ancient depot
#

Think of the game "Portal"

lament ore
#

oh shit you guys are releasing the source code to (parts of?) the SDK? fuck yea

ancient depot
#

They're useful for making non-euclidean geometry

lament ore
#

Ah, no, it does not

ancient depot
#

The entire source is being released when it's ready

fringe nymph
#

you go through linedef to be casted out of another linedef without interruption

lament ore
#

OH FUUUUUCK hell yeah

ancient depot
#

Likely under the MIT or ISC license

small gate
#

"portal" is such an annoying term, so many uses

ancient depot
#

Functionally identical licenses so it's not like it matters much to end users anyway

lament ore
#

I once wrote a portal implementation in unity that supported passing physics object through the portal but I could never get it quite right. There was something funky about applying forces when it was sitting in the middle of the portal

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but if you just like, chucked it through the portal it'd work seamlessly

ancient depot
#

They're very hard to get right

lament ore
#

maybe I'll take another crack at it after I go through linear algebra in Uni lol

short sentinel
#

Unity package stuff sounds cool

lament ore
#

Hopefully I get my map done today because I won't be at truck gate next week so I won't be able to play on my laptop the entire day lol

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@ancient depot you're gonna enable a fucking explosion of boomer shooters once you release that stuff. Just write a character controller, some weapons and enemies, and make your maps for Half-Life? my goodness

ancient depot
#

lmao

lament ore
#

Civvie's gonna have potential video content for decades

ancient depot
#

well you can technically already use TB to map for Unity, since it can export your map to .obj

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although you can't import entities of course

lament ore
#

Yea but

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yea

#

I should find my old build where I was implementing GoldSRC stuff in Unity

small gate
#

can't you just segment things on obj tho?

ancient depot
#

I mean like the entity defs

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Like func_whatever

small gate
#

I didn't think about properties on the ents hm

lament ore
#

You could in theory just place all the ents in unity after you make the map but that'd be a bad workflow

ancient depot
#

I've got a whole bunch of stuff I wanna put out once we get the source ready, I just haven't announced any of it yet

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Gotta gauge expectations lol

short sentinel
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Or put down placehokder objects in tb and use a find in replace in unity?

small gate
#

I want to see that fucking language implementation that's for sure

ancient depot
#

Wouldn't work since you wouldn't have the entities at all

#

Since the entities are defined in a text file embedded in the BSP

short sentinel
#

Sure but if you had the equivalent prefabs set up in unity it would

#

It would be ass backward

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Ha

onyx marten
#

is teleporting monsters in possible atm?

lament ore
#

well the obj export wouldn't have the entities obv but

ancient depot
#

Depends on how the .obj gets exported probably

lament ore
#

If you have corresponding entities you could write a serial importer and read from the .map fairly easily

ancient depot
#

Yeah, .map isn't hard to parse luckily

short sentinel
#

@ancient depot totally

ancient depot
#

@onyx marten If you can get them to walk into a trigger_teleport, yes

short sentinel
#

Tbh I'm guessing and talking out my ass because I haven't used tb yet

small gate
#

you could probably store ents as 0 volume geometry and use the comments to store properties

#

but that's absolutely disgusting and I love it

short sentinel
#

Haha

lament ore
#

The entities from .map are basically just copy pasted into the BSP anyway. It's actually fairly easy to edit the entities in a compiled map, you just can't change the architecture

onyx marten
#

ok so spawning em in when u pick up a key or something isnt?

short sentinel
#

Man I wish I got into mapping earlier

#

I mean I love using maya but there's a level of tech you don't get with that

lament ore
#

Idea to make monsters teleport: Have them in a box standing on a door. Pull the door out from under them forcing them to drop into the teleporter

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would only work for non-flying enemies obviously

ancient depot
#

for flying enemies you could use a door to push them into the teleporter

onyx marten
#

yeah that seems like a good idea

lament ore
#

@short sentinel yeah mapping with any sort of mesh tool, Probuilder included, is a pain in the ass

#

oo good idea

still raptor
#

Lol

#

Now that's some jank mapping shit

#

Love it

lament ore
#

mister magoo your enemies into position

short sentinel
#

ACME monster removal

small gate
#

you could have a teleporter stuck parented to a crusher

#

so you can teleport monsters at different times

#

since you can have the teleporter brush geometry just go wild

lament ore
#

God I fucking wish I could find it but there was a tweet someone made about trying to get this complex sequence of events to work in GoldSRC and they eventually resorted to having like a train push something to fall into a trigger or something like that. Like just some wacky-ass rube goldberg shit

small gate
#

my favorite one is from bethesda tbh

lament ore
#

oh god

#

no matter how badly made your game is it will never be as jank as a Bethesda game

small gate
#

scrum master: 30m and I need that train done

#

dev: πŸ€·β€β™‚οΈ it's npc now

short sentinel
#

I love that

short sentinel
#

What do you folks do about level design? Any resources you use in particular or just run with it?

lament ore
#

What do you mean?

short sentinel
#

Like do you have guidelines for map layouts in terms of gameplay?

lament ore
#

AH

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I've been on this journey the past few months

#

there is shockingly little literature on how to design maps for FPS gameplay

short sentinel
#

I'm quite hungover so I might not be wording stuff properly

#

Iv seen a couple of cool one shot images of tips etc

small gate
#

as a general rule of thumbs, play games you think are good, see what works and doesnt about level design

lament ore
#

Andrew Yoder has a great article on the "door" problem of FPS level design that is a great primer text on designing FPS enemy encounters

small gate
#

is the level design complimenting movement? does it make for fun encounters?

lament ore
#

There's an article on how FEAR places its cover that is a good read

still raptor
#

I think when I start a map, it's usually based on a single idea or objective

#

And expand from there

lament ore
#

Past that, it's really just throwing shit at the wall and seeing what sticks

small gate
#

if you want the map to look good, references

#

google shit good

lament ore
#

It helps a lot to think about how your movement and enemies lend themselves to fun encounters

#

David and I had a great discussion on it earlier in this channel