#dusk-modding
1 messages Β· Page 38 of 1
It's better for most people to use stuff like HLTextureTools and TexMex anyway
makewad is intended for automation, but can be convenient if you just want to shit out a wad from a folder full of images
when i put in texturefoldername am i supposed to put the whole path or just the folder name?
Both work
are _ accepted?
It supports relative and absolute paths
So if the folder is in the same folder as the program, then just the folder name will work because it's a path relative to the exe
And yes
huh
There's no character it deems "invalid" as of now
Meaning you can use non-ASCII characters in the texture names, but don't expect tools designed for Quake to be able to handle those
i'm using "makewad dev_textures palette.lmp dev_textures.wad:"
that should work
Is the exe inside the actual folder containing the textures instead of just outside of it?
yes
that's the problem then
the structure should be
/
makewad.exe
palette.lmp
textures/
textures go here
note that if you have them all in the folder
doing makewad . palette.lmp dev_textures.wad will work instead
np
i didn't even though that starting cmd in a specific folder was a thing you could do
It comes in handy
You can do it with powershell too
depending on your version of windows, if you ctrl+shift+right click in a folder, you'll get an option to open either CMD or PowerShell in that folder
here's a small package of dev textures to make laying stuff out quicker
for the tutorial I just recommended typing cmd into the address bar, since the ctrl+shift+right click method can give you a different shell depending on your windows version
less potential for confusion
neat, should probably pack a txt with those instructions alongside it though since the ones on github are pretty daunting
Yeah, the GitHub instructions are primarily developer-facing
The wiki is where all the user-friendly info will go
how far along are you guys in regards to the wiki
It's in the process of being set up
Hopefully gonna have it ready sometime over the week
"ready" in the sense that there's the very basic information there
ah neat, where will it be hosted?
On our website, so likely newblood.games/wiki
ok
I hate how Windows 10 has PowerShell by default when you open with sub-menu or shortcut
PowerShell is overall a more useful tool, but CMD is more familiar to most
You get access to all of .NET with PowerShell, which is great for writing scripts
It's also needed for installing Chocolatey, which is mandatory for any Windows install imo (a Linux-style package manager)
I hate how need to mount programmes and stuff if you wanna use CMD programmes in PowerShell, when CMD will execute them by default if it is in the folder as the CMD is in
works as intended
You just need to put .\ before the program name if it's in the same folder
.\program arg1 arg2 arg3...
well i gotta eat folks see you later
seeya
It has to hold onto a lot of weird 90s stuff for backwards compat
other than force deleting files cmd is completely useless for Windows itself, so it's main purpose is mainly for programmes without GUI it seems
I think backwards compatibility is what bit Windows' ass in the long run, because it has become into this Frankenstein's monster of an operating system now
Backwards compat is the ultimate vice
I have no idea what to think about Windows
there are lots of things that piss me off about it and at the same time it does its job I guess
to quote one famous creative director and CEO: it just works
is there currently a way to make clipbrushes in trenchbroom that works with dusk?
Not yet
darn
I'll try and get it in for the next patch
just make straight tall walls for now
Just a matter of making anything with a texture named clip invisible after all
i tried the clip from the prototype wad and ingame they were completely invisible but the player was also able to go through them, so i thought i was doing something wrong
backwards compat is the ultimate vice
he says as he supports map formats from the 90s
weird, for some reason the sdk beta reverted back to normal dusk
he says as he supports map formats from the 90s
I am not a consistent person
@ancient depot Is the fix for enemy pathing and doors in the near or distant future, you'd say?
Dunno yet
aight
@ancient depot Oh, I was meaning to ask you: in the campaign you can hear Leathernecks etc making idle sounds, will this be the case with custom levels as well once the sound has been fixed or will they remain silent until they spot you?
It should be fixed
Things should behave the same in custom maps as they do in the campaign
If they don't, it's a bug
Alright π
water confirmed for next patch
Skelebones would be happy to hear this 
Bless you Zombie 
Actually there's probably some really cool map concepts you could probably do with the way dusk's underwater gameplay works as a matter of fact
Yeah, we got a nice little taste in Episode 3.
Maybe I'm dumb but water worked for me?
@onyx marten func_water works, but vanilla Quake maps don't use func_water so they had to have water determined a different way
Oh ok
monster closet
why does your map have a huge asshole in the middle
is that just water or liquids in general
walking around on solid lava is an interesting experience
There are boneballs in there
@sturdy tide I'm gonna look at making lava and slime work also
nifty
but is this mod compatible with brutal dusk?
it's compatible with toast.mod
@iron needle So water will now be transparent/moving like it did in Dusk?
func_water is unchanged so far
This is just for Quake water that determines water/lava/etc based on texture
Ah π¦
@ancient depot What you think? https://tomeofpreach.wordpress.com/quoth/tutorial/func_breakable/
i need to figure out these mods
@crystal lily That's weird, since it conflicts with information from here: https://developer.valvesoftware.com/wiki/Func_breakable_(GoldSource_Engine)
Namely, the spawn flags
func_breakable doesn't exist in vanilla Quake, it was added later in mods like Quoth, so you can't compare it to GoldSrc stuff
also flags and kays won't match, because coder define them in QuakeC, so they could name them a,b,c and use flags starting from 8196 and up instead of 1
also in different mods keys can be used for different stuff
in Quoth:
dmg - The amount of damage each chunk of rubble should inflict when it hits. Default is no damage (as of Quoth 2.1).
in AD:
dmg - explosive radius damage (emits from center of func object)
same key, different usage
I figured that would be the case
I have some ideas to get around it, but we'll see
but in vanilla there is no func_breakable, and I doubt you'll support full AD/Quoth, so just make some most common implementation used in Quake mods
It's currently based on GoldSrc, but I'd like to support AD & Quoth
As I said I have some ideas, but I need to well, actually try them first
AD has shit ton of entities + some logic stuff, I guess majority of maps will be broken without some AD specific stuff scripted in Dusk
it will be pain in the ass
I'm well aware, but it's not like everything hasn't been a pain in the ass already lmao
Can you list a few of the fixes/additions that'll be included in the next patch, if it's not too soon to tell π
just went through git and checked, I think the last few might already be in? I forget what revision the current patch is on
func_plat implemented, func_platrot implemented as func_plat clone for now
support for water (textures beginning with * or !)
miscellaneous lightmap fixes
fixed non-lightmapped objects having their UVs flipped vertically
potentially fixed models turning completely white (unverified)
upgraded to unity 2020.1.0a18
removed "euler"
fixed monster_generic breaking map loads
bullet decals now appear on level geometry
trigger_counter objects are no longer visible
func_button can no longer erroneously link to a func_door
disabled achievements
added support for triggering entities when picking up items
fixed trigger_multiple being triggered several times by the player at once
F in chat for euler
support for triggering entities when picking up items?
i guess it works by just giving an item a targer?
target*
yes
oy boys map dos get in https://twitter.com/CrypticJacknife/status/1218525340517060611
yoooo that looks cool as hell
hell yeah my man that looks awesome
1.777 lights holy fuck that must have taken ages to compile
I'll check it out, looks great
hahaha, I like that you used the button trick
what's the button trick if i may ask
having one button inside another so when you press it, it looks like the texture changes
That was a very cool map, makes me wish we had music support already
once we'll be able to edit the UI textures, will png be the only supported format for replacements?
I was thinking if it would be possible to have animated loading screens via gifs
I'm trying to load Jackknife's map but it keeps loading without textures. I'm not sure what to do https://i.imgur.com/RgO0l5i.png
I have tried loading the dusk resource pack in with the map, and even ripping all the resources out of it and putting it in the same "mod" and it won't work
https://i.imgur.com/rwEWiHQ.png
note that the sounds and enemy textures work fine even without doing all of that stuff (i.e. literally just a folder with a maps directory)
You have the palette file?
probably not
Get the quake 1 one from quake wiki, drop it into the mod folder but outside of the map folder
palette.lmp?
yis
do you still need to replace the entities file to fix the entities in the half life maps?
yeah it's still not working
oh, ok. Now it decided to work after I disabled/re-enabled and died
Replace the entities file?
Nah you just need to type the names from the txt file as the entity names
They will be just sqares so cant know the scale sadly but still
Actually, func_bread made a custom fgd for them
It's... Somewhere here
I found where it mentioned this in the pins. if quake format maps require a special palette file that's not included with the mod, isn't that going to be problematic in the long term?
Both from people not mentioning the quake format and/or not including it because they have a funky setup and either forgot or didn't realize
Well the sdk is still in an early stage
Just being able to load maps is a blessing for me
np
where is the modding menu
Make sure that you launched the SDK version of Dusk
is it not launched from the main one?
It's a beta branch - check the pins for password
I am on the beta branch
The one you unlock with the password?
yea
go into the local files - SDK folder and launch the dusk_win.bat
that should do it if it doesnt launch from steam i suppose
alright thanks
somehow i did angles 0 180 0, and euler 0 180 0, essentially spinning the guard and doing nothing
lol well at least you noticed
yeah, now there's a section in my map where you sneak up on a guard who's taking a shit
that sounds fucking great honestly
lol reminds me of that scene in wolfenstein TNO when you kill a guy taking a leak
i still cant fucking believe the 1.777 light things
i have 42 in a tiny map and it takes ages
to compile
did it take him like a full day to compile the map or something
finally got my lazy ass to actually do something and start adding details
@agile gust Getting some serious Goldeneye feels from that picture π
the map is heavily inspired by dam and facility with a few liberties taken
@honest stag that looks so ambitious what youre doing and i cant wait to see the result
@honest stag that looks so ambitious what youre doing and i cant wait to see the result
my maps are all really tiny, like 2-5 minutes tiny
sadly i care about the atmosphere waaaaaaay more than gameplay
so all enemies and weapons are a second thought
but thank you
I wish i hade the patience like you to make big maps lol
That dam looked DAM impressive haha 
it looks a bit better than it did before like with the proper lighting
fullbright hurts the eyes imo
is anyone else not able to load custom maps?
it loads for a second on a black screen, then shows flavor text "ESCAPE", and just gets caught in an infinite loop with the "prepare thyself" and "press any key to enter the horror" both at the same time
nevermind. the anomaly objects were the problem
ive had the escape screen of death a few times
that means the map loaded but there's no way to spawn anywhere @cosmic copper
can be caused by a bsp not compiling properly too
if youre using hl1 compilers make sure there's no leaks in the map
there's no vis yet so leaks don't matter
they do matter with the compilers i'm using
rad wont run properly
with leaks in the map
iirc ZHLT should compile map anyway despite having leaks in it
anyway it doesn't correlate to the problem BenjaGuy is having
he fixed it now anyways
is it possible to replicate the basketball secret from dusk? @iron needle
not at the moment
I'm trying to do lighting in my map. The color for the lights in Dusk dont show up. But in Quake they do
im using _color for the lights
Does it matter what type of light entity they are?
Coloured lights aren't supported in Quake format maps.
Not sure if they're supported in HL format maps either but who knows.
I played the half life maps and those lights are colored
oh, im using darkplaces
giving quake 1 colored lighting
proper quake 1 does not have colored light
that said, we will be supporting .lit files
its just not ready yet
however, if you compile your map for half life, your colored lights will work
I'll try that. Thanks
@DarthZombie The button trick is a pain in the butt because you need to be stupid particular with the border texture, high risk of flicker :< Worth it though
Oops Discord names have spaces @ancient depot herp
Yeah, I can imagine
Will buttons be textures that change appearance when they are used like in HL or will they be entities?
They're still entities in HL even when they only change appearance
They just don't move
To answer your question, I'll repeat this:
Yeah I meant textured func_buttons vs placeable entities
The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc
Right
We're going for a minimum of full entity-level compatibility (excluding enemies, for obvious reasons) between Half-Life and Quake
Enemies will of course remain as aliases for Dusk enemies, and we'll probably release a "compatibility mod" later that adds Half-Life functionality to some of them to make the game beatable (for example, the Gonarch scripting in Xen won't work without that)
and way down the road if you felt like it, you COULD add quake and half life enemies
but we cant do that because we cant distribute assets that dont belong to us
no this is actually proper support
sweet
renderamt is next
Thatβs cool as hek
renderamt added
π
lack of transparency has been bothering me so much
so I'm glad to finally get this in
I embarked on a grand journey of 45 seconds to create those transparent ladders how dare you diminish my art
hahahaha
i have no idea what that is
shall look into it
a value from 0-255 indicating transparency
oh hell yeah transparency finally!
as a renderamt field in the entity?
yes
Oh neato
@graceful hinge for reference, renderamt 128
π oh yis. I'll fix it up for the update
we also support clip, skip and *waterskip now
so you can fix underwater areas having "water walls"
oh thats a different procedure than just making the brush transparent?
or does it do weird layering of the two?
You make the sides of the brush *waterskip
I see π§
(not on mydesktop right now) Are these changes live?
nope
Next week, probably?
Likely sometime during the week
Just implemented multisource, ||the Half-Life microwave now works as a result, and with that knowledge you might be able to infer some improvements to func_breakable π ||
so it wasnt gordon who ruined dr. magnusson's casserole all along
he was framed!
dusk dude just brutally gibbed it
this is probably the most exciting update yet, transparency and ||MICROWAVES||
did someone fuckin say transparency
GASP! Fiddlesticks! The casserole is ruined! But what if... I were to take unstable testing elements and disguise it as my own cooking? Oh ho ho ho ho ho! Delightfully devilish, Isaac.
(Dr Kleiner takes off his lab coat and runs into the lab. He puts his leg over the test ch...
When the sdk gets a little better, can someone make a demo editor for makeing tasses? That would be cool and the speedrunning community would appreciate it. π
I just had a great idea where's the minecraft texture wad
Transparency?? Heck yes!
@ancient depot FUCK YEAH TRANSPARENCY
Also did you notice that a lot of the texture names are too long to be used in a WAD3
cuz that's a problemo
Here's a WAD3 version of DUSK.WAD but if any of y'all use it you'll need to include this wad with the mod because some of the filenames are different due to the filename length limit
Wondering the same. I don't think the patch that adds transparency is out yet though.
patch is not out yet
but the render mode that enables transparency in Half-Life is supported now apparently
Interesting patterns in the lightmap π€
youll be getting lightmap fixes too
i assume youre mapping half life there?
half life lightmaps had a pretty significant bug
and those have mostly been fixed
next patch
naisu. yea, hlbsp
Lightmap fixes? Is quake 1 included cuz i would like those
there were some changes to the q1 stuff yes, but the hl fixes are far more significant
if you have specific examples of quake 1 lightmap issues please submit them here
1 moment
there, on the thing's body
it's a flat surface but has these weird shadow lines over it all the time
i thought it was because of the details but they just dont fit
if you wouldnt mind, dm me the bsp, and the .map
will help us troubleshoot any issues
That may or may not be fixed, we'd need the bsp to try it yeah
dropped it to 500, do you need it?
that would be appreciated
@lament ore The long texture names thing has been known from the beginning yeah
That's what causes some duplicates to appear
was about to mention that lmfao
fucking lol really?
the texture names must start with either * or ! for that to happen
well i guess that's cool
lol
is it moving now too?
yeah
yeeep
oh that's cool
yeah you can noclip into them
hm they shouldnt be that shiny tho
hey can you try pressing the sink button
in the kitchen
they go fullbright because they have the water shader
Will transparency will work with Quake maps after the patch?
yes, I kept rendermode and renderamt enabled in the Quake behaviour mode
Sweet π
you can also use func_detail and friends for transparency
I don't think func_detail works in Quake maps, the closest thing I can find is func_wall?
I mean func_detail_fence, etc
func_detail
func_detail_fence
func_detail_illusionary
func_detail_wall
is that TB?
Yes
maybe the detail brushes are missing from whatever fgd is in use
they're extensions supported by ericw's compiler
@honest stag you can use rendermode and renderamt on anything
I posted a screenshot of the Half-Life windows with transparency
Yeah you are right π It wasn't included in the fgd.
Switched to standard quake and it worked
ohhh alright alright then it's awesome
Can't wait to add actual fences etc.
you can just name it yourself anyways
as long as its named correctly the compiler will make it work
mhm
@balmy thorn ericw's tools support func_detail iirc
it's just not in the default quake fgd
because it wasn't invented until Source (or Opposing Force?)
is that like func_vehicle?
like func_vehicle in what way
they do completely different things but they're both solid entities if that's what you mean
im just being coy
@honest stag are you familiar with how BSPs work
nope i have no clue
For reference, an AD map
without going into too much detail, surfaces will subdivide other intersecting surfaces. if you do something like put a cylinder touching a flat floor, the cylinder is gonna split the floor surface up into a whole bunch of triangles
so typically the cylinder would be made into a func_detail to avoid it breaking up the floor surface and generating unnecessary triangles
ah alright alright
So optimization?
it's an optimization thing, basically. iirc func_wall does the same thing (as a side effect) but it's the primary effect of func_detail
yea
Hi, any news when we can import new models and animations? more specifically weapons?
Later on, that needs some work
Likely next month or late this month
nice
Awesome
I wish I knew how to mod dusk so I could do dumb stuff, but my grasp of computers is very limited
Might as well sink time into that now eh
I have too many projects I work on IRL unfortuneately
Ah that is unfortunate
I'd love to be able to expand on the melee weapons and system
go full medieval
I just wanna see an M16A1 in dusk because uh v i e t n a m aesthetics
with an m203, complete with the boxy handguard?
perhaps
im more fond of the triangular handguard tbh
also just as cool, i was thinking of secondary fire though
if its ever possible that is
im sure it could be
mortar and sword have secondary functions, dont see why not
i dont know how dusk handles coding, but im sure its probably do-able
tho a Colt 723 with M203 with the boxy heatshield would be dope af in dusk
It will be in C but that's irrelevant to what will or won't be possible
anything that deals with code is like, voodoo magic
What will be possible will depend on how many and how much of Dusk/Unity's systems will be exposed to us in scripting
@gritty forge it's not so bad. I am/was writing a transpiler a while back. Preddy fun
secondary fire and ammo counts have to be possible right?
well, when you are more "mechanically inclined" like myself, anything that deals with numbers kinda stumps me.
Dont see why not
@gritty forge I'm sure it probably will but like I said it'll depend on how much is exposed to us
then again, building ARs is easier then making a thing in BASIC or C
also hopefully reloading. I know its against everything dusk is, but i have a soft spot for it.
For example: if we don't have any sort of access to the inputs and the function callbacks they trigger, secondary fire wouldn't be possible
It'd be a pretty lame SDK if you didn't have access to that lol
Right I would assume we'd have that much at least lol
but there will be some limits to what we can do
either way, i cant code. I just want to model weapons, ill leave the implementation to other more intelligent people
ultimately no there wont be overall
because it will be open source
via scripting yes you can only do so much
Hard POG
ye speaking on scripting
So all of DUSK code is going open source? That's pretty sick. I thought it was just gonna be the "SDK bits" i.e. the BSP importers and such
found this recently, I really want to do something like that https://sketchfab.com/3d-models/dusk-revolver-44b89739c81d44aab80c64bd57221153
A (very) low res revolver in the style of the game Dusk. - Dusk Revolver - 3D model by Rurre (@rurre) [44b8973]
Ah, I'll wait for official announcements, then :v
the sort of plan is for the sdk to be a complete encompassing rewrite of the game
as it currently stands, thats not the case
would fit in the game extremely well
and there are parts of dusks code that cannot be open sourced as is
I feel like something a little more rustic looking would fit in as a revolver, but thats just my 2 cents
Stuff from the asset store you can't distribute, no?
pretty much just the save system
hmm
david used EasySave
@gritty forge something like a slightly rusty nagant revolver?
Does that mean saves are borked beyond repair
I was thinking more Single action army or Smith and Wesson Model 3
@gritty forge no it means there's a $25 asset used in Dusk that they can't distribute
also wow that revolver rules
no it just means that the SDK in order to be open sourced, will need to rewrite the save system
@gritty forge He also made a hook instead of a hand weapon, as I understand it.
Surprised no other assets are used tbh
there are some that exist in the project but ultimately didnt get used
Ah
@wooden pier just clicked on his profile now and seen it, cant help but imagine DUSK with titanfall 2 grappling hook physics
Hell, I just loved the gun design in hunt showdown.
even though though that would horrendously break the main game
I'll probably start with static objects because I have no idea how to animate a weapon.
Is it worth it to learn JACK if i'm comfy with TB?
Like is that better in the long run
It's down to preference. There's not much that one can do that the other can't.
If you're comfy with TB you're probably fine staying with it
I think most DUSK weapons would be done relatively simply, none of them have moving parts besides the crossbow.
once I get the rank for image permissions, I have tons of reference images of firearms and I own a few myself if you need to learn something or need to model a specific thing
Well i hope it won't hurt me later on lol
well the levers on the shotguns move IIRC
oh yeah, apologies i havnt played in a while
@honest stag the only way it might hurt later is if you wanna use WAD3 or HLMDL stuff which isn't supported in TB (yet?)
id assume most of the animation is just positional though
the slides on the pistols as well
and thats correct theyre all very basic transforms
Wad3 isnt a thing for TB? for real?
like for low poly stuff, you dont really have to animate too much if its at a relatively fast frame rate
talking about it, models from the game in open source?
WAD3 is Half-Life WAD format. TB's first priority is Quake. It supports the Valve .map format but not much else from Half-Life yet
there's been a lack of people working on it in TB
WAD3 originated from Q2 afaik
the models will not be part of the open source
youll have access to them if you own the game
^
and can freely use them in mods
but the open source license applies only to the code/project files
say for example, if one was to model and animate a pump action shotgun for dusk, only the pump would move independently of the entire model? (does dusk have shell casings?)
@ancient depot did it? Idk about that. Doesn't TB support Q2? Also Wally lists WAD3 as the "Half-Life WAD" format and Wally was made for Quake stuff originally
I could be wrong
dusk has ejecting shells for the shotguns, pistols, and machinegun IIRC
that would be a pretty easy mod to make
pick them up and throw them
@still raptor I guess I was wrong. I was wondering if I could access them now by owning a copy of the game.
Oh also the rife
Rifle
once i upgrade from this archaic handmedown computer, im jumping straight onto modelling again.
the models will be made available in an open format when theyve been properly exported, that process is still underway. so the only way to access them for now is to rip them from the game
various extractors for that are available
mood
STOP
me after I fire 10 mags of .308 in my G3
its a PTR-91 but its basically an american G3 copy made under license, but I digress.
should I wait for the export?
I dont have much from my old portfolio, but here is something from 2014 https://imgur.com/a/nIOjmoN
Oooh looks good
either way its just unpleasant rifle
I love my G3
so i think dusk weapons should be easy enough, despite the hiatus
then again, im a masochist lol
thats up to you, really, depends on what you want to use them for]
nice shotgun
looks cool
a winchester 1897 would be dope in DUSK
it did end up fully textured and animated, but i havnt touched 3d in nearly 5 years
so i think dusk will be a good place to get started
Wow, I just finished my basic blender course π
hey question, so textures starting with * are waters
what are textures that start with +?
do they change textures when activated?
since from what i see they are all buttons
alright gotcha thanks
holy shit, i forgot about this https://www.youtube.com/watch?v=OOb0MZcnt0w
My 1st year animation project at college, focusing on weapon loading and firing animations. Everything besides the meshes and textures were done by me.
this is so bad
gotta start somewhere
everythings SO SLOW
but yeah, im hoping thats enough to be able to put some cool new weapons and animations into dusk
I'd like to see the structure of the models, but I have no idea how to get them out of the game or what format they have.
I'm very, very new at this.
Id be interested in dissecting the current ones as well
seeing how its already done gives a good framework
as some background they were done in blender, some of them are native .blends, and others are fbx
but when you get them, they will be neither
does unity alter the original meshes?
.iqm and .mdl i believe are the two forms youll be getting? Correct me if im wrong @ancient depot
from blender i mean
.iqm first, with .mdl coming later
yeah
there you have it
no, but some of the models got animated in unity
which was very very bad
and caused zombie here a LOT of trouble
lmfao
[horrible flashbacks]
ill be using blender for everything
but that problem is sorted now
i cant acess my autodesk anymore because im poor
blender is what i would suggest
autodesk i cant knowingly suggest because of their horrible formats
makes me want to die
It's the only program I know, but where do I start?
its just generally a terrifying set of programs
not good to start out with
@wooden pier my process is: concept/illustration, rough model, refined model, texture, then lighting
then animate
in a very broad nutshell, but honestly i have no idea what is best
lighting? Isn't it only used to preliminarily understand what the model will look like in a game with light sources?
yes i guess, im just being general.
dont get me wrong, most of my worked stopped at texturing
i could never get it looking right, i just modelled and animated
texture is another problem I need to deal with. I thought about drawing them by hand in aseprite, but maybe I should change the idea.
i know the textures are very pixelated, but id go with gimp and just paint low res textures and then scruff them up
i want to say like 200 or 300 pixels square
Oh, I heard about krita recently, thanks, I'll take a closer look.
you could get away with sampling similar textures from irl or internet and again just lowresify them
or whatever the proper term is
downsample
i dont know lol
Speaking of that revolver, that's what I found in the comments https://imgur.com/16p1p7U
alright, here's my 80% finished short map called bunker which i showed only in screenshots so far
i'm pretty proud of it so far but the final section is far from finished
would love to hear what you think tho before i call it "finished"
it has no level end trigger yet btw
@wooden pier what exactly are you struggling to "start" with? you said youd done a course so i assume you know at least some basics
I'd give it a go vriska but no idea how to import it, i havnt touched dusk for months
there is a "how do i load maps" section in the pinned messages, but i suggest you dont go out of your way to play it lol
it's really short
i havnt got much else to do
also
@gritty forge I made a basic course from Blender guru, and now I'd like to try a few more low poly courses, then just try to create something of my own. Anyway, thanks for the support.
if you do play my map - i suggest you dont use the flashlight
it helps the mood a lot
and it's how i designed all the lights
with this in mind i mean
potato just get stuck in lad, make something simple like a sword or try and replicate the existing weapons to get a feel for it
stuff this low poly 'should' be pretty easy
vriska, already hit a roadblock no SDK folder, can i make one
this is a great idea
or do i need to update game
You need to opt into the beta
ah nice one
i usually play on hard will i get rekt
okies
as for recording, my computer is worse than a toaster and ive only just managed to recover from a BSOD, so i cant risk it sorry
lol no worries
ill give it a good run though
somehow the music didnt work for me on your map
did ya read the readme?
basically you're replacing the sickle draw sound with a whole music track
so yeah it should be working
if it doesnt - whateva
yeah strangely it doesnt even tho i replaced it. that map has a cool atmosphere anyway
awww oh well
nice attention to detail
ey thanks
wheres the "modding Menu"
am i missing something
pretty sure all the files are in the right place
did u launch the dusk sdk version?
you sure you launching the sdk?
it should give you a prompt in steam to either launch the moddable thing ot normal dusk
if it doesnt you can go into local files - SDK folder and use the dusk_win.bat
are the 2 monsters in the bunker supposed to have their backs facing u?
i think being up since friday is starting to affect my brain
which ones?
the soldier and the horror
i must be doing something wrong here, map isnt appearing
yeah
you need to turn on the mod in the modding menu btw
if you didnt already
if you did also restart the game
no ive got it, im just being an idiot
ah gotcha
didnt put it in mnt
have fun for like 2 minutes lol
okay
one sec
im gonna tear into this hope you dont mind
just things off the top of my head while i was playing
- I found quite a few texture errors or misplacements, first area near the outside shotgun, and in the opposite corner but high up a random blood splatter and a few others.
that's a bug with the game
fixed next patch :P
- the right hut when you start is pretty cool, but needs more things, then the left hut i found myself wanting the static rifle over the pistols
also the lever to open the gate wasnt obvious enough, i didnt struggle to find it but you said no flashlight. could dop with a light
i used the available candles as my light source
i'll make the texture below it different, should work
nah it's like i intended for the level to be played with no light sourced from the player
sources* oof
also, the trees behind you as you start was like... uhh...
make it a fence or just a black void or something
i was hoping to have the texture transparent but that's not a thing yet sadly
okay so thats first area, second area i found myself interacting with a lot of things i thought were interactable (glad the blood sink worked though)
i wanted to make them interacable a lot of the time, it will be a thing with the next patch rolling out, like the fridge opening and microwave too
and i could not understand the placement of the first soldier, i feel with the bodies strewn around it would of been better to have the mouth-head enemy in there instead
yeah, i have no idea how much of this is limited by the current SDK, im just tellinbg you what went through my head as i played
kinda very limited lol
as you noticed in the first hut func_door_rotating aint a thing yet
also, i kept getting stuck on the broken wall, make it wider
'ight will do
yeah thats another thing, i dont like the doors shutting behind me
and now ive forgot the rest so im going to give it another run, gimme a min
the gates will shut behind, but the door i hope will be a rotating one when it's possible
anything beyond the broken wall is very WIP
the last 20% of the work i guess
okay, empty room straight ahead of the lockers. i hate empty rooms
i was going to point out the button at the gate before the ladders but yeah reealised thats intentional
lol
another empty room (toilet with demon mirror
even a gold coin would help
there's a secret there
huge part of the wall sticks out
nope, i thought it would just be a room for spook
nw
yeah the broken wall after the beds, it looks as if you should be able to walk through it, but its pretty tight
any more secrets?
im not very good for finding them tbh
the shotgun behind the hut is supposed to be one but i lost the secret trigger
that's it
okay, i like the big michelin man on the wall, thats cool along with the little riveter shrine
the room is way too big for whats in it though
i understand
i dont mean to be overly critical, just trying to give you more than "yeh is gud"
i also have another a bit older map if you're interested, that one is 100% finished p. sure
sadly a lot of it broke because i worked on it on the older sdk version and i'm struggling to find the latest version so gimme a moment
sure np
i want to climb the marshmallow mans spears n chains
like, something makes me want to go up there
I tried to record it, but I broke everything I could https://drive.google.com/open?id=1XfF0rTmD4mTS9iaQ_dvE7DAl3vPdJQ0I
how you add the video 
gotta get the rat rank
you'll get it with time
overall, its a good start to the level, and i understand its not finished, but the claustrophobic start is ruined by the last room. its a bit jarring
great map, by the way, I have no idea how long it took to do all this
maybe you'll like the older one better then lol
keep the huge dead wall thing, use it for something cool maybe put the big opened crate afterwards
it was worth it
and shrink the area down, more caves than cavern
add it to the maps folder along with the bunker, it should load up
i hope it's the right one :P
Mm, I'm on my way.
my short term memory is pretty bad
keep in mind it was mostly done on the older branch so lighting is mostly screwed
candles were like the only reliable light source lol
so there's a lot of them
ok nw
right i managed to fall out the map in the first room going for the super shotgun, plus you can see the skybox a lot around it. i also got really distracted climbing up the demons face thinking there might be something up there, there wasnt. Id get rid of the broken shotgun room and put it on top of the demon decoration
i like "behind start" secrets so props for that
the general look and feel of the church is great, can see a lot of effort went into it
how did ya manage to drop out of the map i made the box around it lol
but the enemies all facing away sorta spoiled it
i did put some effort into getting out
lol
i hope you found how to progress the level btw
anyway, coming through a big portal like that into i church, id imagine a sermon to be in process, so more enemies gunning at you straight away,
i actually havnt gone down the pit yet, i got distracted climbing the demons face lol
ah gotcha
man i forgot to add a lot not that i look back
thank god it's my 3rd ever made map for anything so i can use that as an excute
sneak around https://imgur.com/bzYfpaS
excuse*
like this room https://imgur.com/1wHXwVh
ah the freezer
i like it too
also
try the top button on the vending machine
it works
gives a beer lol
okay dropping to the bottom of the ladders, its a cool room, made me think of ravenholm from half life
but then bare corridor
i dont really think underground stone passageways have a lot of detail tbh
but i'll keep in mind
again, prison cell looks great. but ruined by the fact mouth-head just stares at you through the bars, allowing you to shoot him with ease
yeah as for that corridor, maybe line it with shelves filled with the candles and maybe some skulls
pretty sure i deleted him wut
i must have linked the wrong version again god damnit
im trying not to sound to harsh apologies if thats how this comes across
nah it's fine
'ight so if the guy is still there - i have no clue which version have i linked but it should still work
also the door is uneccarily large. Id put that enemy in the first cell so he jumps you as you walk in
i can hear a rat crawling round but cant find it
some things i changed in the later version(s)
3 last rooms' doors and end level trigger
that's caused by a bug where entities cant really spawn in small spaces sadly
aw can you link me the later version
for now i keep it there
i cant find it lol sorry
but nothing changed mostly
it should still work
i changed the details on like 3-4 things
okay ill carry on, mouthheads toilet is facing the wrong way too
that's caused by a bug where entities cant really spawn in small spaces sadly
Yeah that's a navmesh thing, we could probably fix it by tweaking the navmesh tile size
the toilets obv should be facing the right way but i guess this is a version where i still havent made the "angles" thing instead of "euler"
going into the little tunnel from the cell is fine, but getting ambushed at the top doesnt really work. soon as i heard the enemies start up i immedietly jumped back down the ladders.
and couldnt really do much
a strange combo of enemies, i would of had a single powerful one behind the bar or something for a room that small and cluttered
there's supposed to be 2 leathernecks and a cultist, but i used quake enemies instead of the dusk entites since they are replaced by dusk enemies in-game anyway
but now some quake enemies are replaced by different ones from dusk
and now there's a goat lol
okay, bare in mind i have never used the SDK, just commenting on what i see
i like the bar, meat room (johns head got a giggle) and the sacrifice room, all look cool.
the leatherneck ambush in the sacrifice room was good
and i like the lawnmower, reminded me of L4D
it's the Dead Alive reference, but since L4D used it i guess it's a L4D reference too lol
dead alive?
yes
movie
oh
ill check that out later
okay, after lawnmower room, i noticed the knights and backed up round the corner, only to realise they wouldnt come through. i shot them with impunity through the door, made a run for the ammo half way through and went back in. only to notice the door shut behind me. i am now trapped in here
i restart now and give it another go, silly me for not saving
this door has a huge wait value in later versions :P
saves dont work in maps right now
any maps
saving doesnt work in custom levels ri-- yeah

oh
cursed mobile keyboard being slower to type on than a real keyboard
going back to doors shutting anyway... why?
alright i'll explain
the doors are activated my a trigger_once because i want the quake shit where you approach a door and it opens
i didnt know that trigger_multiple exists when i made that map
when a door is opened by a trigger it cant be opened by using it
so instead i just set the wait value very high in later versions
by a*
trigger_once works.. well only once
trigger_multiple can be used multiple times
why i wanted the doors opening quake style - it's easier to make it a 2-door-gate that opens both doors at one
if 2 doors touch they'll automatically link into a double door
making it a manual touch thing would result in 2 doors opening with 2 touches
didnt work for me :P
my older map crash has that
i carved them from 1 brush though
later I wanna add explicit linking which Source added afaik
so you can force two doors to link
oh that would be great honestly
one is in the sticking out wall in the bare tunnel
yeah i tried that and nothing happened, i was goona say your walls arnt lined up right
might be me dont sweat it
i gave it like half a seconds attention
overall, the look and atmosphere of your levels is great, but the general design and flow is lacking somewhat
the enemy and item placement needs work
any combat design and flow are a very second thought to me right now
i only made 4 maps in my life lol
so far i'm mostly figuring out how to make things looks nice
although i liked the super shotgun behind the bar, more thematic choices like that plz
combat design is a big deal so i'll learn it later
oof i have 2 more maps but god they suck ass
i was still struggling with tools a lot back then
you are good at making things look nice
im an old school gamer, gameplay is most important to me, i like flow and everything feeling tight
never been bothered about looks too much
if that makes any sense at all, probably could of worded that better
doom 2 and duke nukem 3d gave me a very good lession
i like doom 2 more as a game but levels - duke 3d any time
all the small interactive shit and levels mostly looking like real places really got me
and i dont even like duke's gameplay that much
while doom 2's levels made me puke and barely finish the game even tho the combat is godlike
just a point, we have a super shotgun in the secret area, but the one behind the bar makes it redundant. maybe chuck everything in that room out and have a scarecrow behind the bar
yeah scarecrow there would make for a good style choice lol
would yall like to check out my mostly finished new map?
holl yea me man
i dont want any mercy
good
lighting is a bit weird in some places
yeah so vriska, overall i would suggest to focus on the feel of the levels, then the look.
imo
by feel i mean improve you "level design"
eh i could not stand a level that plays well but looks bad so i guess it's preference mostly
coffin was cool, thumbs up for that
ey thanks
the coffin room was actually a part of a scrapped map
is your bunker map mostly finished or will u add more later?
i think focussing on the look and atmosphere is good at the beginning but I'd add a big action setpiece at the end
it's kind of what bunker is going to be
oh man ive just reached 48 hours awake woohoo
cuz as an introduction it builds nice tension
gotta hit the bed come on now
lol why tho
multiple reasons that arent appropriate for chat
but im good
onto your level now poolboy
alright then
dooood this looks awesome
i love the bricks sticking out and the hospital too
i think there's a bit too many streelights though
streetlights*
okay, just off the top of my head while im playing. coming out the hospital is cool, great first area although the enemy placement is a little odd, i would of had a grand wizard behind the fountain facing away from you, down below with a larger group of wizards "worshipping him". I also noticed the guards before they ambushed me
thank you, yeah im not sure about the streetlights either
the little hole in the fence used for anything?
where the street is fucked up?
seems empty beyond it
also
theres just a pistol
are there any keys?
since when is there breakable walls?
i cant find any
yup
jesus im so bad with secrets
only minor but stick some trees in that secret area
dude i love the fire exit lol wow
the one with the breakable fence? yeah that really looks empty
and the room
lol thanks
also have you made the workaround trick with the key or another way
to spawn in stuff
cuz they really spawn in quickly
yooo this map is cool as hell
do the doors on the houses open at all?
mostly not
these are Blood textures right?
yup
and is there any more breakable walls, i honestly did not know you could dop that without explosives
lol np, i knew that the trick would be useful somewhere
okay, fire escape was awesome. but provided way to much cover from the rooftop enemies
that trick is great
i just kept hopping and popping
yeah, i dont know how tall stuff between u and enemies can be lol
also hey uhhh
i didnt get to pick up the key lol
teleported before that
oh wait
OOHHHH
yeah youre not supposed to. when its possible i'll add that andrew hulshult laugh there
you sneaky bastard lol
hehe
okay, yellow key room, the ambush felt cheap, and the secret room wasnt really secret. i would of had enemies gaurding the key make the bookcase interactable for the secret, with more enimies inside
and now my spelling is deteriating nice
nice couch
can you progress after the red key pickup?
uhhh 1 sec
its in the lower floor of that building
is there anything on the substation rooftop? anyway to actuall get in this building maybe? that random brick wall feels like it should be a rooftop entrance
ah hm wait
the one with the soldiers and flamer
no, on the roof is just that weapon
i thought you pulled some insane surreal geometry there for a second
lol what u mean?
okay i fell of the substation roof and was greeted with a large panel that i can only assume is missing its texture
i was trying to get back to the fire escape
ummm
too many streetlights
u fell near that fire escape? or to the side with the empty secret?
that was so fucking cool wow
dude i wish i had the patience to make long maps like that
seriously how long did that take you
i dont really have that patience either i just got waay too much time on my hands. i dont know
i was kinda like "no way there's gonna be MORE rooms with cool details"
opposite red key door, past the fence
no there just isnt anything
for real that was top notch
and its the second map wow
can you explain what the grey and white bars are? on the wall? missing texture?
id guess 24 hours or something? but im kinda talkin outta my ass here
thank u
where?
hold on i screenshot
wow damn
i spent more time on church and had way shorter and worse results
its also supposed to directly follow the hospital map

