#dusk-modding
1 messages · Page 39 of 1
oh no thats a crappy window texture
vriska did u shoot the pillars in the arena? I'm hella proud of them lol
nope didnt even think about it
what they are shootable?
anyway, the bar needs rearranging, like Vriskas map put the shotgun behind the bar, and m,aybe have yellow key entrance actually leading TOO the bar, have leatherneck ambush you along the bar while soldiers shoot you from over it
yeah breakable. i love them lol
wow damn
that fight was such a rush tbh love it
basement is cool, cant decided wether that split is unneccasary (i give up spelling now) or needs more doing with it/extending
grand wizard at the end of the corridor walked off, and i can see the other one hiding behind the crates
as for critics i dont really know, but i'm a detail freak so bear with me here
streetlights are yeah
i think the night skybox would fix the problem with lighting looking dark but hey it's not possible yet so no big deal
mostly i would just add more details everywhere BUT AGAIN it's me being a detail freak
like the apartment complex would def use some
i'd say its just unnecessary
i dont have any combat complaints tbh
^
thank you man
big improvement over hospital, and I'M NOT saying hospital was bad lol
this map is better
yeah with hospital i didnt know tb too well so i could just do more with the new one. thank you thank you
i expected a secret down the grate and got rekt instead
lol
yeah that moment was really well done lmao
im not very good with the superhot powerup and i only play cero medro
yeah it can be pretty punishing on cero miedro
its okay, is that room necessary to progress
congrats on rathood
i honestly dont think ill manage that room with the state im in atm
but without the superhot that room would be too fuckin hard lol
im gonna grab a coffee and givce it another go
overall though, im liking it so far
just a few tweaks from awesome
thanks
i really need to spend 20 hours making actual gameplay long maps and not 4 rooms with details jesus
for real your maps inspire me lol
lol, thanks man. but i actually feel like i start with the looks of things and then try cramping gameplay in there
great, give it a go
have you tried bunker poolboy?
I love that you added ||jump pads so you can slam dunk lmao||
dude i had a red wizard jumpin on that one i legit thought he was gonna dunk it
yeah lol i need to make this a secret, but it doesnt work atm right?
hey darth, can enemies be set to patrol rather than just standing around all the time
i mean like the secret in dusk where u need to put a basketball into the hoop
as a trigger it might work, but the player would be able to trigger it too
by touching it
ok i'll try some stuff with it
but i would only like the basketball to be able to trigger it
slamDusk
CTFwhen
once we've got proper mp, so eventually™️
@honest stag yup i tried it. i thought it was nice but needed an action setpiece or something with more gameplay towards the end. i love the hazmat suits
i need bombing run in dusk
yeah but its the good kind of jank
@ancient depot my last message didnt @honest stag
@ancient depot would it be possible to only have the basketball trigger it?
Eventually that should be possible, yes
awesome
nice
ignore that vriska dont know why it tagged you then

and they can't be set to patrol currently
I don't think dusk's AI even has that functionality
but we can look into it
well patrol has a very limited usage imo
unless someone makes a fucking stealh section lol
well, if the level is designed right, enemies could attack from different spots depending on when you entered, improving replayability
@ancient depot can u tell me how tall a brush between u and an enemy can be for them to be able to see/shoot u?
I think roughly half the enemy's height
thx
and stealth sections are awesome
especially on duskmare
also, am i the only one whos never played without intruder mode?
like, not even once
same
weapons carrying over seems pointless
not really tbh
hey look i found a rocket launcher but nvm i already have one
might as well just be ammo
actually i never played with intruder mode. i should try that
"without" was intentional, ive never played on normal mode
anyway, round 2 poolboy
okay, missed this on my first run, getting ambushed by wendigo and soldier at the same time is odd, maybe the wendigo in the alley and more soldiers in the street,
fuck it i'm making a big level next time
i gotta get out of the claustrophobic linear thing
just gotta finish bunker
and i retract my statement about the bookcase not being interactable, my bad
ambush still feels cheap though
before it was even cheaper, Im kinda alright with it
is the pathing for the grand wizard at the end of the corridor intentional
rather than beelining for you, he turns right and heads through the wine cellar
*left
no thats not intentional but i think its good actually
so i kept it
@honest stag are the maps u make supposed to go together?
initially that was the idea yes
the "first" map leads to "crash", crash leads to church and then i fucking gave up lol
cuz i had no clue how to connect bunker and church
lol
after the church ends with you jumping in a coffin
i actually dont know ur first map, but u could either say that its a portal or make a map in between
no, you could before but i scrapped it because it was pointless
before u just ended up in that garden with that big window
also hey poolboy dont know if you care but ladders can be made from brushes that just have a "func_ladder" on all of them so you dont have to deal with the black texture
works perfectly fine too
and in the next update you'll be able to use a ladder texture beginning with { for it to support transparency
oh shid
aw come on it would look badass and take 2 minutes
but yeah i also had that ugly fence with black background i just was in no mood to make an actual fence lol
yeah you're right. but makin all these details is kinda tiresome. but i'll change them at some point
oh lol i can actually share a fence i made for crash.bsp from brushes if you want it
since you can just copy brushes to clipboard
the one with the breakable secret and next to the subway entrance
@onyx marten i probably would of kept it, gives that section of garden at least a little meaning
also, i beat your superhot bit no probs this time, but your little key trick...
nice
it has meaning, its the only place to cook viscera lol. but i thought it was confusing otherwise cuz u could miss the grate that leads to the arena
no problems so far
nice. still cero miedro?
im scared though, i cant savescum ha ha
1 moment
wait, were you actual supposed to get the red key before it... you know
spoilers you somewhere else
oh GOD i launched crash and i forgot how ugly that map was
alright lemme rip the fence out
u were not supposed to get it
first floor of building after red key: not enough stuff trying to kill me
like, at all
yeah wait
thanks
np
second floor, corridor way too empty, rifle doesnt make sense i already have one, i like the library room, cool cheeky rats got me while fighting wizards
ooh that fence looks nice
😦 nothing behind your couches
not behind that one, behind the first one tho
really?
i actually just didnt know which pickups to place at some point cuz i felt they'd be unnecessary or making the map too easy
yeah a shotgun box
must of missed it, any secrets in managers office?
surprised there wasnt a button under the desk or something to move the bookcase
so do i have to backtrack now?
just downstairs
vriska i cant use the fence in this map but i'll use it in my next one
eyyy glad to hear
gym was cool, seemed too big though
does rocket lady just randomly spawn though? i was sniping through the door and didnt see her in the ring untill i went in
she spawns when u pick up the key
god damn i have no idea what to choose on moddb where u have to tag a license. i dont know all these words lol
i just slap the default
killed in superhot room
i think im too tired to play
okay, overall, level itself is nice, just needs item and enemy placement tweaking a little, and a few bare areas touching up to keep the level of detail consistant
I have not got passed the gym yet though, so ill PM when ive done the level with the rest of my critique
im in no state to play, and im too stubborn to play on a lesser difficulty
i think im gonna sketch up a few levels, but i might wait till full SDK before actually making one
cheers Vriska and Poolboy for inspiring me
ey great to hear
got little spots dancing around in my vision, proper weird
nice man. better go get some sleep lol
aw thanks
sorry if i seemed overly harsh, but the more info the better right?
honeslty, i think when full SDK is here you both will do fantastically
ye it's all right
poolboy ill finish your map another time n PM you with more critism
and ive already said that
im gonna go lol
thanks lads ive had fun
'night my man
gn
Will enemies spot you/shoot at you through func_detail entities?
The same way they do through grates/fences in the campaign?
not implemented yet but that's the plan, wanna squeeze it in before the patch is out
Gotcha, nice.
What the heck. PoolboyQ got enemies to spawn in when you picked up a key.
What sorcery is this 😛
wink wink
Lmao, I have no idea how you pulled that off, but nice.
basically the key triggers a door that pushes mobs into teleporters lol
we pulled it off lol
It's stupid
revolutionary bootlegging
Your placement is like on point then cuz they spawn instantly
Quake had straight up trgger teleport and that's it right
yeah
although trigger_teleport can be disabled and then activated by another trigger
so you can have enemies inside the trigger_teleport, and then you trigger it
support for that is in the upcoming patch
yup so it doesnt need doors right?
yeah
Oh hell yes
although some quake maps still use doors
F for bootleg
mapper preference I guess
lol
I'll have to refresh my memory on that one. I switched over to to the Arcane Dimensions mod for Quake a while back which had an actual monster spawner.
damn i really need to finish arcane dimensions at some point
i heard some people say its even better than the og quake
I'd say so, yeah.
it has some of the best level architecture in the business
i've only seen some pictures and they looked dope as hell, i should probably play it just for inspiration
I'm surprised by how well the Blood textures worked in Dusk
i love these textures tbh
also really great that they had some appropriate stuff for my hospital map like the "syphillis ward" sign
just sucks that they are all unnamed
i guess. blood worked fine
I thought the texture wads and build engine wads are different
maybe it was converted or something? i downloaded it from quaddicted iirc
I'll try that then
Yeah, quaddicted is for Quake. They are converted textures.
Ohhhh that's fucking awesome then lol
Thanks man i needed that
THERE'S SO MANY
uhhhh doom 3 textures wtf
realistic dusk time?
I think you overestimate Doom 3's graphics xD
I mean yeah doom 3 probably looked good because of the lighting
Mhm
Lighting and it's use of bump mapping made the game look good
Remove the latter and you'll see how much the game relies on it for detail
The doom 3 textures actually work pretty well if you bake the normal maps into them
someone did a pack for doom which contained most of them combined
You can find here 1650+ doom3 textures converted to oldgen engine texturing (no normal, height or spec maps). (they are available as individual PNG and zipped paks) D3RetroTex on GoogleDrive You can use these freely, have fun, no credits needed, excepted maybe for the aweso...
Holy fuck
you know i cant wait for people to try and collaborate on a map lol
wouldnt that be kinda cool
and pretty fun probably
It would be cool to do a collaboration where each mapper made their own individual level, and tried to make them fit together.
lol like with a similar theme maybe
Dusk the Way Id Did?
Yeah there would have to be some consistency, but we could also agree on the themes we want to do in advance and kind of transition to the next theme towards the end of our levels, for example.
i would love to see more that 1 mapper working on a single map though
like some people are really good at doing certain stuff and it would be amazing to see their efforts combines
combined* oof
in a single level that is
Sure. I prefer doing my own levels personally.
Currently I'm making a city map with some industrial flare.
Just played E1MWhat and damn that's pretty good
one day i'll boot up trenchbroom for the first time
today is that day fam
did somebody say collaborations?!
I'm already down for that kinda stuff, sounds fun
Yeah i am too honestly
I could already map for hours but with some other cool dudes jamming too I could go all day
Sadly that would need to be like
A turn based thing or something since 2 people cant work on a map at once
one could do layouts and essential entities, the other could do some detail passes and whatnot
Yeah they would need to take turns tho
Valve has like ten people working on maps at a time
client-server trenchbroom map editing servers when
DuskHut
Hup*
you cant outdusk the hut
githup here we go
I mean
we need a mod that replaces every sound with HUP
"In game map editing"
didn't someone do that already?
is probably viable
I think in the current form of the SDK multiple mapper collaborations would only work if you're creating a map pack so the mappers are always occupied and actively contributing since there's more than one map involved
Still really cool though
Honestly that would probably make me actually start working on maps
I cant figure out how my train yard is going to wori
work*
I want to have a guardian just blow up some trains and initiate a fight that way but it looks like I'll be waiting for the next update for that
yo what if the guardian breathed fire lol
I wish i could edit the guardian's health
It really needs to be lower for a small bossfight
I think you should actually already be able to do that
try giving him a health property
ooh cyberdreams guardian mapset when
lmao
i didnt know it was that simple
video games are magic
Omega rat with 10k health which you can only escape from
Let's fucking go
What if i set the health to -1 lol
Or 0
I guess they die on 0 but -1?
Probably just die too
Make a mod for dynamic rat mood
what if -1 is just unkillable
I hope so lol
The NYC subway has all of these varieties
Dusk NYC metro map
Boom instant money maker
any way to make lava hurt you? like trigger_hurt or something similar?
probably not yet
damn
someone made the lava teleport you back to the beginning of the section to mimic that
so you could do that for now
ah kinda doesnt work for what i was planning
Touch lava - teleport into the ass blast room with 10 guardians
With no light
trigger_hurt_emotional
would make the player target trigger_uninstall_game
@small gate NYC Dusk Mod- Cultists take manhattan
so just normal NYC
that's episode 2, right?
aw man my level's doing the dreaded ESCAPE screen
Can you supply the BSP? (Not the MAP)
yup it works
trigger_nicework
if u want it to start another lvl u set the name of it as a key for trigger_change_level
Does that work atm?
yes
Aha, good to know
There's no way to actually name your levels currently, is there?
@onyx marten Whenever I set up a teleport the monster teleports when the level starts.
Any idea why?
I gave it a targetname and the target name for the destination.
You got it to work iirc
someone posted me a setup for getting monster teleports to work i thjink it was vriska
i'll try find it
@alpine depot I think loading screen loop happens when you can't spawn, make sure that info_player_start is at least one unit higher than the ground
I figured out something by myself.
I guess that's what the other guys were talking about before too; pushing enemies with doors. Lol, highly impractical but as long as it works.
ah yeah you figured it already
vriska said not to have the door touch the teleport trigger or the enemies will gib
nah zombie helped me figure it out, there was an entity without a class i didnt remove
ah I see
do nyarlathotep's voice lines just not exist in the dusk files
can't find them anywhere
I don't think you can trigger any sounds yet, unless you want to replace it for the main Campaign?
The good thing with old school mapping is that you can pass daft looking geometry as stylistic choice and nobody would call you lazy
Well they might but they'd be very rude
to do programming for modding Dusk what programming language do you need to know
dusk mod but its just The Thing 1982 when?
Carrion already exists 
whats that
bideo game
You're basically the thing and you straight up destroy people it's glorious
Not out yet but it has a demo
does it have the synth music tho
i didnt really notice tbh
is Blender worth it to learn?
I heard there will be support for '.mdl files?
Naturally .mdl files will be supported since they're model files HL1 uses
That being said Quake files will be supported first
i wanted to make a full map layout instead of being twisted on detail work and here i am on a new map making sure the windows are pretty and set symmetrically
they do look symmetrical right? right?
it's killing me holy fuck
I have my key value set at "2" (Blue) and spawnflags uncheck for func_door
I pickup the Blue key, and it's still locked
does it show the "you need the blue key" thing?
Well, I set the message myself, and yes
you had to set it manually? it didnt show it automatically?
and how does the blue key appear in dusk? cuz i thought you need to use key_blue_key entity as it is a dusk entity
unless the blue key from quake is replaced automatically
It literally is repalced in the editor with the blue key
try just making it a key_blue_key
maybe something fucks up when it's loaded in dusk as a quake thing
finally figured out how to make spikes, jesus
took me a while of trial and error
floewr :D
flower* wtf
looks crunchy, i wanna eat it
cant promise eating it but
hell yeah
we need more func_breakables
looking at you whoever didn't make those wooden boxes breakable
i dont know what material to make this though
grass? but the pot isnt made out of grass
wood maybe?
sure
Everything must be func_break
New Duskworld gamemode where you can destroy floor in even tiles and if one falls they lose
func_breakable {
material: 0-8
health
explosion: 0-1 (Directed or Random)
explodemagnitude
}
map more breakable that breakdown 3 multiplayer maps
map that is all one big func_breakable
if you miss a shot on an enemy everything breaks
rip
lol i was just thinking of that wow
you only have a super shotgun
good fucking luck
I don't think that would actually be possible unless you just spin-melee'd everything to death
i can grab an older map and make it breakable only lol
Make it so that if the player does it just right they can nail two enemies at once to clear the entire map but if they miss it's a big big miss
rats time
ohhh wait to make sunlight work i need to use brushes with sky textures
right
is that how it works?
like the quake skybox textues
Out of curiosity, so how many people are making dusk maps at the time? 10-15 right?
I hope we get even more when sdk gets more features
Still waiting for scripting 
Still waiting for SDK to be S, D and K
sugar dough and ketamine
@ancient depot i know this is extra effort but in the future there will be tool to make custom fgd/entity files for custom stuff just to automate the process/make it easier?
that's always been in the plans
the idea was that it'd be a console command
the game would generate one from all entities currently loaded from scripts
part of the tool set that'll be published later on
also yes vriska, missed this
you need sky for sunlight
excuse the activate windows, using my shit laptop
really suggest using _sunlight, _sunlight2, or _minlight
everyone has been posting maps with like insane darkness/contrast
as always, ericws tools are a great way to learn this
check the Model Entity Keys section to learn what you can do
alternatively to _sunlight, you can use _sun on a light to turn it into a sun
so indoors sun is possible
They begin with _ so they're map compiler keys, so whether we support them or not is irrelevant
They affect how the LIGHT tool generates lightmaps
i'm gonna pretend like i understand everything
basically if it begins with _ it's supported
ah well that raised a question since _color isnt working because of .lit files or was it something like that?
Dunno why but that room 500_pts made reminds me of one dining hall in Lord Bufford's Mansion
@honest stag correct
@honest stag c++ or c sharp
@ancient depot k thanks
nobody likes mazes, so i made a fully breakable maze
1*
atleast make them explode then
lol i think it'll but alright as it is
Make a really confusing maze where the floor is scripted to break after 30 seconds and underneath is a pit of leathernecks.
oh man i wish, but i dont think triggering func_breakable to break is a thing yet
i can see it being totally doable with the delay thing
Ye I was talking about in the future 
i really need that skybox replacement :(
this is supposed to be a night map
just make a fast door
lol that could work, i'll save that for later though
had to look it up to be sure but yeah doors have a speed value
yep, just gotta make sure they dont yeet the player somewhere with the high speed of theirs
source engine style
so i have been trying different keys but i cant seem to get the result with objects having light like yours (without crazy darkness contrast), how exactly did you do that @still raptor
if you used minlight along with it the i need to look more :P
i mean like when i use a _sunlight
_sunlight_penumbra maybe?
no that cant be right
oof
you putting these on worldspawn right?
ye
i havent tried _sunlight2 yet but from the looks of it it might be what i need
1 moment
"66 suns in use" after i used sunlight 2
fuck me
lol
well let's see how it looks at least
Have you tried _minlight
i dont want minlight cuz it's going to have some sections below ground
and that's a key for the entire map right
Ah ye I think
i think sunlight 2 might have done it
welp, it's taking years to compile now but it's the price to pay for good looks
...oh yeah i forgot about this bug
so uhhh how about that new patch
also
func_breakable things dont cast shadows from light i guess? makes sense but still, no way around it?
just looks really off most of the time
oh man i wish, but i dont think triggering func_breakable to break is a thing yet
that's in the upcoming patch
hell yis
oh
my god no
i made a leatherneck out of brushed
it looked fucking amazing
and TB crashed when i used the vertex tool on his head to tweak a bit
and i load the autosave and it's just a fucking body and a leg
:(
took me so long
i even gave him a cool chaisaw
fuck it i'll make a better one
well, it's not nearly as good as the last version but here's the gardenneck in all his glory
i feel like the body can be better but cant really figure out how
It looks like a statue of a leatherneck built in the dusk universe
yeah it's what i'm going for lol
I think he's pretty great as he is
Not sure how the body is on the actual model
It looks like a bush that was cut with a chainsaw.
So it is as good as it needs to be
Maybe a bit thin yeah
I think it is good. It is instantly recognizable and totally not cringe
thiccer
I think it needs to be thicker at the waist, not at the shoulder
But i think its fine. Maybe pull a vertex out on the chest or belly or something?
yeah that could make sense actually
fucking vertex editor killed him once, i'm saving this time
Are yall using the standard map format or valve?
quake
Quake? I mean the format u can choose when u start a new map in tb
Oh no theres an option below the games where u can choose standard or valve i think valve is better for texture alignment or something
But i have no idea what the actual differences are
i dont know then, i dont even know about it
Ok. I wanted to try it out but i already did too much stuff on my new map to start over
well tb fucking crashed again lol
at least i saved
man it's having a lot of trouble trying to make very complex shapes with vertex/edge tool
gotta be real careful with them
hi
yo
i'm gonna start embedding my ambient tracks alongside my dusk maps
glorious bastard in-game
so that people get the best experence
hey dudes
i feel like im missing something rly obvious but all my enemies are colliding with my trigger brushes is this a thing
it needs to be a func_trigger
shouldnt be? actually i've never checked
it can't be solid
i made a func_trigger and enemies refused to path thru it and i got rly confused so i made it a weird shape and they climbed on top of it
@barren terrace ohhhhhh ok thank u is that like a flag
i've never tried this but hey it might be a thing with dusk
if it's a func_trigger being invisible and all
then it's shouldnt have collision by default
maybe a navmesh issue?
if it's a navmesh issue then there's not much to be done here, just try to make sure they have a path around it
i don't know if dusk/quake have set trigger textures but if they have use them
i'm pretty sure it's not but potentally
Quake has dusk not iirc
yeah
the add the trigger texture from the quake wad just to be safe
ahh ok i'll try that
i really feel like the texture isnt the problem lol
what would it do with the enemies' pathing
they treat it as solid
i used any texture for my func_trigger stuff and it was invisible with no collision
but again enemies might see it anyway i guess?
it might be an issue related to the navmesh data clashing with the trigger data
@ancient depot if you aint asleep, is this known? enemies not being able to go through func_trigger brushes
dusk for example requires water to use the water texture and to be tied to a func_water
so
alright thank you
i guess you can just try to make sure enemies have a path around your trigger for now
@ancient depot sick thank u i was baffled
so when is that btw
the change list was pretty long already
wanted to have it out when the wiki was ready to go live but that ended up getting held up
either way it's soon
a wiki? already lol
yeah so we have somewhere for all the important getting started info to go
plus an FAQ
damn that's awesome
What about the already existing dusk wiki 🤔
I don't think I know what that is
should i make the gardenneck breakable
🇴 🇫 🇨
i'll make all limbs breakable each
Yes
a h y e s
fully breakable, i'll change the material forgot about it lol
Nice
meanwhile the map has no layout
again
and i'm just sitting here giggling at the stick up leatherneck's ass
Thats nice but maybe separate the legs
Perfection 👌
so like
we should have a "grass" material for breakables right?
trashbags break into small green triangles with a nice sound
would be perfect for bush decorations
(saying this cuz i didnt find grass as a material)
Yeah i think the closest we got is wood
should i be an ass and ping devs
@iron needle i've bothered zombie all day with questions so - can we have a Grass material for breakables? trashbags use it and it's perfect for bush-like decorations like the leatherneck thing i posted above
the madman
I believe that's the first instance of a non-Dusk-specific entity having behaviour unique to Dusk, so we really need that wiki
Gonna add some more material types for other particles missing from the list
like "Hay"
hi

Hay is for horses
I’ll be happy for that wiki so I can stop asking dumb questions lol
lazer?
the effect of those things that fire projectiles
ohhh gotcha
Is it possible to have a door locked on one side but unlocked from the other?
trigger_multiple on onle one side?
Only*
That way the door cant be opened by touch and the trigger is only on one side
thx mate i'll try that
it's nowhere - just type it in in place of a brush entity's classname
Why'd noone say taht? I thought func_breakable was going to be in an update
It was in an update, but it's been a while since then
well, I thought it showed up in the editor as an entity(?). It doesnt
i think it only does if u use the .fgd func_bread made
Well if you're using TB and the quake preset - it's not there cuz quake has no func_breakable obviously
So just like func_ladder - just gotta type it in manually along with properties like health
This is kind of hit and guess right now(keys, func_breakable)
In pinned messages you can see the entity list for dusk
- There are some more but you gotta look for them in the patch notes
Like func_breakable
Well, waht I meant was them being present in the .fgd
That fgd is unofficial, so we can't really provide any useful support for it
Are func_breakable triggerable by trigger_once yet?
Next update - they will be if i'm right
ok
Anyone figured out the proper tilt rotation for the forklift yet?
I mean
0 90 0
0 270 0
0 -90 0 all that
It's one of those probably
Basically try making of the numbers -90/90, 180, 270
One of*
And keep the rest at 0
0 0 270 Seems about right
Eagerly looking forward to the official FGD, though one provided by func_bread is really good too for now
I guess best bet right now is to use HL1 FGD with Opposing Force FGD since they have most amount of entities
Likewise
is coloured lighting going to be added in the upcoming update?
Fingers crossed
no, .lit file support isn't in that patch
you can always just compile to HLBSP if you want coloured lighting
Just to be clear (sorry, first time working with something like this), is there a way to get dusk entities in trenchbroom? Or do we just have to use the Quake ones and determine which Dusk entity those mean for ourselves?
Check pinned messages for an entity list - you just type those in as the name of a point/brush emtity
They dont show up in TB but show up in game
Ah ok, thanks! I'll see if I can figure that out 
Example -
Right click - create point entity - pick any - give it a classname prop_gascan and bam
The gascan appears in game
I think I got it, thanks!
np
i'm having trouble trying to compile my map with ZHLT, can anyone who uses those help me out and compile my map so i can know if it's a problem on my end or a problem with the map itself?
@honest stag do you have an error log?
ye, i have no clue what it means tho
i think it wants to tell me that my map isnt sealed
but like come on now
it should make a bsp anyway right
here's the log
I think you can pass -nofill in HLBSP to ignore leaks completely
oh jesus
your log file is stepping over itself
Error: Entity 2, Brush 89: outside world(+/-4096): (-10016,-4964,-1511)-(1991,-1725,-1439)
Error:Error Entity : 2, Brush 89: outside world(+/-4096): (-10016,-4964,-1511)-(1991,-1725,-1439)Entity 2, Brush 88: outside world(+/-4096): (-10016,-4968,-1511)-(10243,524,-1439)
Error: Entity 2, Brush 96: outside world(+/-4096): (-10000,-2128,-1475)-(10000,-2127,-1475)```
unhelpful, i know
but lol
idk how compilation works in TB, In JACK you set various commands in "parameters" when you're attempting to run the map
qbsp works perfectly fine btw, i'm just trying to see some colored light lol
i'm using bare tools for this btw
not from the editors
ZHLT technically should compile map by default even if there were leaks so I am not sure what's happening
vis will just fuck itself
Sure
any good DUSK MOD Ideas?
Small John
Regular sized John
Medium John
jusk
Can't wait until they add Bad John to maximum action
can't wait for weapon modding so i can make the double barreled hunting rifle
how many units can Duskman jump forwards?
several
atleast 2
...making a skeleton head fountain may be a task i cant complete
jesus fuck he looks so stupid
oh well
i guess spending a lot of time on something doesnt mean it'll be good
Lmao
should i leave him in or is he too stupid looking to live
make like, a regular blood fountain instead
ughhh i really to want to give this another attempt but is it even possible to make a realistic looking skull with TB's tools
...honestly just scrapping the idea and making a regular fountain sounds much better
b-but the skull boi
make him a func_detail
he's about to be func_deleted
;(
i'll save him in another empty map, just in case i want to use him
i love how u did a flower bed, a leatherneck bush statue and this skeleton head fountain since u said u should focus more on gameplay lol
I did
and then i focused on the windows being alligned right
then the flower pot... then the statue... now the fountain
i'm beyond saving now
no skull version
that looks objectively better
But my boi skull!
although i think stuff like that head or the hazmat suits u made were kinda cute
boi skulll is now sitting in an empty map waiting to be used later
ey thanks
both looked very very silly imo
man
the "carve" and "hollow" tools are fucking insane now that i know about them
seriously how the hell have i lived without them
carve?
ctrl+j makes some really fucking cool shapes out of nothing somethimes
like literally 2-3 brushed and you get a cool shape
i really wanna do a mountain type thing but i didnt figure out how to do that properly
like a spiky mountain?
i can see that being made
huge grid size, some "soft" spikes and a bit or dragging around could make a good basic mountain which you can add paths to manually
yeah probably, i should try that. I'm always a bit hesitant with clutters of rather complex brushes
dew it
it's always worth it
...almost always
i just played some arcane dimensions maps and was in awe over what those guys did
ah it crashed already
Try not to use vertex editing
Edge tool is really really good with proper use
Probably better than vertex tool honestly
Causes way less crashing
but with the edge tool spikes are problematic
not at all actually
by making each spike a brush?
Try making 4 squares in a 2x2 grid, click edge tool and drag the center up
There are more ways but this is easiest
eyyy thats clever
Imma show you another way to do it with the edge tool
A bit different spike
gonna drop screenshots step by step, 1st method is better imo but these can be used for something else i guess
and there you go - a weird looking "spike"
i dunno if this will work but thanks lol
hell yeah it will
looks sick, honestly details and texture work will make this an awesome map
i'd love to see like small tourist shops or maybe lost climbing gear along the way
how awesome would it be to have like a gradual snow as you climb the mountain
no snow at the bottom, more and more as you go up
thanks, ill check out how it feels ingame now. but it needs to get bigger, i kinda want a sekiro like asian temple on a mountain
it works, even tho the brushwork is a mess. i just realized the player can just bypass the whole mountain by hupping up
that is true unless you add invisible bruses when the next update rolls out
yeah thats right
the timesplitters mapmaker theme helps me map faster
is there an entity for the non-boss variant of monster_mama, like the ones found in erebius reactor etc. i cant seem to find it
monster_cowgirl iirc
monster_cowgirl iirc
@iron needle confirmed, thanks
new patch guys
notes here
RIP euler
lol, after installing the update my entire map is engulfed in water and all the enemies across the map are alerted and starts shooting at me through walls.
you probably used a texture with * or !
hmm
sounds like its being treated as water
if you can send the bsp i can take a look
My teleporters stopped working RIP
i can confirm your entire map is a func_water
@unique ocean do your teleporters have targetname set?
giving them a targetname disables them until they're triggered
I'm trying to teleport mages into the lobby I made. The targetname is set to the trigger at the pickup
mmmmmm yes
Can you show a screenshot of the pickup and the teleporter in the editor @unique ocean ?
sure
https://cdn.discordapp.com/attachments/613767038481072206/669275320955830272/teleportchamber.PNG
This is the Monster Closet with the mages I want to teleport in.
https://cdn.discordapp.com/attachments/613767038481072206/669275330002944040/mainchamber.PNG
And this is the trigger with the destinations by the doors
So now we can actually trigger teleport areas without pushing enemies into the trigger areas via doors? 😛
Lol, thats how I did it before the patch
Same, hehe. I think we all did 😄
They arent, I just still have the others selected
- You have your monster sitting in a teleport trigger with a targetname
- You put that targetname into the
targetfield of the pickup
or the target field of a trigger
oh I see, can you select the trigger_once entity so I can see the keys?
now to finally fix my monster closets now that triggers work better
how do the transparency textures work? I can't just put an { in front of a texture name right?
that's how it works
oh would you look at that
also I fucked up the water lol so we'll put out a hotfix soon
blame me pushing code without testing it late at night
jesus man I know it's your job but take a break every so often
@ancient depot do you have to rename it in tb or in the textures folder?
I think either works
ok thx
@unique ocean yeah that's really strange, that should work
can I get a copy of the .bsp?
oh wait
I think I know the problem
and yeah sure
but as a quick test, if you put a func_door above the teleporter, and open it with a trigger so the enemy falls into the teleporter instead of standing in it
does it work then?
Thats how I had it before the patch
I think the issue is that the teleporter doesn't check for anything being already inside it once it triggers
Thanks, Darth. You guys are the best
speediest devs on the planet
ok starting hotfix build now
man I cant wait to just make entire rooms fall apart with func_breakable now that I can trigger it
I definitely want to see how I can push this to its limits
for "science"
that will be very useful for us as a test too!
Question. Is object_blades supposed to damage the player? Or is that not supported yet? Or am I doing something wrong lol
It gibs enemies but I want it to gib me 
hmm it's supposed to damage the player yeah
I can't wait to see maps that break apart to reveal an arena twice the size
It makes the player pain noise but no damage.
huh. I'll investigate
Can’t wait to get back to the editor and play around with the new features! Nice work guys!
ok hotfix up
legs
guess you could say that dude's built like a train
that's the vanilla riveter
that map better be full of func_breakables
Nice
the Dusktrix
so is there any way to fix this, i've been experimenting a bit with worldspawn light and i can never get it right nor do the actual lights impact them
That is odd
does the player's gun turn black too if you stand where those are?
looks like that spot has no lightmapping
it happens to every pickup
Could you provide a .bsp?
Is there any sound line we can add to doors that’ll make them play the generic door creak sound from the Campaign?
not yet
ok hotfix for pickup lighting is live @tepid python
🙏 awesome
Will mods and maps that were made before the SDK is finished still be compatible in the future, or could there be unforseen issues?
we had maps broken before with patches
i dont see them being too fucked later on though
I wouldn't want to miss out.
we had to use a lot more bootleg solutiions before
and then patches broke them
like lighting or props rotation
yo i cant really find info about it - how exactly do i use rendermode and renderamt? like, what value do i need to set for a fully transparent brush
and what's the difference between those
oh got it, i was looking up quake oops
yo what's everyone working on rn?
i'm thinking about remaking the first doom 1 episode since i'm unoriginal and need a starting point
I'm making a giant train yard and its lookin pretty epic if I say so myself 😎
I cant get light_environment to work but I barely spent more than 10 seconds on that entity so that's probably why

Yo bros how does one add the dusk wad in trenchbroom?
blow, click the + thing
when selecting a path, set it to "absolute"
hm uhhh is it normal that i got opted out of the sdk and now have to reinstall it?
i'm not sure how i feel about the glowing blood
bruh
hey @ancient depot my blood sink thing isnt working after the update for some reason
2 doors, a button, a multi_manager
i dont see things in patch notes that could indicate it breaking
how do i compile on trenchbroom?
you pretty much need a different set of tools - it's quick though
i suggest using ecirW's tool
s
you got a link?
dumptruck_ds has a great tutorial on everythin TB related including setting it up/compilation
with links too
on youtube
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under...
in this vid
to be specific it's at 10:36
and tools are at 1:53
np
is the necros compiling required as well?
not required, it's just a UI to ease the process
you can do the same inside of TB without the UI but it's not pretty and clunky
k
yeah
