#dusk-modding

1 messages · Page 40 of 1

honest stag
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that doesnt make sense though
you sure you installed them?

tepid kettle
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yeah i got the latest version of eric's tool thing

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0.18.1

honest stag
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let me try

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uhhh the bin folder is there

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i downloaded your version

tepid kettle
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wtf

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i just took a screenshot

honest stag
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uh i dont think you installed everything right

tepid kettle
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well i guess i gotta go back there

honest stag
tepid kettle
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yeah i'm downloading that rn

honest stag
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alright that should work now

tepid kettle
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k it's here

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i think i clicked on the wrong thing before

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i feel my IQ expanding from this

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ok

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now that this is dusk and not quake what should i put for the working folder and out put folder?

honest stag
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output folders never worked for me but basically - the working folder is there the compiler makes your .map file (which is the trenchbroom map) inso .bsp (which is the playable version)

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so basically wherever you're saving the .map - good idea to make it a working folder as well

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to keep everything together

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you could probably make the output folder right into your dusk maps folder to play it right off the bat but i couldnt set it up right

tepid kettle
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k

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k so i'm assuming the source map is the .map right?

honest stag
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yeah

tepid kettle
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ok final bit the quake engine

honest stag
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dont need it

tepid kettle
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k

honest stag
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uncheck the run quake thing as well

tepid kettle
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already did

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so it said C:\program is not recognized as a internal or external command

honest stag
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try making it outside of the program files folder

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like

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just in C maybe

tepid kettle
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k

honest stag
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try to not have any symbols as well unless it's letters/numbers

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fucked me up a couple times

tepid kettle
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so how am i going to get to it with going through c?

honest stag
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? what do you mean

tepid kettle
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well it says that it's not recognized and i have to get the dusk folder inside of c to put the file path

honest stag
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uhhhh you need dusk folder for what exactly

tepid kettle
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i wish i had my headache emote rn

half dust
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Just make an output folder then copy the bsp into your dusk directory.

honest stag
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yeah it's the best way

tepid kettle
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ok

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ok i'll do this later

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here's the screenshot of the error

honest stag
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can you screenshot the path in the ui?

tepid kettle
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k

honest stag
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i'm pretty sure it's because of the "("

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which is why you should drop in outside of the program files folder

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into something like i dunno
123

tepid kettle
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?

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explain

honest stag
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ohhhh wait i think i remember

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space shouldnt be a thing in your path

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i think

tepid kettle
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ok

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let me try that

honest stag
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make a folder that doesnt have a space instead

tepid kettle
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ok

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same thing

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i did no spaces either

honest stag
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what path is it now

tepid kettle
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same one but the folder has no spaces i'll try to take a screenshot

honest stag
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you're still using a folder in program files?

tepid kettle
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yeah

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where should i create the new one

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since this isn't working

honest stag
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just in C:

tepid kettle
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ok

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fucking finally

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ok it is done

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now i can actually do things

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thanks

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also do you have a list of which entities are what?

honest stag
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.txt file in pinned messages

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  • some functions which you can find in patch notes
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i hope the wiki is done soon

lament ore
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Give me scripting support. With it, I can restore the Soviet Union.

honest stag
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can you make func_vehicle tho

lament ore
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I could actually

honest stag
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o shit

lament ore
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Assuming we get raycasting which I'm absolutely certain we would

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And then some rudimentary collision detecting

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I could do it

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there's nothing really "unity specific" in my implementation here

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It doesn't use the unity wheel colliders or anything

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To drift, get up to speed, hold a turn, let off the gas and hit the brakes, then when you start drifting let off the brakes and hit the gas again

honest stag
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oh that's pretty cool lol

lament ore
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thenk lel

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to let out of the drift, let off the gas and turn outwards

onyx marten
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i dont get how to use transparent textures. I copied one in the texture folder and put { in front of the name and it doesnt show up in tb

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and i dont know how to rename a texture inside of tb. someone know how to do that?

honest stag
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try this - make a texture, then make the brush an entity, any really, func_detail will do but you can do anything
add a property "rendermode" and set it to 1
add a propery "renderamt" and set it to a value from 0 (not transparent) to 255 (invisible)
100 is pretty much perfect from glass btw

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for*

onyx marten
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thanks man that worked fine

honest stag
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np

ancient depot
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it's the other way around actually, 255 is solid, 0 is invisible

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also @honest stag can you supply the bsp where that issue occurred?

honest stag
ancient depot
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@honest stag what texture does the blood in the sink use?

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also I see it's trying to trigger a "fuckme" entity, which doesn't exist

honest stag
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wha
I didn't change anything in the setup tho
Lemme check

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plz ignore my entity names i am a child that expresses frustration through entity names

ancient depot
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lmao

honest stag
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they are using *blood1, forgot that it was changed

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lemme try a static texture

ancient depot
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that would be why

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if the texture name begins with * or !, it gets transformed into water geometry

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does the sink function in Quake?

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if it does then that means we have incorrect behaviour, shouldn't be hard to fix if so

honest stag
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havent tried

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lemme see how it works with a different texture, 1 moment

ancient depot
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for the record, I can see that the blood objects for the sink blood exist, but they're invisible, likely because of the * texture

honest stag
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yep, it works bow

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now*

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thank you

ancient depot
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np

agile gust
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playable wip of my map is ready if anyone is interested in lending some feedback/suggestions

honest stag
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sure my man

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i'm down

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probably cant post it here since you dont have a rat rank but you can dm me

agile gust
honest stag
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oh you got it on there right away

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nice

agile gust
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the recent update broke some things like the toilets cause i was still using euler for some things

honest stag
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oh it need to be authorised first

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needs*

agile gust
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i can just dm you the rar if you want

honest stag
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sure

agile gust
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sent it

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if the textures dont work try adding dusk.wad to the mod directory

ancient depot
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Since you sent it in a DM, if you right click on it in the DM and go "Copy Link" you can post that here

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and people will be able to download it

ancient depot
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yup

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you're allowed to redistribute dusk.wad with your map if it's needed btw

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because that wad will change over time, so your map might require a specific version of it

agile gust
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i have it backed up in one of my jack folders somewhere so that's good to know

onyx marten
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that map looks awesome

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are u able to get the red key yet?

agile gust
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so like

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the red key is only there like

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70% of the time

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i need to move it to a different spot cause i think the welders might be pushing it underground or something

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ive been battling with the red key since like day 1

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this is where it's supposed to spawn

honest stag
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dude i fuckin love this map so far

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the pipe ladder thing is awesome

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maybe a bit too many turrets lol

agile gust
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yeah possibly

honest stag
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the trap is awesome

agile gust
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was struggling to find many enemies that fit with the theme of the map

honest stag
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i really really like the broken doors

agile gust
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thanks heh

honest stag
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the switches could probably stand out a bit - the one in a room with 2 soldiers blends in with the background texture easily

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almost missed it

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i really like the look of it though

agile gust
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thats another thing i was worried about so i put little lights next to them

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still blending in though i suppose

sterile arrow
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sick level😤

honest stag
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DUDE THE ||ROCKET|| IS FUCKING AWEOME

sterile arrow
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my only suggestion is all those lil bloom light things are distracting

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i missed the pistol the first time

agile gust
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yeaaah so did vriska

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i need to work on some visibility stuff

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and the bloom is mad yea

honest stag
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???

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oh
i have light flares turned off
they are on by default

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game looks way better imo

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and the lights look fine

agile gust
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yeah the flares are kinda blinding in some spots

honest stag
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without that setting

onyx marten
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huh

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i dont have textures

agile gust
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try putting the dusk.wad in the mod directory

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DUDE THE ||ROCKET|| IS FUCKING AWEOME
@honest stag thanks haha, it was literally a last thought

onyx marten
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aight imma give it another go

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but it looked great so far even without textures lol

agile gust
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if the red key bugs out just noclip through that door, its another issue

honest stag
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just beat the level
god DAMN that was so good holy shit
we really need saves tho
i almost died in some sections and replaying the level would be a bitch since it's so long

ancient depot
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Note that file paths in the SDK are case-sensitive, that map requires dusk.wad and QUAKE101.WAD

agile gust
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the QUAKE101 is just for the trigger tex i used in the editor

onyx marten
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quake101.wad? i only know of/have ad_start.wad

ancient depot
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ah okay

agile gust
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dont actually need that one cause you never see it

onyx marten
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ok

honest stag
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||i might be a bit biased since i'm a huge fan of big structures in games that make the player feel tiny, which is probably why i like this map so much||

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also i like that the level is tight on ammo somewhat
people arent usually fond of this but i am

agile gust
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thanks for the kind words

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i also wanted it to feel like you had to look for stuff

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i dont have ammo i better look around

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plenty secrets at the start

honest stag
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found only 1 secret tho
also went out of the map by accident

agile gust
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oh yeah the map is easily breakable

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just waiting for player clips

honest stag
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you can already have transparent brushes btw

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with clipping

ancient depot
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we support CLIP, SKIP, AAATRIGGER and *WATERSKIP

agile gust
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oh thats real nice

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i need a clip tex

honest stag
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also i abused the hell out of breaking barrels for items lol

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since i was low on health a lot

agile gust
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i wouldn't call that abuse 😄

fluid nimbus
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"big structures in games that make the player feel tiny"
also known as "the bungie"

honest stag
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yes
but with actual detail on them lol

fluid nimbus
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bungie has detail on their big stuff too

honest stag
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i only played CE

fluid nimbus
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I mean yeah it's an old ass game now
their newer stuff has more detail

honest stag
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i bought the MCC, just waiting for them all to come out, or at least most
basically i really like your map potato

agile gust
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thanks, think it needs more interactivity or something, some sections feel a bit dead

fluid nimbus
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same

onyx marten
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@agile gust ok i finished it, fuckin great map.|| i got a bit lost sometimes and without saves the rocket battle can be a little frustrating, as well as the red key (it appeared on my 3rd try)||. but overall very impressive

agile gust
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ay thanks for playing it

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yeah i dont know what to do with that red key tbh

onyx marten
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np, have u tried moving it around?

agile gust
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like i want it to be in that spot

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but ive moved it left right high up down

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put extra solid brushes underneath the floor etc

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sometimes it just sinks through them all for no reason

onyx marten
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hmm, maybe put it on the roof of that building and a ladder to it?

agile gust
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my only suspicion is if a welder is moving it or messing it up

onyx marten
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so u still can see it from far

honest stag
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i'd put it behind a glass that opens lol

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in like a box

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it's easily doable

agile gust
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i could just spawn like 20 keys in a room and hopefully they all havent disappeared by the time you get there

honest stag
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or a breakable glass

onyx marten
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also just wanted to say great details, like the broken floors and doors and switches. how long did that map take you?

agile gust
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like a "break here in case of emergency" ?

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uh like a week or two pool

onyx marten
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just put it inside of that building and give the whole building the red key texture

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bam easy

agile gust
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great idea

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in fact ill just replace all tex with the red key one

onyx marten
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some people should make a map pack together where everbody makes one map that leads to the next or something, that would be cool

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yeah that would work

honest stag
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ye i think i said something similar to that a bit befor
i would totally do it after i'm done with my map
hell i wouldnt mind repuprosing it for another ending lol

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i made a cool ass rifle out of brushes before and thought "hm making a pistol shouldnt be hard"
and here is this monstrocity

onyx marten
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yeah me too

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have u ever worked with blender?

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i have a great idea for a rifle i wanna make but it isnt supported yet and i dont know blender

honest stag
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nope

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i'm a hardcore dipshit that makes things with brushes

onyx marten
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lol

honest stag
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i could probably make a better pistol tbh

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i'll give it another go

onyx marten
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kinda looks like a luger or something

honest stag
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i wanted it to be a revolver but fuck making that lol
.... i probably could tho

onyx marten
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yeah probably but at what cost lol

ancient depot
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brush objects are an art form

honest stag
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guess who didnt save

ancient depot
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I've only ever seen people have TB crash while using the vertex tool

honest stag
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edge tool this time

ancient depot
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anyone tried reporting that to the GitHub repository?

honest stag
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nope

ancient depot
honest stag
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i load the autosave and 0% of the pistol is done

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kill me lol

ancient depot
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RIP

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you could probably recreate it somewhat since you got a cap of it

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wise move

honest stag
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yeah i hope lol

ancient depot
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put that screenshot onto a brush as a texture

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use it as a blueprint

honest stag
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operation recreation

onyx marten
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dont you need to make a wad to import a texture?

ancient depot
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you can use texture folders in trenchbroom

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it's just that the map compiler doesn't support them

onyx marten
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oh aight thx

agile gust
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some people should make a map pack together where everbody makes one map that leads to the next or something, that would be cool
@onyx marten 100% down for something like this

ancient depot
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I wanna see people do an unofficial expansion once scripting & models are supported

agile gust
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i can 3dsmax an uzi if someone can program it 😄

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i feel like this game needs a rapid firing SMG in each hand

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blistering rate of fire, piss poor accuracy

onyx marten
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i wanna make like a steyr mp34

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with a magazine that goes from right to left and back when shooting

honest stag
onyx marten
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kinda hard to explain for me in english lol

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yeah that looks nice, is that supposed to be a deagle?

agile gust
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kinda like the cyclone from perfect dark if you ever played it pool

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the reload animation

honest stag
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i dont know honestly lol
probaly a baby of a usp and the m1911

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the top part should probably be a tiny bit smaller eh?

onyx marten
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kinda, just that the magazine is mounted on the left side (like the steyr normally has) and it just runs through to the right side and always back. like u dont ever reload it just keeps running right to left and back

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yeah looks too big to be a smaller pistol. but as a deagle its fine

honest stag
agile gust
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thats better but now the grip looks a little longer than it should

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idk if its just me

honest stag
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yeah same

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1 moment

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"haha dude i gotta work on the layout i shouldnt spend so much time on the details"
"hmmmmmmmmm is this pistol looking perfectly even tho the player probably wont look at it longer than 2 seconds"

onyx marten
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lol

honest stag
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IT'S SO FUCKING TINY

agile gust
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looooooooool

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its so cute!

onyx marten
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lmao

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when the right mods are out you should make this a neclace u can wear ingame

honest stag
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lol it's a pistol for babies

onyx marten
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or for rats

honest stag
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also

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big deal was having a reference image

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fucking my god i could have spent this hour working on the layout ughhhhhh

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so far i made - a mansion's front with detail
a statue of leatherneck which can be broken
a blood fountain
a breakable maze
small lanterns
flower pots with flowers
and exactly 0 enemy/item placements or any thought about the layoutBigThink

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and the pistol too

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and a small locker which you can open and find a pair of brush boots...

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and a projector light...

onyx marten
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well, if u now put the same effort in the gameplay that maps gonna be great

honest stag
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well it's not that simple eh
i dont have the proper level design knowledge, it's my 5th ever map

onyx marten
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i dont have any knowledge and I'm relatively happy with what i did so far

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i dont think its** that** hard

honest stag
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i dunno, it's kinda hard for me since as soon as i make a room i wont stop untill it's fully detailed

agile gust
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i have a similar problem although it sounds not as bad as yours

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constantly got sidetracked "ooh this would look cool"

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really the detail should come last

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but thats boring

onyx marten
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yeah but u dont need to fill everything up with details

honest stag
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i dont NEED to but i REALLY want to lol

onyx marten
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like each room should have a little and some important rooms should have a lot

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then u need to become an interior architect lol

honest stag
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jesus lol
i would love to help people fill up their good combat levels with all the tiny detail and interactive shit

onyx marten
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lol i could use that

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but i dont know if i have good combat levels

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im always kinda torn between details and gameplay

honest stag
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i think you do tbh

onyx marten
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thx but that might have been luck, i dont know where im going with my new one. plus im kinda tired of the urban setting but i have to do at least one more

honest stag
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you know i saw someone make a forest/classic horror movie map and post a screenshot
looked awesome
i think there are a tooon of cool settings

iron needle
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really the detail should come last ehh not necessarily tbh. I think it's more important to go with the flow of ideas personally

onyx marten
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yeah but i have a crappy story in my head i wanna follow

honest stag
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eh that's cool then

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so what you're saying is i can just keep doing my stupid shit lol

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and fill 1 room with details before making another one

agile gust
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maybe. im so conditioned to making competetive counter strike maps where its literally dev textures until you have a playable map with a balanced layout

onyx marten
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next one's gonna be a techno club and from then on i can do whatever

honest stag
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ohhh techno club i think that's awesome

onyx marten
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yeah i hope so. but i need to be able to implement music and colored lights hehe

honest stag
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i really really really want .lit support
i see my map as being on sunset and it needs to have colored sun

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also i love playing with lighting
gives such cool atmosphere

agile gust
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yea lighting is alot of fun

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i like lighting rooms with contrasting colours then finding a justification for having those lights there

iron needle
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@honest stag yeah honestly I think it's more important to go with the creative flow than it is to stick with a regimented approach

agile gust
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it would sound like his creative flow is flowing a bit too hard at the minute, to his detriment

honest stag
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aww thank you
i was worried about my style of work with it

iron needle
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Yeah that happens sometimes too lol

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Creative block

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The important thing is the resultsz not how you get there, so yeah I'd say it's fine to just follow whatever element is sparking your interest most at the moment, and figure on polishing later

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I mean I did that with Dusk levels all the time. Would have some rooms fully detailed before moving on to the next area

honest stag
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sounds good
it kinda sucks to realise "oh i havent even started making the next room" after spending 2 hours on the previous one

shell escarp
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workflow is something you’re constantly iterating on so unless you’re Not Getting It Done within a reasonable timeframe for the project don’t stress@about it

lament ore
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also this is the outdoors map I mentioned on Twitter David

ancient depot
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👌

lament ore
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haven't had much of a chance to work on it the last week and a half because CAPITALISM

honest stag
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hell yeah that's sick

iron needle
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@lament ore ahhhh ok yeah I thought that was you lol

gritty forge
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Yeah capitalism is sick

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Quick change topic

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Great looking screenshot!

iron needle
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lol

honest stag
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i really dig the fade to darkness in the tunnel bread

ancient depot
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so

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if you go stand where those black bushes are

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does the weapon get like that too

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If not, then I think they might be slightly in the ground or something

lament ore
ancient depot
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hm

honest stag
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i have a car on my map which doesnt light up correctly either

ancient depot
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what if you place them above the ground

lament ore
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compiling now but I expect they'll still be blacked out

honest stag
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also yeah, tried to do the same with the object_car

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it's basically flying but no correct lighting

lament ore
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pops in and out randomly

ancient depot
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not sure how we'd fix that one tbh

lament ore
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so y'know, low priority

tepid python
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there's this and on edges there's no weapon sway

ancient depot
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that happens in the campaign too

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the weapon sway thing

tepid python
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oh

ancient depot
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it's because the game detects if you're on the ground by firing an invisible bullet down from your center

lament ore
ancient depot
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so if you're on the very edge it doesn't hit anything

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@lament ore hm, will investigate

lament ore
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Did we ever get that light override property? I have one or two trees purposefully embedded in the ground that I would like to make not blacked out lul

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I gotta scroll up and find the changelog

ancient depot
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not yet

lament ore
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kk will wait

honest stag
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light override? isnt that some value in "rendermode"? might be wrong

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just askin

ancient depot
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nah, bread's referring to a way to override what value the object detects from the lightmap

honest stag
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ah alright

lament ore
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ye we were talking about it back when all my trees were blacked out lol

agile gust
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ayyy lmao looks light most of the lighting issues are resolved @ancient depot @still raptor @iron needle good job lads
@lament ore the map on that screen looks sick

lament ore
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thx bbycakes

lament ore
iron needle
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hahaha yes

honest stag
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dude that's illegal

lament ore
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unity can have little a mapping tools. as a treat

honest stag
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at least we have repeatable commands for those in tb

lament ore
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that's a Sledge feature rather than JACK, to be clear

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really a shame Sledge ceased development 😦

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I can restore the Soviet Union Sledge development

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C#/.NET is a lot nicer to work with than C++ anyhow

tepid kettle
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how do you create a brush trigger?

lament ore
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Create a brush, tie it to a trigger_once (or other trigger) entity

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Name the thing you want to trigger, then in your trigger_once set the target to the name of the thing

tepid kettle
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ok

lament ore
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you can look up Quake or Half-Life mapping tutorials for stuff like that generally

honest stag
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in tb - select a brush, right click and then make a brush entity - trigger

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and there's all kind of them there

agile gust
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i think i might have just solved my red key problem

honest stag
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how so

agile gust
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if it keeps falling through the ground why dont i just create a teleporter under where it spawns

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to teleport it back up to the surface

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it works with pickups like that right?

honest stag
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congrats on rathood, you can now post shit

agile gust
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rathood?

honest stag
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well you got the rat rank this so you can post the maps and screenshots freely

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hm

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well that's a problem

agile gust
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oh cool

honest stag
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since we dont know where is the key falling to right

agile gust
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well i know where its going because when its not there ive noclipped under the ground and found it

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its just sinking through the surface for whatever reason

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but its strange cause sometimes it works fine

onyx marten
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safe it always does that? cuz i noclipped below it and didn't see it (although i didnt look very long)

agile gust
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the longer you spend on the map the further down it falls

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i had to fly pretty far down to find it

honest stag
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lol wtf

#

that's weird as shit

agile gust
#

ima try the teleport idea

honest stag
#

yo hey

#

you're using the same key right
have you tried just deleting and and placing a new one

#

just in case

#

maybe something is wrong with the old one

agile gust
#

key_red_card

honest stag
#

ye just try to delete and place a new one

#

who knows

agile gust
#

yeah ill do that incase

#

in fact fuck all that im just gonna move it to a different spot

gritty forge
#

"failed to load mono"

half dust
onyx marten
lament ore
#

hoh

ancient depot
#

The skybox is swimmable

#

was a bug we fixed recently... I think? Maybe we didn't

half dust
#

I just experienced it.

ancient depot
#

oh okay yeah we didn't fix it

#

it's a one-line fix though

lament ore
#

no leave it in it's funne

ancient depot
#

I'll make a note of it

lament ore
#

jk

ancient depot
#

but yeah water still isn't perfect

honest stag
#

lmao at the clip

gritty forge
#

is there supposed to be some kind of "bin" folder in /dusk/SDK?

ancient depot
#

notice how in quake maps, the non-swimmable areas within underwater zones are still swimmable in dusk

#

yes

#

the executable is in SDK/bin/win_x64

gritty forge
#

i don't have a bin foler

honest stag
ancient depot
#

try verifying local files on Steam

gritty forge
#

aight

agile gust
#

no way you can miss that one

honest stag
#

Hell yeah that's awesome

gritty forge
#

"Fatal error: Failed to load mono"

tepid kettle
#

my textures aren't showing up when i load the map even though they are there in trenchbroom

honest stag
#

you need a palette file in the mod folder but outside of the map folder

#

get the quake one from the quake wiki

tepid kettle
#

ok

lament ore
#

also thank fucking GOD mac supports previewing OBJs because there's like a thousand and a half files in here with no accurate names

tepid python
#

teleport + crossbow is pretty cool

iron needle
#

wtf

#

how did that happen lol

tepid python
#

teleporter is on the roof and the target is below it

iron needle
#

ahhhhh ok

agile gust
#

any way to get the props like the gas canisters interact with func_breakables?

cosmic copper
#

do I need to add any keys to a brush to make it transparent? like bars

#

also does anyone know anything about doors blocking monsters even after they're open?

half dust
#

Navmesh can't link through doorways right now.

tepid kettle
#

what should i use for doors?

cosmic copper
#

ah ok

tepid kettle
#

nvm i went went garage door

#

since it kinda looks like the old doom doors

compact hearth
#

i've been trying out some of the The Specialists's maps and they work beautifully, i still can't believe they work on dusk

#

since it's a multiplayer type of map, is there any way to spawn enemies?

#

or do i have to edit the maps myself

#

also i'd like to know if there's a way to bind commands to a key, specifically noclip

agile gust
#

you'd need to find a way to decompile the specialist bsp files probably

#

and iirc that can be sketchy

#

if you wanted to make edits that is

compact hearth
#

yeah i figured

#

thanks

#

i'll see what i can do :D

unique ocean
#

anyone know how to attach a crack to a texture?

#

hold up

#

oh wait nvm

#

that didnt work

onyx marten
#

u mean like decals? like bloodstains or something?

unique ocean
#

yes

onyx marten
#

i wish i knew the answer

lament ore
#

@compact hearth you can edit the entities in a BSP, just not the architecture

#

The entities are basically just copy-pasted from the .map. there's various ways to edit it

#

You could use something like ripent, or decompile the map, edit the entities, then paste the entity section into the original BSP, etc

tepid kettle
#

is there a way to make a endless map?

alpine depot
#

i dont think enemy spawners are possible yet, but teleporting some in occasionally from a giant room full of enemies could work

#

but that might not be worth the hassle

#

also how do you get light_environment to work lmao

lament ore
#

What compiler set are you using

#

Ericw or ZHLT (or fork of ZHLT)?

alpine depot
#

ericw

lament ore
#

Light_environment isn't supported by ericw because light_environment is a goldsrc thing iirc. Ericw's tools takes sunlight parameters on worldspawn

#

Check the main page of ericw's tools for info on that

alpine depot
#

ohhhhh right i remember reading something about that

tepid kettle
#

how do i get bone balls and other monsters like that since there's not enough quake ents same with bosses?

#

and the other weps

lament ore
#

Search for the unofficial Dusk fgd I posted a while ago

#

I'd post it but I'm not by the comp rn

#

It has all the Dusk entities in it

#

Otherwise you could just type in the class name

tepid kettle
#

ok

#

thanks

#

ok i have it now what

#

nvm

lament ore
#

👀

unique ocean
#

OOOO

#

I forsee a great modding in source 2

still raptor
#

that sounds pretty dope

#

look forward to Dusk 2 on source 2 in 2022

sturdy tide
#

don't get 'em started scoot

#

lol

tall zenith
#

2022 is too soon

#

it's gotta be 2222

unique ocean
#

is there any way of right now making gas canisters explode walls?

agile gust
#

i wanted to know that too

#

i couldn't get any explosives to interact with func_breakables

#

not even mortar/riveter

#

man the spawning behaviour for the keys is so strange

#

i made a test map, just a box room with a keycard in it, tried moving its position all around but it wouldnt stop spawning under the map. so i made another room directly above the first room, and put the key spawn in that top room, and now its spawning back down in the first room?

#

similar to how i cant get the red key spawn working in my map

alpine jolt
#

Hey, im a bit confused on how to load maps, where is the SDK folder?

agile gust
#

did you sign up to the steam beta branch?

alpine jolt
#

I did not, can I do that?

agile gust
#

check the pinned messages in this thread bro

#

tells you all you need to know

alpine jolt
#

right, Thanks!

agile gust
#

is it possible to spawn pickups like weapons and keys through triggers?

ancient depot
#

no but I think teleporters should work on them

honest stag
#

can we change for how long a message is on the screen?

#

or is that not a thing yet

balmy thorn
#

Not a thing afaik

#

Nice lamp btw.

#

Can I see some screenshots of your map?

honest stag
#

ey thanks
i'm more proud of other details but this looks nice i think

#

sure 1 moment

balmy thorn
#

I mean it’s obvious what it’s supposed to be 😉

#

Neat

honest stag
#

here's a couple

#

i made almost no progress because of fucking about with detail like that

balmy thorn
#

Nice. I like the custom models, so to speak.

#

Yeah I can see that. Nice work.

#

I’d share screenshots of my own stuff but I’m not at my pc rn

honest stag
#

ey thanks man

balmy thorn
#

This is what I love about classic level editing. There’s little need for models and props, you can just go crazy in the editor.

#

With modern graphics you need a model for everything.

#

I just noticed that the fountain has blood in it instead of water. I’m guessing this place isn’t too friendly.

honest stag
#

yeah lol you could say that
also i made a map for the maze, but the maze is breakable anyway so why tf did i even bother

balmy thorn
#

Hehe

honest stag
#

i'm gonna put key locations on the map lol

#

i think it's pretty cool in case you get lost

balmy thorn
#

Like easily recognizable areas?

honest stag
#

like actual keys to doors lol

#

and mark the colored doors on the map as well

#

literally mapping while mapping

honest stag
#

seems like lightmaps on some tiny brushwork slightly fuck up

hollow laurel
#

neat looking

#

been having motivation issues currently, so not much progress <_<

spiral nexus
#

bruh imagine actually finishing projects

#

Procrastination gang square up

sturdy tide
#

i'll square up tomorrow

torpid agate
honest stag
#

This is a very unsettling video

fringe nymph
#

It reminds me of that ms store doom port

torpid agate
#

Lol ye it’s Fulbright right now. It’ll look better soon

ancient depot
#

Don't forget to use *waterskip on the sides of those water brushes!

torpid agate
#

Is Quake 3 skip texture supported?

ancient depot
#

clip, skip, *waterskip and aaatrigger are all treated as skip textures

#

but only *waterskip is suitable for water

honest stag
#

Will water textures "flow" down automatically or

#

Can i like make them shlurp upwards

#

If that makes any sense

still raptor
#

theres no water flow

#

when we support animated textures you could probably pull it off

gritty forge
#

Wasser

ancient depot
#

@honest stag like moving water?

#

we won't be doing water physics lmao

#

but func_water is supposed to be a form of func_door, so once we get that in you can sorta fake it

gritty forge
#

I trink he means like a waterfall

ancient depot
#

if it's just animated textures then yeah we'll do that

onyx marten
#

is it possible to have a pool of blood look like blood when you dive in it?

ancient depot
#

not yet, the only liquid the game recognizes is water

gritty forge
#

Hydration Homies rise up

pearl fox
gritty forge
#

also i made a map for the maze, but the maze is breakable anyway so why tf did i even bother
Imagine people going through the maze legitimately and then realizing it could be broken

#

Priceless

honest stag
#

hell yeah i would love seeing that lol

gritty forge
#

But you need to make it bigger

#

And have a couple of traps

honest stag
#

nah i dont want to make it big, since a lot of people will just break it and the traps will awkwardly be on a plain aread after the maze is desrtoyed

onyx marten
#

Can the trigger delay be lower than 1 sec

honest stag
#

0?

gritty forge
#

if it's a int no

#

And if that int stands for the seconds, not the game tics

#

what entity? I can check

#

triggers seam to have a float value as there delay

onyx marten
#

I used trigger-once for a floor trap and used 0.01 as the delay key.

#

But it takes a sec i think, i want it to be instantaneous

gritty forge
#

not trigger_teleport tho, that doesn't have shit

honest stag
#

are you sure 0 doesnt work?

gritty forge
#

dumptrucks coded a enemy teleporter with delay but those are custom entities

onyx marten
#

Actually havent tried that but i will when i get home

gritty forge
#

triggers should have 0 delay by default

onyx marten
#

Hmm

#

I dunno i guess i had a 0 delay then at one point

#

I just want the floor to break as soon as u step on it

honest stag
#

Oh that's some e1m3 blue door style trap

#

Oh wait breakable can now be broken by triggers?

onyx marten
#

Yup

honest stag
#

Must have missed that patch note

onyx marten
#

With trigger once but it takes a second

honest stag
#

Well yeah delay 1 is 1 second

#

0 should be 0

onyx marten
#

Ok ill try that

onyx marten
#

ey it works

gritty forge
#

a bit weird that 0.1 would be round up to 1 but now it works

onyx marten
#

ye i didnt even think of 0 because i thought 0.1 would be exactly 0.1 or round off to 0

honest stag
gritty forge
#

F

#

i think the legs are too horizontal

#

Bring me a sacrifice

honest stag
#

alright lemme try and fix that

gritty forge
#

sorry about the orange filter

honest stag
#

oh yeah i forgot about this one

gritty forge
#

Aaaah much better

honest stag
#

what do you do?

dense peak
#

Hup

#

And check for secrets on top of/around it

gritty forge
#

i think about the mistakes that led me there

#

Dusk dude in the gazebo
Why he be chilling though? 😳

dense peak
#

Sippin some tea

gritty forge
#

Dusk dude man of taste

dense peak
#

🥤

#

No wait

honest stag
dense peak
#

Quaff beer

#

Not tea

gritty forge
#

Ah!

dense peak
#

Maybe both

honest stag
onyx marten
#

please make a working cuckoo clock

honest stag
#

i wish i could lol

onyx marten
#

i guess it could work with a multi manager lol

honest stag
#

it could but i dunoo
maybe 1 entity name with multiple delays?

onyx marten
#

maybe I'll give it a shot lol

#

i guess 1 door in the clock that would open and one bird on a stick that is a func_door that comes out

honest stag
#

func_door_rotating would make this much, much easier

onyx marten
#

eyyy it works kinda

#

i wish i was clever enough to record it

alpine depot
#

lol you gave it eyes too

#

thats adorable

#

bunch of weird shadows tho

#

ill just add MORE LIGHT

onyx marten
#

nice, did that take u long?

alpine depot
#

nah

#

just around 10 mins

#

vertex tool does wonders

onyx marten
#

oh ok, i'm scared of terrain and didnt try it yet

alpine depot
#

what i did was basically make a bunch of cubes and placed them in the sort of shape i wanted beforehand

#

it's pretty fun

honest stag
#

looks damn awesome

#

meanwhile i figured out how to make cones and hollow cones

alpine depot
#

oooh sick

honest stag
#

seriously the edge tool is kinda nuts

alpine depot
#

trenchbroom is absolutely insane

honest stag
#

so goddamn useful in so many ways

alpine depot
#

didnt just one guy make TB?

#

an insane amount of dedication regardless, there's so much to it and it's so powerful

honest stag
#

nah that's the thing
there isnt much to it
there are like what
7-8 brush manipulation tools?

#

but they can do SO MUCH

alpine depot
#

so simple

#

yet so ADVANCED

#

AHHHH

honest stag
#

with really really useful stuff like repeatable commands/hollow tool

#

like

#

the ONE thing it lacks

alpine depot
#

we just need to name this channel "#gushing-over-trenchbroom"

honest stag
#

is making fucking circles lol

#

why do i have to go through 9 circles of hell to make a cone

alpine depot
#

solution for CIRCLE MADNESS

#

step one

#

make the circle

#

step 2

#

group it

#

step 3

#

combine with other brushes

#

step 4

#

re-use original circle brush

#

(join everything so you dont set a laptop on fire when looking at something like a traffic cone brush)

honest stag
#

well at least dumptruck_ds showed a really cool way of making circles
and i made a cone from that by doing like 3 moves

gritty forge
#

I give the coocoo a IMissTheGoodOldCraft/10

honest stag
#

the coocoo is fucking amazing btw @onyx marten

#

is my overdetailing infection spreading

alpine depot
honest stag
#

looks like a place in RE4

gritty forge
#

Nice

onyx marten
#

lol thx, maybe it is spreading

#

that terrain is looking really good, how many crashes did that take lol

alpine depot
#

none cuz it aint hammer!

honest stag
#

we got fucking obliterated by vertex editor so many times

#

especially me probably

alpine depot
#

probably would've been more if i didnt have quick ctrl+z reflexes when accidentally selecting every vertex of every brush at the same time

#

damn double-click!

#

so worth the effort in the end

onyx marten
#

nice

alpine depot
#

just need to adjust the sunlight

honest stag
#

welcome!
Welcome to city 17!

alpine depot
#

YOU HAVE CHOSEN

#

OR BEEN CHOSEN

honest stag
#

to relocate

alpine depot
#

TO RELOCATE TO ONE OF OUR FINEST REMAINING URBAN CENTERS

#

I THOUGHT SO MUCH OF CITY-17 that i elected to establish my administration, here in the balls where the save data is located

#

i wanna do a city-17 map next

#

citadel included

gritty forge
#

hahaha

#

I know what I'm gonna do

alpine depot
#

dusk dude bitch-slaps gordon into the stratosphere and decides to nuke the combine himself

cosmic copper
#

Just published my first map!

gritty forge
#

But the trains look dope

honest stag
#

hell ye imma download that

alpine depot
#

AHH I MISSED THE STRETCHING

#

ooh new map fuck yah

cosmic copper
#

@honest stag let me know what you think!

#

I would recommend I can take it. CM might be a bit unfair

onyx marten
#

imma check it out too

cosmic copper
#

sweet

honest stag
#

"The file you have selected (The_Basilica_Beneath_v1.1.zip) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes."

onyx marten
#

yeah same for me

gritty forge
#

moddb problems

#

You gotta wait a bit

cosmic copper
#

yeah

onyx marten
#

oh aight

cosmic copper
#

just got approved minutes ago

#

I dont need to do anything besides wait right?

alpine depot
#

yeah

cosmic copper
#

ok good

alpine depot
#

oh man i wanna create a xen map in dusk next

gritty forge
alpine depot
#

i love all the industrial maps

#

they look so cool especially in dusk

#

it's like dusk was made with the grittiest, dirtiest industrial feel in mind

onyx marten
#

yeah industrial settings are perfect in dusk

alpine depot
#

i cant wait for moddb to GIVE US A MIRROR AHH

cosmic copper
#

yeah I went mostly with a fantasy look but I think I like industrial more

#

my next map is probably going to be a massive coal breaker

#

there are lots in Western pennsylvania so its appropriate, and they look absolutely insane

honest stag
#

i feel like i have established a small alternate universe where the dusk cult isnt just a small cult with big secrets
it's a huge organised cult with a fuckton of money and influence all over the place
map church is one of the most important places for them
bunker is a massive shelter for big shots
now i'm making a mansion for the top cult members

onyx marten
#

in general i like fantasy better but idk how it works in dusk. but we still can use other wads

alpine depot
#

so the cult is like the cabal from blood

honest stag
#

kind of yes but dusk

alpine depot
#

yo what if the cult leader was the size of nyarlathotep

#

tentacles for arms and shit

#

wait

onyx marten
#

nothings gonna beat the cabal

alpine depot
#

hold on

#

wait

#

i just realized

#

thats jakob

#

jakob's the leader lol

cosmic copper
#

mirror is up i think

honest stag
#

downloadin

alpine depot
#

hell ye

honest stag
#

alright so the start is fucking awesome lol

#

also something cool - when you stack a bucnha func_breakable duplicates with health 1 each - they will break 1 by 1 but each hit will make the whole particle effect thing

cosmic copper
#

thanks!

honest stag
#

pretty useful for telling the player "keep puching"

cosmic copper
#

oh thats a good idea. so it takes a few hits but its clearer that you need to punch your way out

gritty forge
cosmic copper
#

2fort!

gritty forge
#

got some tools to convert source maps back to hl1 format

honest stag
cosmic copper
#

i wonder what that could be...

honest stag
#

so far - il ove the atmosphere
I thought i would get lost in the tunnels but found my way wround pretty quickly

gritty forge
cosmic copper
#

thanks! That stained glass window is a secret. I think I might make it at a 45 degree angle instead so it looks more like a secret than a mistake

iron needle
#

it's like dusk was made with the grittiest, dirtiest industrial feel in mind yeah that's not inaccurate lol

#

y'all gonna do a collective map pack?

honest stag
#

i hope so lol

#

i would love to

cosmic copper
#

I'd be down

iron needle
#

would be super cool

alpine depot
#

yo im down for that

#

that was an awesome map

#

oh my god

#

that was fun as hell

cosmic copper
#

thanks!

#

was difficulty, health pickups, ammo, etc. alright?

alpine depot
#

yeah i found it pretty easy for me on I Can Take It

#

but i could run through dusk in cero miedo with my eyes closed so maybe thats why lol

honest stag
#

so far it's pretty easy for me on i can take it as well

alpine depot
#

i love the way you start out

#

that was really cool

cosmic copper
#

ok good. I was having difficulty while playtesting on CM so thats why I was concerned. probably because I used so many mages and fireballs are insanely fast

#

well I'm glad you guys like it

onyx marten
#

very nice map, i also had no trouble on i can take it

#

only a minor complaint but i felt like the secrets were a bit too easy to find, although i missed one

#

but it has a very nice flow always leading back to previous locations

honest stag
#

that was awesome my man! loved it

#

i must admit tho

#

my dumb ass was lost a lot

#

but overall i had fun

crystal lily
#

I still can't open a blue key door(even with the entity blue_key_key and func_door key:2)

cosmic copper
#

good to hear!

#

@crystal lily are you still getting a "you need the blue key" message, or is it just not moving?

crystal lily
#

Door doesn't open, with the same message

cosmic copper
#

ok I'm not sure then

agile gust
#

y'all gonna do a collective map pack?
@iron needle 100%

honest stag
#

hey is it alright if i repurpose my current map for the map pack lol
it's just taking so damn long to add all the tiny detail work, and the layout is like 40% done so i can basically do anything with it

onyx marten
#

should the pack have a theme or something?

honest stag
#

probably i dunno

#

it would be cool if we had a buncha themes and then voted for them

alpine depot
#

have a bunch of themes that can transition into one another

#

each map has a different theme to mix things up

#

maybe idk

#

thatd be kinda fun

#

see how creative we can get

onyx marten
#

yeah lets just do arcane dimensions for dusk

honest stag
#

havent played tat

onyx marten
#

should be easily possible within a few days

alpine depot
#

the first level crippled my framerate in it lol

onyx marten
#

in ad?

alpine depot
#

ye

#

i thinkl

#

i wanna do something with like, xen

#

super crazy alternate reality

cosmic copper
#

might be better to wait for the SDK to be more fleshed out. I spent a ton of unnecessary time going back over my entire map redoing all the lighting after it was fixed. Would hate to have to do that again once more features are added

alpine depot
#

we can start planning at least tho

honest stag
#

i dont think anything that drastic like the previous updates will happen tbh

alpine depot
#

better to give ourselves time to make layouts and rough sketches and also torture experiment with stuff

onyx marten
#

i mean at least layout and geometry won't be affected

alpine depot
#

yeah

cosmic copper
#

true

onyx marten
#

i'm not even capable of planning out a layout

honest stag
#

mang
my map will take AGES because of small details i warn ya

#

and it'll take like 2 minutes to finish lol

onyx marten
#

u should make a hub map lol

honest stag
#

dang that would be cool, i could make an "updated" hub for each level end when the half-life style transitions are a thing

alpine depot
#

man when level transitions work that would be cool

#

like quake

#

but for individual levels

honest stag
#

and like make themed portals for each of your levels

onyx marten
#

transitions work atm i think

alpine depot
#

maybe beating some levels unlocks more levels

#

wait wha

cosmic copper
#

well we dont have scripting yet

honest stag
#

nah they dont?

onyx marten
#

yeah it worked for me

#

huh

alpine depot
#

what did you do

honest stag
#

wut

onyx marten
#

one sec

alpine depot
#

show us da magic!!!

onyx marten
#

trigger_changelevel

#

map: nameofdamap

#

works for me

honest stag
#

huh damn alright

#

then a hub level is def possible
in fact it would be a hub per each level - after completion the "entrance" changes maybe

alpine depot
#

but we need to have like

#

oh wait nvm

ancient depot
#

we'll be adding that functionality eventually because it's needed for start.bsp

honest stag
#

eventually? Poolboy says it works

ancient depot
#

no I mean changing the map when you return to it

#

like unlocking doors etc

honest stag
#

ah i meant acutally manually making like 7 versions lol

ancient depot
#

oh lmao

#

that would work too

alpine depot
#

yeah that was my idea too

#

but changing maps when returning would be awesome

ancient depot
honest stag
#

basically it would be cool if we had a theme or multiple themes for maps to pick from

onyx marten
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i already have an idea for what i would try to make. guess it would be fantasy

honest stag
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i still really want to just repuprose my map lol

alpine depot
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id do a cool industrial thing cuz industrial stuff is my jam

onyx marten
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the villa type map vriska?

honest stag
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yeah sorta

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it's still veeeery early on

onyx marten
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problem is i want some gothic building but that is so much work

honest stag
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why so
buncha spikes
some mosaic
DUDE I WANNA MAKE A GARGOYLE

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and then they fucking flinch at you when you cross a trigger

onyx marten
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i dunno i look at some churches and the architecture is just too fuckin much

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thatd be cool

honest stag
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nah dude it's all just time
someone posted a huge ass castle here right? like a gothic one

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it's totally possible

onyx marten
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yeah it definetely is but i'm too impatient

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otherwise i just saw a video on this map and he says it was done in 2 weeks. i have no idea how he pulled that of

honest stag
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2 weeks dang

onyx marten
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its insane

honest stag
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alright i'm gonna hit the bed but pls ping me if something important about the map pack idea happens lol

onyx marten
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lol aight cya

unique ocean
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If there were a map pack, what would be the criteria for getting a map in?

lament fox
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Did someone recreate Quake in Dusk?

tight fractal
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You can already play Quake maps in dusk

ivory magnet
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you don't really need to recreate much of anything

iron needle
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soon we'll have what basically amounts to 100% compatibility

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right now there are still a few things missing, but for the most part you can play them by just loading them

lament fox
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Aah, ok.

hollow laurel
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basically, set up various blocks and sub-units for subtraction and then adding in, to somewhat quickly make beat-up buildings

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or whatever, basically to have template stuff i can reuse, but also have it able to do variety of some sort

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and have various non-conflicting decorating parts for those

mortal narwhal
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@honest stag @onyx marten can I get in on this map pack action?

harsh swift
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do we have any actual good maps yet

tepid python
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i finished my jump map but idk where i can share it

harsh swift
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so

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can i play the quake maps with music

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with textures too even

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why is there limited info on all those

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this*

iron needle
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music isn't supported in maps just yet. You can load Quake maps with the proper textures and everything, and most entities should function (items and enemies are of course replaced with Dusk equivalents). There's limited info at the moment because we're still in the process of getting documentation together etc, and we haven't even officially announced the SDK alpha yet.

tight fractal
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Not like quake has music anyway

verbal peak
harsh swift
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is that a joke that the steam version doesnt come with music

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or are you taking shots at reznors masterpiece

verbal peak
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the steam version doesnt come with music by default since vanilla quake assumes you're using the CD. gotta mod the music in

harsh swift
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yeah i know

tight fractal
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Both

harsh swift
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gr

tight fractal
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Not my fault there’s one actual song and the rest is just droning

harsh swift
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you just dont like ambience my dude

tight fractal
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I love ambience

harsh swift
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and like 3 quarters of that one song is ambience

tight fractal
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I just don’t only like ambience

harsh swift
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fair enough

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i cant really imagine anything heavy going with quake though

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maybe im just used to it being so ambient

tight fractal
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Doom64 is my fave doom and I still think the music is the awful

harsh swift
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are textures supposed to load on the quake maps by default or am i doing this wrong?

agile gust
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and my worldfaces is already fucked l0l

mortal narwhal
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how big is your bsp?

agile gust
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without running vis or rad it's 4.3mb

mortal narwhal
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oh is this a hlbsp?

agile gust
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ye

mortal narwhal
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i wonder if ericw's compiler has that limitation

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might be a source thing though

agile gust
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im using zhlt atm

unique ocean
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func_door is infuriating me

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im changing the lip value and its not changing anything

agile gust
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weird

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does setting it to a negative value work

unique ocean
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nope

forest sedge
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What part of a link would be good to use to search for links to dusk maps/mods?

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For now I'll use "http" to search for links.