#dusk-modding
1 messages · Page 40 of 1
you got the win64 version right? or 32 depending on your system
uh i dont think you installed everything right
well i guess i gotta go back there
this thing right?
yeah i'm downloading that rn
alright that should work now
k it's here
i think i clicked on the wrong thing before
i feel my IQ expanding from this
ok
now that this is dusk and not quake what should i put for the working folder and out put folder?
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)
so basically wherever you're saving the .map - good idea to make it a working folder as well
to keep everything together
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
yeah
ok final bit the quake engine
dont need it
k
uncheck the run quake thing as well
already did
so it said C:\program is not recognized as a internal or external command
k
try to not have any symbols as well unless it's letters/numbers
fucked me up a couple times
so how am i going to get to it with going through c?
? what do you mean
well it says that it's not recognized and i have to get the dusk folder inside of c to put the file path
uhhhh you need dusk folder for what exactly
i wish i had my headache emote rn
Just make an output folder then copy the bsp into your dusk directory.
yeah it's the best way
can you screenshot the path in the ui?
k
i'm pretty sure it's because of the "("
which is why you should drop in outside of the program files folder
into something like i dunno
123
make a folder that doesnt have a space instead
what path is it now
same one but the folder has no spaces i'll try to take a screenshot
you're still using a folder in program files?
just in C:
ok
fucking finally
ok it is done
now i can actually do things
thanks
also do you have a list of which entities are what?
.txt file in pinned messages
- some functions which you can find in patch notes
i hope the wiki is done soon
Give me scripting support. With it, I can restore the Soviet Union.
can you make func_vehicle tho
I could actually
o shit
Assuming we get raycasting which I'm absolutely certain we would
And then some rudimentary collision detecting
I could do it
there's nothing really "unity specific" in my implementation here
It doesn't use the unity wheel colliders or anything
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
oh that's pretty cool lol
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
and i dont know how to rename a texture inside of tb. someone know how to do that?
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
for*
thanks man that worked fine
np
it's the other way around actually, 255 is solid, 0 is invisible
also @honest stag can you supply the bsp where that issue occurred?
dat one
@honest stag what texture does the blood in the sink use?
also I see it's trying to trigger a "fuckme" entity, which doesn't exist
wha
I didn't change anything in the setup tho
Lemme check
plz ignore my entity names i am a child that expresses frustration through entity names
lmao
that would be why
if the texture name begins with * or !, it gets transformed into water geometry
does the sink function in Quake?
if it does then that means we have incorrect behaviour, shouldn't be hard to fix if so
for the record, I can see that the blood objects for the sink blood exist, but they're invisible, likely because of the * texture
np
playable wip of my map is ready if anyone is interested in lending some feedback/suggestions
sure my man
i'm down
probably cant post it here since you dont have a rat rank but you can dm me
the recent update broke some things like the toilets cause i was still using euler for some things
i can just dm you the rar if you want
sure
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
and people will be able to download it
yup
you're allowed to redistribute dusk.wad with your map if it's needed btw
because that wad will change over time, so your map might require a specific version of it
i have it backed up in one of my jack folders somewhere so that's good to know
so like
the red key is only there like
70% of the time
i need to move it to a different spot cause i think the welders might be pushing it underground or something
ive been battling with the red key since like day 1
this is where it's supposed to spawn
dude i fuckin love this map so far
the pipe ladder thing is awesome
maybe a bit too many turrets lol
yeah possibly
the trap is awesome
was struggling to find many enemies that fit with the theme of the map
i really really like the broken doors
thanks heh
the switches could probably stand out a bit - the one in a room with 2 soldiers blends in with the background texture easily
almost missed it
i really like the look of it though
thats another thing i was worried about so i put little lights next to them
still blending in though i suppose
sick level😤
DUDE THE ||ROCKET|| IS FUCKING AWEOME
my only suggestion is all those lil bloom light things are distracting
i missed the pistol the first time
yeaaah so did vriska
i need to work on some visibility stuff
and the bloom is mad yea
???
oh
i have light flares turned off
they are on by default
game looks way better imo
and the lights look fine
yeah the flares are kinda blinding in some spots
without that setting
try putting the dusk.wad in the mod directory
DUDE THE ||ROCKET|| IS FUCKING AWEOME
@honest stag thanks haha, it was literally a last thought
if the red key bugs out just noclip through that door, its another issue
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
Note that file paths in the SDK are case-sensitive, that map requires dusk.wad and QUAKE101.WAD
the QUAKE101 is just for the trigger tex i used in the editor
quake101.wad? i only know of/have ad_start.wad
ah okay
dont actually need that one cause you never see it
ok
||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||
also i like that the level is tight on ammo somewhat
people arent usually fond of this but i am
thanks for the kind words
i also wanted it to feel like you had to look for stuff
i dont have ammo i better look around
plenty secrets at the start
found only 1 secret tho
also went out of the map by accident
we support CLIP, SKIP, AAATRIGGER and *WATERSKIP
also i abused the hell out of breaking barrels for items lol
since i was low on health a lot
i wouldn't call that abuse 😄
"big structures in games that make the player feel tiny"
also known as "the bungie"
yes
but with actual detail on them lol
bungie has detail on their big stuff too
i only played CE
I mean yeah it's an old ass game now
their newer stuff has more detail
i bought the MCC, just waiting for them all to come out, or at least most
basically i really like your map potato
thanks, think it needs more interactivity or something, some sections feel a bit dead
same
@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
np, have u tried moving it around?
like i want it to be in that spot
but ive moved it left right high up down
put extra solid brushes underneath the floor etc
sometimes it just sinks through them all for no reason
hmm, maybe put it on the roof of that building and a ladder to it?
my only suspicion is if a welder is moving it or messing it up
so u still can see it from far
i could just spawn like 20 keys in a room and hopefully they all havent disappeared by the time you get there
or a breakable glass
also just wanted to say great details, like the broken floors and doors and switches. how long did that map take you?
just put it inside of that building and give the whole building the red key texture
bam easy
some people should make a map pack together where everbody makes one map that leads to the next or something, that would be cool
yeah that would work
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
i made a cool ass rifle out of brushes before and thought "hm making a pistol shouldnt be hard"
and here is this monstrocity
yeah me too
have u ever worked with blender?
i have a great idea for a rifle i wanna make but it isnt supported yet and i dont know blender
lol
kinda looks like a luger or something
i wanted it to be a revolver but fuck making that lol
.... i probably could tho
yeah probably but at what cost lol
brush objects are an art form
I've only ever seen people have TB crash while using the vertex tool
edge tool this time
anyone tried reporting that to the GitHub repository?
nope
yeah i hope lol
operation recreation
dont you need to make a wad to import a texture?
you can use texture folders in trenchbroom
it's just that the map compiler doesn't support them
oh aight thx
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
I wanna see people do an unofficial expansion once scripting & models are supported
i can 3dsmax an uzi if someone can program it 😄
i feel like this game needs a rapid firing SMG in each hand
blistering rate of fire, piss poor accuracy
i wanna make like a steyr mp34
with a magazine that goes from right to left and back when shooting
i'm proud so far
kinda hard to explain for me in english lol
yeah that looks nice, is that supposed to be a deagle?
kinda like the cyclone from perfect dark if you ever played it pool
the reload animation
i dont know honestly lol
probaly a baby of a usp and the m1911
the top part should probably be a tiny bit smaller eh?
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
yeah looks too big to be a smaller pistol. but as a deagle its fine
How about this
thats better but now the grip looks a little longer than it should
idk if its just me
yeah same
1 moment
"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"
lol
lol it's a pistol for babies
or for rats
almost 1 hour vs 15 minutes
also
big deal was having a reference image
fucking my god i could have spent this hour working on the layout ughhhhhh
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 layout
and the pistol too
and a small locker which you can open and find a pair of brush boots...
and a projector light...
well, if u now put the same effort in the gameplay that maps gonna be great
well it's not that simple eh
i dont have the proper level design knowledge, it's my 5th ever map
i dont have any knowledge and I'm relatively happy with what i did so far
i dont think its** that** hard
i dunno, it's kinda hard for me since as soon as i make a room i wont stop untill it's fully detailed
i have a similar problem although it sounds not as bad as yours
constantly got sidetracked "ooh this would look cool"
really the detail should come last
but thats boring
yeah but u dont need to fill everything up with details
i dont NEED to but i REALLY want to lol
like each room should have a little and some important rooms should have a lot
then u need to become an interior architect lol
jesus lol
i would love to help people fill up their good combat levels with all the tiny detail and interactive shit
lol i could use that
but i dont know if i have good combat levels
im always kinda torn between details and gameplay
i think you do tbh
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
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
really the detail should come last ehh not necessarily tbh. I think it's more important to go with the flow of ideas personally
yeah but i have a crappy story in my head i wanna follow
eh that's cool then
so what you're saying is i can just keep doing my stupid shit lol
and fill 1 room with details before making another one
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
next one's gonna be a techno club and from then on i can do whatever
ohhh techno club i think that's awesome
yeah i hope so. but i need to be able to implement music and colored lights hehe
i really really really want .lit support
i see my map as being on sunset and it needs to have colored sun
also i love playing with lighting
gives such cool atmosphere
yea lighting is alot of fun
i like lighting rooms with contrasting colours then finding a justification for having those lights there
@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
it would sound like his creative flow is flowing a bit too hard at the minute, to his detriment
aww thank you
i was worried about my style of work with it
Yeah that happens sometimes too lol
Creative block
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
I mean I did that with Dusk levels all the time. Would have some rooms fully detailed before moving on to the next area
sounds good
it kinda sucks to realise "oh i havent even started making the next room" after spending 2 hours on the previous one
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
ayyy lmao looks light most of the lighting issues are resolved @ancient depot @still raptor @iron needle good job lads
also this is the outdoors map I mentioned on Twitter David
👌
haven't had much of a chance to work on it the last week and a half because CAPITALISM
hell yeah that's sick
@lament ore ahhhh ok yeah I thought that was you lol
lol
i really dig the fade to darkness in the tunnel bread
so
if you go stand where those black bushes are
does the weapon get like that too
If not, then I think they might be slightly in the ground or something
@ancient depot nah there's definitely a handful of prefabs that still don't light correctly. They're definitely above the ground
hm
i have a car on my map which doesnt light up correctly either
what if you place them above the ground
compiling now but I expect they'll still be blacked out
also yeah, tried to do the same with the object_car
it's basically flying but no correct lighting
There's also some sort of z-fighting issue with layered transparent walls
pops in and out randomly
not sure how we'd fix that one tbh
honestly it's pretty minor and I don't expect layered transparent walls to be a TERRIBLY common use-case
so y'know, low priority
oh
it's because the game detects if you're on the ground by firing an invisible bullet down from your center
@ancient depot
so if you're on the very edge it doesn't hit anything
@lament ore hm, will investigate
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
I gotta scroll up and find the changelog
not yet
kk will wait
nah, bread's referring to a way to override what value the object detects from the lightmap
ah alright
ye we were talking about it back when all my trees were blacked out lol
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
thx bbycakes
@iron needle best you wish you had this when you were making that spiral staircase :^)
hahaha yes
dude that's illegal
unity can have little a mapping tools. as a treat
at least we have repeatable commands for those in tb
that's a Sledge feature rather than JACK, to be clear
really a shame Sledge ceased development 😦
I can restore the Soviet Union Sledge development
C#/.NET is a lot nicer to work with than C++ anyhow
how do you create a brush trigger?
Create a brush, tie it to a trigger_once (or other trigger) entity
Name the thing you want to trigger, then in your trigger_once set the target to the name of the thing
ok
you can look up Quake or Half-Life mapping tutorials for stuff like that generally
in tb - select a brush, right click and then make a brush entity - trigger
and there's all kind of them there
i think i might have just solved my red key problem
how so
if it keeps falling through the ground why dont i just create a teleporter under where it spawns
to teleport it back up to the surface
it works with pickups like that right?
congrats on rathood, you can now post shit
rathood?
well you got the rat rank this so you can post the maps and screenshots freely
hm
well that's a problem
oh cool
since we dont know where is the key falling to right
well i know where its going because when its not there ive noclipped under the ground and found it
its just sinking through the surface for whatever reason
but its strange cause sometimes it works fine
safe it always does that? cuz i noclipped below it and didn't see it (although i didnt look very long)
the longer you spend on the map the further down it falls
i had to fly pretty far down to find it
ima try the teleport idea
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
key_red_card
yeah ill do that incase
in fact fuck all that im just gonna move it to a different spot
"failed to load mono"
I'm tryin out some dark souls shit
hoh
I just experienced it.
no leave it in it's funne
I'll make a note of it
jk
but yeah water still isn't perfect
lmao at the clip
is there supposed to be some kind of "bin" folder in /dusk/SDK?
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
i don't have a bin foler

try verifying local files on Steam
aight
Hell yeah that's awesome
"Fatal error: Failed to load mono"
my textures aren't showing up when i load the map even though they are there in trenchbroom
you need a palette file in the mod folder but outside of the map folder
get the quake one from the quake wiki
ok
dusk models be like
also thank fucking GOD mac supports previewing OBJs because there's like a thousand and a half files in here with no accurate names
teleporter is on the roof and the target is below it
ahhhhh ok
any way to get the props like the gas canisters interact with func_breakables?
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?
Navmesh can't link through doorways right now.
what should i use for doors?
ah ok
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
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
anyone know how to attach a crack to a texture?
hold up
oh wait nvm
that didnt work
u mean like decals? like bloodstains or something?
yes
i wish i knew the answer
@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
is there a way to make a endless map?
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
ericw
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
ohhhhh right i remember reading something about that
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
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
is there any way of right now making gas canisters explode walls?
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
Hey, im a bit confused on how to load maps, where is the SDK folder?
did you sign up to the steam beta branch?
I did not, can I do that?
right, Thanks!
is it possible to spawn pickups like weapons and keys through triggers?
no but I think teleporters should work on them
in addition to many other goddamn details, i made tiny lanterns
can we change for how long a message is on the screen?
or is that not a thing yet
here's a couple
i made almost no progress because of fucking about with detail like that
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
ey thanks man
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.
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
Hehe
i'm gonna put key locations on the map lol
i think it's pretty cool in case you get lost
Like easily recognizable areas?
like actual keys to doors lol
and mark the colored doors on the map as well
literally mapping while mapping
i'll square up tomorrow
This is a very unsettling video
It reminds me of that ms store doom port
Lol ye it’s Fulbright right now. It’ll look better 
Don't forget to use *waterskip on the sides of those water brushes!
Is Quake 3 skip texture supported?
clip, skip, *waterskip and aaatrigger are all treated as skip textures
but only *waterskip is suitable for water
Will water textures "flow" down automatically or
Can i like make them shlurp upwards
If that makes any sense
theres no water flow
when we support animated textures you could probably pull it off
Wasser
@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
I trink he means like a waterfall
if it's just animated textures then yeah we'll do that
is it possible to have a pool of blood look like blood when you dive in it?
not yet, the only liquid the game recognizes is water
Hydration Homies rise up
In Quake E1M3, jumping down this hole will drop you into water even though there isn't any. Works both ways.
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
hell yeah i would love seeing that lol
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
Can the trigger delay be lower than 1 sec
0?
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
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
not trigger_teleport tho, that doesn't have shit
are you sure 0 doesnt work?
dumptrucks coded a enemy teleporter with delay but those are custom entities
Actually havent tried that but i will when i get home
triggers should have 0 delay by default
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
Oh that's some e1m3 blue door style trap
Oh wait breakable can now be broken by triggers?
Yup
Must have missed that patch note
With trigger once but it takes a second
Ok ill try that
ey it works
a bit weird that 0.1 would be round up to 1 but now it works
ye i didnt even think of 0 because i thought 0.1 would be exactly 0.1 or round off to 0
guy falls on sharp fountain and fucking dies
alright lemme try and fix that
also that little patch should be rock i believe, not blood
sorry about the orange filter
Aaaah much better
i think about the mistakes that led me there
Dusk dude in the gazebo
Why he be chilling though? 😳
Sippin some tea
Dusk dude man of taste
lämp
Ah!
Maybe both
birb hous
please make a working cuckoo clock
i wish i could lol
i guess it could work with a multi manager lol
it could but i dunoo
maybe 1 entity name with multiple delays?
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
func_door_rotating would make this much, much easier
eyyy it works kinda
i wish i was clever enough to record it
I'm too dumb to record but here it is
lol you gave it eyes too
thats adorable
c l iff
bunch of weird shadows tho
ill just add MORE LIGHT
nice, did that take u long?
oh ok, i'm scared of terrain and didnt try it yet
what i did was basically make a bunch of cubes and placed them in the sort of shape i wanted beforehand
here's before
massive difference afterwardsd
it's pretty fun
oooh sick
seriously the edge tool is kinda nuts
trenchbroom is absolutely insane
so goddamn useful in so many ways
didnt just one guy make TB?
an insane amount of dedication regardless, there's so much to it and it's so powerful
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
with really really useful stuff like repeatable commands/hollow tool
like
the ONE thing it lacks
we just need to name this channel "#gushing-over-trenchbroom"
is making fucking circles lol
why do i have to go through 9 circles of hell to make a cone
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)
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
I give the coocoo a IMissTheGoodOldCraft/10
the coocoo is fucking amazing btw @onyx marten
is my overdetailing infection spreading
i shall FOOL the player into thinking there's a full cliff here!
flawless illusion!
looks like a place in RE4
Nice
lol thx, maybe it is spreading
that terrain is looking really good, how many crashes did that take lol
none cuz it aint hammer!
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!
this looks rad
so worth the effort in the end
nice
just need to adjust the sunlight
welcome!
Welcome to city 17!
to relocate
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
dusk dude bitch-slaps gordon into the stratosphere and decides to nuke the combine himself
Just published my first map!
hell ye imma download that
@honest stag let me know what you think!
I would recommend I can take it. CM might be a bit unfair
imma check it out too
sweet
"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."
yeah same for me
yeah
oh aight
yeah
ok good
oh man i wanna create a xen map in dusk next
If I may give a feedback based on the screenshot I would personally make this tube a hexagon instead of a square
i particularly like this screenshot idk why
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
ok that looks cool lol
yeah industrial settings are perfect in dusk
i cant wait for moddb to GIVE US A MIRROR AHH
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
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
in general i like fantasy better but idk how it works in dusk. but we still can use other wads
so the cult is like the cabal from blood
kind of yes but dusk
yo what if the cult leader was the size of nyarlathotep
tentacles for arms and shit
wait
nothings gonna beat the cabal
mirror is up i think
downloadin
hell ye
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
thanks!
pretty useful for telling the player "keep puching"
oh thats a good idea. so it takes a few hits but its clearer that you need to punch your way out
2fort!
got some tools to convert source maps back to hl1 format
you probably know about this one lol
i wonder what that could be...
so far - il ove the atmosphere
I thought i would get lost in the tunnels but found my way wround pretty quickly
here fellas
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
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?
I'd be down
would be super cool
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
so far it's pretty easy for me on i can take it as well
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
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
that was awesome my man! loved it
i must admit tho
my dumb ass was lost a lot
but overall i had fun
I still can't open a blue key door(even with the entity blue_key_key and func_door key:2)
good to hear!
@crystal lily are you still getting a "you need the blue key" message, or is it just not moving?
Door doesn't open, with the same message
ok I'm not sure then
y'all gonna do a collective map pack?
@iron needle 100%
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
should the pack have a theme or something?
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
yeah lets just do arcane dimensions for dusk
havent played tat
should be easily possible within a few days
the first level crippled my framerate in it lol
in ad?
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
we can start planning at least tho
i dont think anything that drastic like the previous updates will happen tbh
better to give ourselves time to make layouts and rough sketches and also torture experiment with stuff
i mean at least layout and geometry won't be affected
yeah
true
i'm not even capable of planning out a layout
mang
my map will take AGES because of small details i warn ya
and it'll take like 2 minutes to finish lol
u should make a hub map lol
dang that would be cool, i could make an "updated" hub for each level end when the half-life style transitions are a thing
man when level transitions work that would be cool
like quake
but for individual levels
and like make themed portals for each of your levels
transitions work atm i think
well we dont have scripting yet
nah they dont?
what did you do
wut
one sec
show us da magic!!!
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
we'll be adding that functionality eventually because it's needed for start.bsp
eventually? Poolboy says it works
ah i meant acutally manually making like 7 versions lol

basically it would be cool if we had a theme or multiple themes for maps to pick from
i already have an idea for what i would try to make. guess it would be fantasy
i still really want to just repuprose my map lol
id do a cool industrial thing cuz industrial stuff is my jam
the villa type map vriska?
problem is i want some gothic building but that is so much work
why so
buncha spikes
some mosaic
DUDE I WANNA MAKE A GARGOYLE
and then they fucking flinch at you when you cross a trigger
i dunno i look at some churches and the architecture is just too fuckin much
thatd be cool
nah dude it's all just time
someone posted a huge ass castle here right? like a gothic one
it's totally possible
yeah it definetely is but i'm too impatient
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
Download : https://www.quaddicted.com/reviews/func_mapjam2.html
Discuss : http://celephais.net/board/view_thread.php?id=61061
Slapmap blog - faked GI using Tyrlite : http://slapmap.wordpress.com/2013/04/23/outdoor-lighting-and-fake-g-i-in-quake-with-examples/
"The Hell That'...
2 weeks dang
its insane
alright i'm gonna hit the bed but pls ping me if something important about the map pack idea happens lol
lol aight cya
If there were a map pack, what would be the criteria for getting a map in?
Did someone recreate Quake in Dusk?
You can already play Quake maps in dusk
you don't really need to recreate much of anything
soon we'll have what basically amounts to 100% compatibility
right now there are still a few things missing, but for the most part you can play them by just loading them
Aah, ok.
well, to get over issues of motivation, i started to play around with an idea of mine
basically, set up various blocks and sub-units for subtraction and then adding in, to somewhat quickly make beat-up buildings
or whatever, basically to have template stuff i can reuse, but also have it able to do variety of some sort
and have various non-conflicting decorating parts for those
@honest stag @onyx marten can I get in on this map pack action?
do we have any actual good maps yet
i finished my jump map but idk where i can share it
so
can i play the quake maps with music
with textures too even
why is there limited info on all those
this*
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.
Not like quake has music anyway
@tepid python you can share here but i recommend also posting on our subreddit for easy reference in the future.
https://www.reddit.com/r/DUSKTheGame/
is that a joke that the steam version doesnt come with music
or are you taking shots at reznors masterpiece
the steam version doesnt come with music by default since vanilla quake assumes you're using the CD. gotta mod the music in
yeah i know
Both
gr
Not my fault there’s one actual song and the rest is just droning
you just dont like ambience my dude
I love ambience
and like 3 quarters of that one song is ambience
I just don’t only like ambience
fair enough
i cant really imagine anything heavy going with quake though
maybe im just used to it being so ambient
Doom64 is my fave doom and I still think the music is the awful
are textures supposed to load on the quake maps by default or am i doing this wrong?
how big is your bsp?
without running vis or rad it's 4.3mb
oh is this a hlbsp?
ye
im using zhlt atm
func_door is infuriating me
im changing the lip value and its not changing anything
nope

