#dusk-modding

1 messages Β· Page 41 of 1

cosmic copper
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go to moddb

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there are a handful tho that were only posted here

forest sedge
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I already downloaded all that's on dusk's moddb. I'm searching this channel now.

cunning fulcrum
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is there any idea as to when we might get scripting to the sdk?

ancient depot
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No ETA yet

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Scripting is a "When It's Done" scenario, we're focusing on the more important framework stuff first

cunning fulcrum
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πŸ‘Œ

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is there anyway I can make the textures for walls and floors transparent?

tepid python
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You can use clip textures for that but then the player goes through them aswell

still raptor
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i think you can just use the rendermode and amount params on any brush

ancient depot
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if a texture name begins with { then it will treat palette index 255 as transparent

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rendermode and renderamt are for additional translucency on top of that

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refer to any Half Life mapping tutorial for more info

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alternatively you can wait for our wiki

acoustic hedge
onyx marten
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@mortal narwhal sure!

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@unique ocean i dont think there are any criteria lol

sleek moat
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I do hope it will be possible to put in custom enemies and weapons in the full SDK, so that proper TCs are possible. Blood remake in Dusk. I'd play that.

agile gust
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once scripting is supported custom weapons and enemies is a reality πŸ˜„

ancient depot
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It'd be a pretty shitty SDK if we never added support for custom enemies and weapons

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Shouldn't even be a question that needs to be asked lmfao

onyx marten
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Is blender suited to make a custom weapon for the sdk?

honest stag
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i dont see why woudlnt it be

ancient depot
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^

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all of dusk's models were made in blender

agile gust
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any modelling software that can export .obj should suffice

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at least i think

ancient depot
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wrong

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we don't support .obj since it's a geometry-only format

agile gust
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ah

ancient depot
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Custom models will be in .iqm format, with support for .mdl, .md2 and .md3 coming later

onyx marten
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Ok cool, i dont know much yaknow

hard pollen
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Why IQM and not GLTF?

ancient depot
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GLTF is overkill because we wouldn't support like 90% of it

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GLTF is a scene format more than a model format

hard pollen
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Or some other format that's got decent support for exporting/importing.

ancient depot
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IQM has excellent export support in Blender

hard pollen
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With the plugin sure but you still need a plugin.

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It's not built in.

ancient depot
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Not an issue imo

hard pollen
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Also you can't import without some other plugin.

ancient depot
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Limiting ourselves to whatever formats Blender happens to support by default would be foolish

hard pollen
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It's just a little disappointing after the Max Ax mod tools supported basically every format under the sun that's all.

ancient depot
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That's because MaxAx uses TriLib which is a wrapper around AssImp

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But TriLib is commercial so it blocks an open source release

hard pollen
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Ah.

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Okay that makes sense.

ancient depot
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I've been working on my own AssImp wrapper that we could use in the SDK but I'd rather have a small selection of formats we can support properly rather than needing to keep track of like 50

hard pollen
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Eh that makes sense I guess.

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But it'd just be nice to have a more widely used format because I kinda get scared downloading random .py files.

ancient depot
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I may consider GLTF as it's the least terrible of the transfer formats but IQM will remain our main model format

sleek moat
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πŸ‘Œ

onyx marten
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for some reason the textures are all black at a certain distance. seems only to be for a specific .wad, any ideas why that is/ how to fix it?

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they look fine ingame

mortal narwhal
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oh

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is this a custom wad?

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tl;dr textures "lower their resolution" the farther away you are from them

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and that data is stored in the balls .wad

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its called mip mapping iirc

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the mipdip texture tool will generate mips for you

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though its an ancient program

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@onyx marten

onyx marten
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it's the blood2tex.wad from quaddicted

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i just decided not to use it lol

ancient depot
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@mortal narwhal We don't use the mip maps from the wad

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Or rather, mip maps at all

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A deliberate choice as at that texture resolution, Unity seems to change mip levels too soon, resulting in massive blurring

gritty forge
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Unity hits me with them blurs

unique ocean
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I don't know were to report it but Jump pads have this issue where they are never lighted regardless of the lights around them

gritty forge
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try lifting it off the ground a little

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cus it should grab whatever light value is on the ground under it

honest stag
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Ye they seem to be fucky sadly

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Sane happenes to me still

unique ocean
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Also my func_doors are being screwy

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Doesnt matter how much I change the lip

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It only goes down a certain amount and doesnt change

honest stag
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that's odd
Higher amout is smaller distance
Negative is bigger

unique ocean
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Whats odd though is that even if I set it to zero it still doesnt change

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To top off my confusion if I go ahead and make a new door it works perfectly fine

gritty forge
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let me look it up

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this.Bounds.size - Vector3.one * this.Lip

so this is the amount it moves

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so size of the door - Lip basically

unique ocean
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So I may have to go to decimals

gritty forge
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try -2

unique ocean
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Well that did something

gritty forge
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remember fellas -- means +

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Thanks for coming to my ted talk

honest stag
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Well yeah told ya
Negative values make the door go further

unique ocean
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ah wait

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I changed the angle

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it appears that despite how much I change the door's lip negative or positive nothing happens

gritty forge
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does it not move at all?

honest stag
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That's real odd

unique ocean
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The problem is that it moves, but despite how much I change the lip value it doesnt change the distance

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I may have to concede and try to workaround

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AHA

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that works!

honest stag
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so how did you do it

unique ocean
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I ended up spliting the door into two and bound both of them to one trigger

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The door always lowered by it's full length despite the lip value

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so I just added another below it and made it look as if it was only one

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not a "fix" by any means but hey it works

ancient depot
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@gritty forge that's not the formula it uses anymore, since that was wrong

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Er, misread

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That's only part of it rather

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Origin + Vector3.Scale(MoveDir.Abs(), Vector3.Scale(MoveDir, Bounds.size - (Vector3.one * Lip)));

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but originally it was something closer to only Bounds.size - (Vector3.one * Lip) which was wrong

gritty forge
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I thought it would be harder to understand if I posted the full line @ancient depot :)

ancient depot
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Probably, what you said afterwards size of the door - Lip explains it perfectly

cosmic copper
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Hey. Does anyone know how to get semi-transparent textures like the trees or the chain fence to work properly?

ancient depot
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We'll be putting out a new wad later that will fix those

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However if you rename the texture so that its name begins with {, it should work

cosmic copper
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ok. Black pixels are made transparent?

ancient depot
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Palette index 255 is made transparent

cosmic copper
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ok cool

ancient depot
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That may or may not be black depending on the palette

cosmic copper
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oh ok its a brownsh color in quakes pallet

gritty forge
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@gritty forge OOF

cosmic copper
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Is it at all possible, or will it be in the future, to have a platform move vertically and at an angle similarly the big freight elevator in half-life?

ancient depot
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The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc

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In other words, yes

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That would be the func_platrot entity

alpine depot
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ok weird, my textures arent transparent even though they have the { wildcard at the beginning

ancient depot
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do they use palette index 255 for the transparent pixels?

alpine depot
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thats black right?

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i really dunno, im using the dusk textures

ancient depot
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Depends on the palette

alpine depot
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but not the way it should be lol

lapis hare
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onions

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HAVE

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LAYERS

ancient depot
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it'll be fixed once we put out the new dusk.wad later on anyway

alpine depot
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agh

ancient depot
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probably an issue with how the textures are added to the wad

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you can fix it by importing the original trees.png texture into a custom wad using HLTextureTools or TexMex

cosmic copper
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crap sorry darth. I saw that in the patch notes but I never bothered to check what it actually was

ancient depot
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np

cosmic copper
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quake palette 255 is a brownish color, not black.

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so if that color is used on the trees that might be causing the weirdness

ancient depot
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The cause atm is because we didn't have transparency support when MakeWad was written, so the way it writes out the palette indices for transparent pixels is wrong

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Won't be hard to fix though, luckily

alpine depot
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is there a way to import a whole folder into texmex? i already renamed basically every transparent texture to have { so hopefully i can like, drag and drop or something

ancient depot
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Should be able to just ctrl+a and drag

alpine depot
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oh wait yeah lol

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is it .bmp or something?

ancient depot
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Yeah, it doesn't accept PNG unfortunately

alpine depot
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shiiiit

ancient depot
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You'll need to use TGA I believe

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Irfanview can batch convert

alpine depot
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ok cool thanks

crystal lily
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When do you think we're going to have the new dusk.wad?

honest stag
alpine depot
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oh my god there was a fucking import button in texmex all along

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it's midnight and ive been fighting with this software for like 15 minutes

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OH YAY IT CRASHED AGGHH

still raptor
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that weird overlapping thing is caused by a shader issue, we were talking over that before this patch, its still wip

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basically anything that is fully transparent and not partially needs a different shader, or a specific render queue ordering because partially transparent objects have depth sorting issues

ancient depot
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Yeah, it's a bit of an annoying problem

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@crystal lily When It's Doneℒ️

alpine depot
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i was gonna make one myself but texmex has crashed twice already so i'll just wait for the new one

cobalt atlas
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Didn't civvie say he was working on ripping the assets?

lament ore
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@alpine depot you can use HLTextureTools and make a WAD3 if you don't wanna wait. HLTextureTools also allows you to manually override the transparent color.

toxic forge
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@alpine depot it accepts PNG but you have to import it instead of drag and drop

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ahh wait, my bad

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was thinking about Wally

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and just tested and Wally can drag and drop etc.

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also SLADE can add textures to existing WADs

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sadly you can't create new Quake wad from scratch (last time I tested)

lament ore
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oi

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Also deletes duplicates and things that obviously weren't intended (nor useful) as level textures

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! NOTE THAT IF YOU USE THIS WAD, YOU NEED TO DISTRIBUTE IT WITH YOUR MOD SINCE FILENAMES ARE CHANGED !

ancient depot
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And especially because it's a WAD3, no textures will be embedded in the BSP

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So the WAD is necessary for properly loading the map in the first place

mortal narwhal
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based func_bread at it again

lament ore
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Someone's gotta do it 😀

mortal narwhal
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does tb support wad3?

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textures dont show up when i import them

honest stag
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i think it can, but i'm not sure

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probably not

lament ore
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Tb does not support WAD3 no

honest stag
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i think some people shoehorned it in though

lament ore
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I don't think Quake supported transparency on func_wall anyway, although I'm sure if you manually added the keys and used a compatible texture it would work

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But it'll be a bit of a pain working with transparency in tb suffice to say

honest stag
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to be honest i cant really see what transparent textures cant be replaced by brushwork
unless you're making something really huge and/or dont want to be able to shoot through it

lament ore
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Chain link fence?

honest stag
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very much possbie with some copy paste work tbh

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tb has the amazing repeatable commands thing too

lament ore
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Yeah but like.........just using the texture is way easier lul

honest stag
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it's easier but effort is cool

lament ore
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Not to mention optimization, although that's not as important in Dusk

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Compile times would get insane though

honest stag
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lol yeah but it's alright
didnt stop people before

lament ore
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to each their own

honest stag
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actually

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you dont need to make tiny brushes for it

mortal narwhal
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is there a way i can convert the wad3 to wad

honest stag
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you can use some broad overlayed diagonal brushes to reach the same effect

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you can probably unpack the textures

lament ore
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There's also the matter of complex shapes that aren't easily made with brushes

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But anyway

honest stag
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and then make a wad with it

lament ore
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@mortal narwhal extract and repack, or just open it in wally and paste it into a wad2

mortal narwhal
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i went into wally and replaced all the blue background with the proper quake 255 color

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also if you dont want your transparent brushes creating voids on the faces of touching brushes, turn the transparent brush into func_wall

honest stag
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damn good job man

toxic forge
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I don't think Quake supported transparency on func_wall anyway
vanilla no, modern engine does though. Last color (255) in quake palette is used for transparency, but in quake, additionally, transparent texture should start with "{" (similar how water starts with "*").

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this works on MDL models too, color 255 for transparency

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although DUSK probably will use IQM from what I heard

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to be honest i cant really see what transparent textures cant be replaced by brushwork
You could, although if you use EricW tools, make it func_detail_wall or func_detail_fence, to avoid ridiculous amount of ugly splits on world geo.

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idk if there is equivalent of that in hl compiler

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regular func_detail will introduce splits anyway, just keep that in mind

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regular func_wall will work too

mortal narwhal
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@ancient depot Transparent texture on the bottom has a skip texture applied to one of it's faces, the other transparent texture is just that. They're both func_wall

ancient depot
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Yeah, Scott mentioned before it's caused by a shader issue we need to fix

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It's a tough problem

mortal narwhal
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cool beans

ancient depot
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I have some ideas but we'll see

lament ore
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@toxic forge func_detail will only split other func_detail brushes of the same detail level, so if you don't want a func_detail to split another func_detail just change one of their detail levels.

toxic forge
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in quake func_detail will split world geo too, it's just excluded from portal creation, to save time on VIS. It's different from what HL does.

lament ore
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ah

toxic forge
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left is func_detail right is func_detail_wall

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so it's good to remember that when you use EricW Tools

desert crane
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put mods here tyvm

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mod.io

Further your DUSK experience with additional content from Mod.io! Currently the DUSK SDK supports custom maps, textures, and sounds... with support for models and much more coming SOONβ„’!

honest stag
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that's actually pretty cool thank you

desert crane
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yah we gonna make that the official hub outside of workshop

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announcement sooooon

honest stag
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so like is there really need for it since we already have some on moddb and workshop is uhhhhh soon?

desert crane
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yeah cuz not everyone will hav steem

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and moddb is ancient

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modio is the new moddb

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same owners

honest stag
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alrighty then

desert crane
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also gives us more tools

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we will officially support modio, moddb and workshop

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for content

alpine depot
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moddb is something indiana jones finds in one of the temples he explores

desert crane
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lol

gritty forge
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moddb is were I got all my cool half-life 2 mods

onyx marten
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sorry

gritty forge
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YO

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Big Johns Love Shack 64

desert crane
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lmao is that in your level

iron needle
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@onyx marten can I steal that for twitter?

honest stag
onyx marten
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@iron needle lol sure

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yes it is. they made me do it

iron needle
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πŸ‘

alpine depot
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GOD big john is just so GORGEOUS AHH

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those sunglasses are so...

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vibrant

long anchor
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god i love this community

alpine depot
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his smile can cast a rainbow that stretches across the entire world

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and his accent!

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THE ACCENT!

desert crane
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I already stroleded it muhauauha

verbal peak
desert crane
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if there's not like 10 mods on https://dusk.mod.io/ by the time I wake up

mod.io

Further your DUSK experience with additional content from Mod.io! Currently the DUSK SDK supports custom maps, textures, and sounds... with support for models and much more coming SOONβ„’!

honest stag
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you made it poolboy
you truly made it

desert crane
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you're all getting no porridge

long anchor
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what

iron needle
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when Dave steals ur meme you know you've hit it big

long anchor
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that's 100% not the thing i would like to fight for

onyx marten
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lol

desert crane
crude cedar
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Awesome

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Can't wait to HAVE SEX in DUSK

long anchor
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Dusk Date Simulator when

desert crane
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we've talked about it lol

cosmic copper
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has anyone else had the problem with func_plat teleporting instantly instead of slowly lowering?

lament ore
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@desert crane b-but dave-sama I only have the one map.....

deft frigate
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HDUSK

lament ore
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HDUSK NOW

vernal magnet
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the world isnt ready for HDUSK

tawdry plank
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the world may not be ready yet

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but we are

deft frigate
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the world may not be ready

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but my body is

lament ore
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God I can't wait until the SDK is fully out and we think back to these early days of using the SDK like "how the fuck did we ever live without x and y"

mortal narwhal
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how did i live without quicksaving

tepid kettle
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how would one make switches

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and by make switches i mean place one on a wall

unique ocean
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Do you want it to be a toggelable button?

tepid kettle
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like switching it?

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if so then yeah

gritty forge
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Time to download the maps on mod.io

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Okey Church Level Very cool very spooky

lament ore
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check the "doors with button" part

alpine depot
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oh god help i just nearly doubled the loading time for my map lol

lament ore
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welcome to quake/hl mapping

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Who was it that had that gravity change idea going on in one of their early maps? Was it you, @honest stag ?

acoustic hedge
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https://www.moddb.com/mods/backwaters
Updated the map I was working on and still working on it!
Just wanted to give something out for now.

Mod DB

Your home has been invaded by some backwater cult that is taking over the area. You see everyone around you turn into cultists and have to brute force your way out. The only way out you see is into the sewers... WELCOME TO THE BACKWATERS UPDATE 1 I have...

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jank trees included

onyx marten
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maybe I'm dumb but i only see the old version under files

tepid python
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tip for the few people that have uploaded screenshots with their levels, use the + key 3 times to remove the hud

ivory magnet
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πŸ‘

iron needle
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Hey, if you've uploaded your map to mod.io, post a screenshot here and I'm gonna choose one to post on Twitter as this week's #screenshotsaturday + link to mod.io

sturdy tide
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oh yeah there's a place to upload things now

tepid python
lament ore
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@iron needle when's the deadline? I'll probably get my map done by tomorrow

iron needle
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tonight soon

onyx marten
cosmic copper
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https://dusk.mod.io/the-basilica-beneath heres my mod for the screenshot Saturday thing. I'd have to say the 3rd screenshot is my favorite

mod.io

My first map for DUSK made using Trenchbroom. Features a wide variety of visual styles and settings to keep things interesting. "I Can Take It" Difficulty is recommended. "Cero Miedo" difficulty is very challenging, but still do-able.

honest stag
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@lament ore Ye, it wokred

iron needle
honest stag
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Aw was i late

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literally was 2 minutes away from uploading

alpine depot
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how do you check the number of vertices and brushes/etc in your map?

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i want to make sure that im not going over any limit

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which i probably am lmao

honest stag
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the compiler tells ya

alpine depot
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o

iron needle
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@honest stag I can do another tweet

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we're flooding Twitter today lol

alpine depot
honest stag
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ah, i can quickly upload my bunker thing and post a better screenshot for church

alpine depot
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pretty much 110k/132k

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big yikers

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good thing im at the end of my map

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do the limits vary between compilers or something?

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i swear i saw different limits elsewhere

ancient depot
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They do

iron needle
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@honest stag yeah just lemme know

alpine depot
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oh ok, so i guess it's possible to change the limits somehow?

ancient depot
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Depends on what format you're compiling to

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There are hard, unavoidable limits on Quake 1 and Half-Life BSP that are inherent in the format

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If you use BSP2 (a variant of Quake 1 BSP) those are mostly no longer a problem

honest stag
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oof that's a lot of spam

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sorry

alpine depot
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nice

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i bet i could finish up my map tonight but i don't want to rush anything

iron needle
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yeah don't rush it. I'm sure we're gonna to plenty of promoting of maps and stuff lol

alpine depot
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oh man what if the crane was the map's boss

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it just gains sentience out of nowhere and smacks the player with the arm

honest stag
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....fuck i misspelled place

iron needle
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ooooh that looks really cool

alpine depot
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woah

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holy shit

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i love that lighting

iron needle
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I still haven't had a chance to play a lot of these maps sadly

honest stag
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i thought u posted this a long time ago lol

iron needle
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might do a stream playing some of them at some point here

honest stag
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i*

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but thank you

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a stream would be awesome honestly

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i wish we had light styles

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that place would go nuts on flickering lights

alpine depot
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i want to be able to un-dusk-ify the graphics and just do the opposite of what the game was intended to be like

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add in IRON SIGHTS

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STAMINA

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HEALTH REGEN

alpine depot
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woah

honest stag
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i just really wanted to see how it looked with colored light

alpine depot
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that looks so sinister

honest stag
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i hadthe same thought lol

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check out my minecraft house guys

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it's a mansion

alpine depot
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herobrine's mansion

honest stag
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DUDE NO >:(

alpine depot
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dude yes

honest stag
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dont scrae me like that

alpine depot
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dont look behind u... herobrian!

lapis hare
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i want to be able to un-dusk-ify the graphics and just do the opposite of what the game was intended to be like
add in IRON SIGHTS
STAMINA
HEALTH REGEN
chaotic evil

alpine depot
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oh and add in hands too

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and no dual-wielding!

lapis hare
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i mean

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hands is chaotic neutral tbh

alpine depot
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and nausea-inducing headbob

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oh and more tactical animations

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shift to sprint- wait thats already a thing nvm

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but you cant shoot when running! haha!

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enemies are faster and can now jump between areas and also have suppressive fire

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all projectiles are hitscan

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all of them

lapis hare
iron needle
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bruh

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that screenshot

honest stag
lapis hare
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gloomwood in dusk

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dusk in gloomwood

alpine depot
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duskwood

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ok so how many units tall roughly is the guardian?

honest stag
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several

alpine depot
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close enough

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256 units should be tall enough

last talon
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fucking lol'd at that button

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hope it gets free

alpine depot
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is there a way to make a func_breakable explode when it breaks?

ancient depot
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Not supported yet

alpine depot
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aww

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i hope i worded that properly, i dont mean like, having the player blow it up with an explosion or anything

ancient depot
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Yeah I knew what you meant

alpine depot
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alright just clarifying

ancient depot
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Should serve as some rudimentary docs

alpine depot
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i dont recall seeing laser or teleporter being used anywhere in dusk

ancient depot
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teleporter is the effect that appears when something teleports

alpine depot
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ohh

ancient depot
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lazer is used by those projectile firing things

alpine depot
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oh right

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interesting

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ooh i just noticed that with the factory_brick and factory_concrete textures, the brick is just concrete with a brick overlay on it

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no wonder they look so nice together

honest stag
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the jump map thing is probably better with god mode + infinite ammo, eh? @tepid python

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also

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add armor

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diamonds

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they really reduce rocket jump damage

tepid python
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i mean you can but also all jumps can currently be done with just the available weapons and health

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Most of them are supposed to be like "you can fuck up once and that's it"

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And idk how many people can actually make the last jump

honest stag
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i'm trying lol

harsh swift
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the mod you've all been waiting for

#

ur welcome

alpine depot
#

grab your pitchforks if you want but i hate quake's HUH

verbal peak
alpine depot
#

it sounds too obnoxious

#

oh fuck yep pitchforks are being grabbed

harsh swift
#

sounds like hes shitting himself

#

but i like it

tepid python
#

sound mods are already a thing huh, that's news

harsh swift
#

i should probably make it louder

#

actually

#

gimmie a few mins

balmy thorn
#

For some reason I find it distracting because I recognize it as Trent Reznors voice (I think?)

harsh swift
#

it is

#

hence the picture

#

sounds nothing like him then but sounds a lot like him now

balmy thorn
#

Mhm

honest stag
#

alright i tried everything at this point, is the mortar timing too precise? @tepid python

tepid python
#

It's very precise yep

#

You can be good at the rivet + mortar part but you still need to have the perfect timing for it

#

I put a smiley there for motivation

harsh swift
#

why does dragging the volume sliders in sdk kill the fps

honest stag
#

alright i give u

#

no clue how to beat it

#

give up*

#

ohhh i almost did lol

alpine depot
#

what map are you talking about?

#

the jump one?

honest stag
#

ok that was....

#

way easier that i made it out to be

#

damn

#

than*

#

yeah

high magnet
#

I'm gonna remake Doom hangar as an actual hangar with planes and such

#

Oh hi Dave

desert crane
#

looks like DuskMods.com is getting there, KEEP IT UP I SAID MORE MODS MORE MORE MORE SOUNDS, TEXTURES, GUIDES, MAPS

#

HUP HUP

#
mod.io

Further your DUSK experience with additional content from Mod.io! Currently the DUSK SDK supports custom maps, textures, and sounds... with support for models and much more coming SOONβ„’!

high magnet
#

HUP

harsh swift
#

whoever made e1mwhat

honest stag
#

guides lol

harsh swift
#

its sick

#

but the lack of music is really unsettling

#

or any ambience really

honest stag
#

we cant add music yet

harsh swift
#

oh

#

the lack of music in the main menu is also weird

tepid python
#

Technically you can

honest stag
#

you can but it's fucky

harsh swift
#

i cannot wait for someone to remake all of doom

#

the entirety off it

#

of*

desert crane
#

music sooon

harsh swift
#

whats on the

#

er

#

upcoming list

#

man

#

ranger jump sound actually fits well

honest stag
harsh swift
#

can you quicksave in these

honest stag
#

no

still raptor
#

oh interesting you went with trying to pogo

#

i fired a mortar straight up, rocket jumped, then detonated the grenade

tepid python
#

Whoa

honest stag
#

i had the same idea but dumped it

#

was too hard

still raptor
#

thats what i thought you were supposed to do lol

tepid python
#

Yeah the mortar straight up was the way i did it

honest stag
#

mortar can be exploded in yo face if you already fired a shot and clicked to explode it then fired another

harsh swift
#

minor nitpick

honest stag
#

so the delay on the explosion of the second shot is 0

harsh swift
#

but shouldnt framerate cap be in feel not look?

#

i guess it can work in either actually

alpine depot
#

i think i hold the record currently for longest loading time lol

#

like holy crap what did i do to make it so sluggish all of a sudden

harsh swift
#

how long

#

i tried it on a piece of shit once

#

like 5-6 minute load into the main menu

alpine depot
#

it takes like 5 secs for it to load load when it says "press any key" but before that it's like 30 secs

#

or longer i didnt time it

#

aw man i forgot func_breakable acts the same as func_door where enemies cant walk past it

#

i wonder if i could just push the guardian through where the func_breakable used to be using a func_door at like, lightning speed

ancient depot
#

That would be lightmapping

#

There's a Unity issue we need to solve manually to fix that

#

If you don't light the map I can almost guarantee that 30 sec thing will disappear

barren terrace
#

wait

#

did someone make a jump map

#

holy shit

iron needle
#

yeah

honest stag
#

it's the second map they made i believe by the way

#

second jump map i mean

#

or was that someone else

#

shit

#

basically there was another jump map

alpine depot
#

woo, map is DONE except for a few wonky things here and there

barren terrace
#

@tepid python did you use my dev texture wad? or did you just make one for the map?

alpine depot
#

is it possible to add a message to an enemy?

barren terrace
#

no

honest stag
#

???whaddyamean
like when they die?

alpine depot
#

like when they see you

barren terrace
#

i don't think so

honest stag
#

oh that's wonky, but i could see a fake one with a trigger in a spot where the enemy 100% of the times sees you

alpine depot
#

well the player can encounter the guardian in a plethora of angles so that wouldnt work

barren terrace
#

wait

#

hold on

honest stag
#

i hope you reduced his health lol

alpine depot
#

reduced? nahhh

honest stag
#

cuz that thing is way too beefy imo

barren terrace
#

did we get proper sky lights as well?

alpine depot
#

i give plenty of ammo

barren terrace
#

damn i've been missing out

alpine depot
#

i give a backpack right befoire

honest stag
#

sunlight was a thing before

alpine depot
#

and a riveter with a few rivets to knock down his hp

barren terrace
#

no

honest stag
#

yeah

#

you just need a sky brush

barren terrace
#

it wasn't working properly

honest stag
#

i'm 100% sure it was though
i made the mistake of making sunlight without skybox brushes

#

and it didnt work

barren terrace
#

compare your switch video with the one 500 pts made

#

wha entity did you use

honest stag
#

??? which one
also the contrast is removed because i used a _sunlight2 key

#

it's not an entity

barren terrace
#

the one in the pins

#

at the end

honest stag
#

it's _sunlight and _sunlight2 on worldspawn

barren terrace
#

well i'm a big ol' dumbass then

alpine depot
#

isnt sunlight2 more of an ambient skylighting?

honest stag
#

sunlight being the main one, sunlight2 is the ambient light to remove shitty contrast

barren terrace
#

well i'm gonna check this out tomorrow

#

i may just have done 5 hours of work for no good reason

#

trying to light up that arena

honest stag
#

also

#

dont forget _sun_mangle to determine at which angle _sunlight shines

#

i use 20 -35 0 for a sunset light

alpine depot
#

how do you make a secret again lol

honest stag
#

brush right click - create brush entity - trigger - secret

alpine depot
#

oh wow i skimmed right over that

#

lol thanks

desert crane
#

based @honest stag

ancient depot
#

note the wiki is super preliminary rn, but we'll be adding to it as time goes on

honest stag
honest stag
#

filled out the form

#

time to help

tepid python
#

@barren terrace the one i used was made by khreathor

steel nova
#

Hey got a question about modding dusk. Is there C# Scripting support or any form of Scripting support?

ancient depot
#

Not yet, that'll be coming later

steel nova
#

Ok thanks πŸ™‚

honest stag
#

changing the secret message isnt a thing yet right?

#

or is it

#

i kinda missed it

iron needle
#

it's not atm

alpine depot
#

funny how after i fix all the leaks and whatnot, the load times are basically thrice as fast

#

makes sense since if there was a leak, every brush would be rendered at once, and not just the visible faces

honest stag
#

well i added a trigger_secret page as a first attempt at making something
just figuring this out, sorry

alpine depot
#

oh shit i forgot about the other wad im using for proper transparency support i should've included that

#

someone else uploaded it earlier yesterday but thats a long way to scroll up

#

wait what the fuck how can i upload a 39 mb file

ancient depot
#

Leaks don't affect load times

alpine depot
#

oh really?

ancient depot
#

They affect compile times

alpine depot
#

huh, seems a bit backwards if you ask me

ancient depot
#

The reason the map takes so long to load is very likely to be the lightmaps, because the map is huge

alpine depot
#

feels like my map loaded faster after the leaks were fixed

ancient depot
#

And the way lightmaps are loaded right now is very inefficient

harsh swift
#

and already

#

someone has made minecraft dusk

alpine depot
#

lol thats amazing

ancient depot
#

amazing

#

||you don't even need to change the water sound||

alpine depot
#

what does the -level 4 argument for vis do?

ancient depot
#

It's the complexity of the calculations that it uses to calculate the VIS

alpine depot
#

oh ok

ancient depot
#

Lower values are less accurate, but potentially (but realistically probably not) faster

high magnet
still raptor
#

looks great

#

i hope its gonna be a func train

#

and zip around in the sky

high magnet
#

Having it be a working vehicle would work great in a super open and non-linear map

#

Anyone know gm_fork from Garry's mod?

#

I'd imagine something like that

high magnet
honest stag
#

that looks awesome seriously

high magnet
#

Danke

alpine depot
#

that's amazing lol

fringe nymph
#

bsp2blender when

ancient depot
#

dunno why you'd want to load BSP specifically in Blender instead of MAP, considering BSP is intended to be the final format

unique ocean
#

Genuine question: Should I include a Big John secret in my level

still raptor
#

follow your heart

desert crane
#

how's http://DUSKMods.com lookin?

mod.io

Further your DUSK experience with additional content from Mod.io! Currently the DUSK SDK supports custom maps, textures, and sounds... with support for models and much more coming SOONβ„’!

#

8 mods?

#

T_T

long anchor
#

we're not getting any porridge

honest stag
#

yeah more people uploaded mods, both in here and on moddb, it's just the 3rd place they have to upload stuff to lol

#

and then workshop will be a thing, but that place will have way more probably

still raptor
#

mod.io is the first real "official" place we want to endorse uploading mods

#

we have control over the page etc so it makes everything way nicer

high magnet
#

Also I'm making a .map file with like a dozen brush based planes so you can use them in your maps

#

Giant fucking cargo plane incoming fyi

long anchor
#

Also I'm making a .map file with like a dozen brush based planes so you can use them in your maps
not all heroes wear capes

#

it would be great if i could actually see your planes

#

my inet is super slow these 2 days

high magnet
#

I posted a couple of them if you scroll up

lament ore
#

@honest stag how'd you do that big green ball thing that was inside the gravity chamber or w/e? Was that an object or was it brushwork?

honest stag
#

object

#

lemme find it

#

object_grappler

lament ore
#

@ancient depot I'm going way past the limits in my bsp. Those are enforced by the original compiler sets and by the engine, but if you use a limit removing compiler set (e.g. Sven Co-op's fork of ZHLT) and a limit removing engine (e.g. Sven Co-op, Xash3D, Dusk) you can ignore the limits of "standard" HLBSP.

ancient depot
#

I was mainly referring to the inherent limits caused by some values being stored as 16-bit in the file

#

Rather than the artificial limits imposed by the engine and compiler

lament ore
#

Ah

#

Tbh you can make a pretty friggin massive map even with those hard limits. Unless you're trying to make an open world mod I doubt a lot of people would run into an issue :v

#

@honest stag thx bby

honest stag
lament ore
#

Let's just make an OpenBSP format that uses 64-bit values for everything and doesn't afraid of nobody Darth

ancient depot
#

lmao

lament ore
#

It would be cool to have a full set of "open" Quake-like formats like IQM

#

I can't fuckin WAIT until Dusk Co-op comes out

#

Sven Co-op 2.0 baybee

spiral nexus
#

Dusk Co-op

#

We will definitely need remake of Pizza Shop from Sven Co-op

lament ore
#

OH FUCK YEAH PIZZA YA SAN

high magnet
#

YES

lament ore
#

@ancient depot can I write a JACK page under tools on the Dusk wiki

still raptor
#

We used pizza-ya san as a test map for the sdk

#

also im not sure it really belongs on the wiki

high magnet
#

Y-you did?

still raptor
#

yes we did

high magnet
#

lmao can we see

spiral nexus
#

can we have barrelsofun as the console command for suicide when console becomes available /s

still raptor
#

i mean you can just load the map now

#

fun fact the cat npc gets replaced by a cowgirl

#

even the sinks technically work

spiral nexus
#

let's start HL1 meme map remake project to Dusk

#

Hazardous Dusk 2, πŸ…±οΈig leathernecks and Pizza-ya Dusk

lament ore
#

@still raptor I mean I'm sure there's gonna be people who are interested in making DUSK maps but have never worked with Quake/HL and don't know where to start. A JACK page to help them get it configured would be nice. Obv a TB page too but I'm not qualified for that :v

#

although maybe it should wait until the things like the wad are available somewhere other than the discord

ivory magnet
#

We'll get a wiki going on mod.io soon

gritty forge
#

real quick how do I make a new page on the wiki

still raptor
#

it might be included in a tutorial stub, but right now it is a new blood dev wiki more than a generic modding wiki

lament ore
#

kk

still raptor
#

give us like

#

more than half a day

#

lmao

spiral nexus
#

watch how Dusk Wiki will become better resource for HL1 mapping than Valve dev community

still raptor
#

it will be

ivory magnet
#

Ye the page went up less than half a day ago heh

still raptor
#

we plan to have the documentation be pretty comprehensive

#

so yeah, we'll probably have pages for external tools like trench, jack, etc

#

but were documenting the things we have direct control of first

#

also wiki is found here Jakob

gritty forge
#

Yeah but like I cant see a new page button

ivory magnet
#

It's not open to everyone at this point

gritty forge
#

Heck

still raptor
#

if you create an account

#

we can add you

#

so you can create pages

#

in fact zomb may have set it up for autoconfirm

lament ore
#

@spiral nexus unfortunately a lot of old HL1 mapping knowledge has disappeared from the net over the years 😒

spiral nexus
#

Yeah

#

Dev community is really deserted and other websites like Sven-Coop pages are either abandoned or have bare minimum of information

#

it'd be great if there was a proper hub for HL1 modding

lament ore
#

twhl

#

twhl is the most comprehensive place left

still raptor
#

well, hopefully we can turn that trend around

spiral nexus
#

every time Google makes me end up on twhl there is some kind of flamewar going on in the 10-years-old forum post

still raptor
#

with the help of you guys contributing of course

gritty forge
#

I made an account dance

spiral nexus
#

I guess I could create an account, though I am not that knowledgeable of HL1 either

still raptor
#

I SAW

gritty forge
#

also -2 angle doesn't work on doors?

still raptor
#

i was watching the logs

#

πŸ‘€

gritty forge
#

oh boi

still raptor
#

just gonna click block real quick

gritty forge
#

Oh no

still raptor
#

oh man i hate how that looks compared to the actual script

gritty forge
#

well I don't exactly have those

still raptor
#

eventually tm

#

when it can actually be open sourced

gritty forge
#

Why not nowℒ️

still raptor
#

well not getting sued is nice

gritty forge
#

cus theres still a bunch of dusk stuff in it?

still raptor
#

theres a bunch of stuff that we cant legally open source

#

the save system, stuff like that

gritty forge
#

ah okey

lament ore
#

New fgd. This one is based on Half-Life's fgd since most GoldSRC features are going to (eventually) be supported. This version still uses Quake placeholder models for TB compatibility; I'll release one that uses Half-Life placeholder models soon since that gives me a lot more variety to use

--EDIT:-- new TB hotfix version a couple messages down, don't DL this one.

gritty forge
#

thanks func_bread very cool

lament ore
#

also trees have a roughly correct box size now which makes placing them a lot easier :v

still raptor
#

Blessed

#

maybe ill look at adding the lighting offset tomorrow

#

so that you can have not-black trees

lament ore
#

ayyy lmao

#

I already let zombie know but there's still some prefabs that don't pick up lighting btw

#

Notably hay bales and bushes

#

Otherwise yea only the trees I have intentionally embedded in the ground are black

still raptor
#

which hay bale

lament ore
#

object_hay_bale

still raptor
#

round or square

lament ore
#

round?

still raptor
#

yeah that makes sense

lament ore
#

I am not familiar with a square hay bale

#

object_bush too

somber atlas
#

guys: Doom 2's Chaingunner when? or Hexen Dusk?

still raptor
lament ore
#

yeah not that one

still raptor
#

theres your square hay bale

lament ore
#

which object_ is that? I wanna use it :v

still raptor
#

have the trees with broken lighting been fixed yet? i havent kept tabs on it

#

in fact, dumb question anyways, we'll just do a global fix

gritty forge
#

Could not load builtin entity definition file 'dusk_qmdl.fgd': At line 22, column 127: Expected '[', but got ':' (raw data: ':')

lament ore
#

@still raptor yes

still raptor
#

hm, that makes it even more curious

#

ill look into it tomorrow

#

im tackling visual issues atm

#

so thats good for the list

#

transparent depth sorting is pretty much taken care of

#

sky brushes have been corrected

lament ore
#

@gritty forge forgot tb doesn't support that. Try this

#

Oh worm? That's sick, I figured the depth issue would probably be the last thing to get fixed lol

still raptor
#

and sky brushes being corrected

lament ore
#

naisu

still raptor
#

bonus points if you guess the map

gritty forge
#

is it a counter strike one

still raptor
#

not quite

#

but it is a hl mod

spiral nexus
#

I think I might have played that mod

#

seems familiar

lament ore
#

is it that one Vietnam mod

#

God fuck Windows. I'm just trying to copy a bsp from one folder to the dusk sdk folder automatically after compilation and it's all "CANNOT FIND THE PATH SPECIFIED." "ACCESS IS DENIED" "BLAH BLAH BLAH" bitch shut UP

gritty forge
#

The stone wall does not look very Vietnam

lament ore
#

I used to work in IT and Windows file permissions are still the bane of my fucking existence I cannot stand them

#

@still raptor object_insulator prevents spawning like object_anamoly used to

still raptor
#

cheers noted

lament ore
#

Just found another weird thing. The first time I load a map, the trees will be white like before. The second time and onwards, even if I reload the game, the trees are lit correctly

ancient depot
#

@gritty forge -2 does work yeah, the wiki page saying otherwise might just be an oversight

spiral nexus
#

I feel afraid to do any kind articles on the wiki because my English sucks

ancient depot
#

Don't worry about that, we monitor any changes to the wiki and will do cleanup passes and stuff on articles ourselves

spiral nexus
#

at the same time Valve dev wiki has tons of very embarrassing typos so what do I know

ancient depot
#

lmao

gritty forge
#

It's clearly because all their writers are busy pretending to be working on HL3

spiral nexus
#

I think most of the people editing it at this point are just poor TF2 mappers

#

Valve abandoned that website years ago it seems

ancient depot
#

the Valve dev wiki is also annoyingly lacking tons of GoldSrc info

#

it's very Source oriented

#

so for a lot of info we've had to check the Half Life SDK and Xash source codes

lament ore
#

@ancient depot why not TWHL? They've got relatively complete entity entries

ancient depot
#

Wasn't aware of them

#

I've always been a doom community guy so I'm unfamiliar with a lot of Quake and HL community stuff

lament ore
#

Yeah TWHL is the best place to go for GoldSRC stuff these days. Most GoldSRC knowledge has gone with the sands of time over the decades unfortunately.

ancient depot
#

Yeah I've noticed a ton of it is super hard to track down

honest stag
#

suprised how anything doom related is so easy to find though

ancient depot
#

doom has a much larger modding community

lament ore
#

The lack of real 3D makes getting into level design a lot easier

ancient depot
#

that too

#

doesnt get easier than drawing a blueprint

honest stag
#

also harder for me because i constantly wanted to make details and it just... wasnt possible a lot of the time

lament ore
#

Not to mention almost everyone uses or at least has some form of ZDoom installed, meaning scripting support for mods is almost ubiquitous.

#

For Quake and HL you're working with the engine itself, which again has a higher barrier of entry

spiral nexus
#

I think it's mostly because Doom had been open sourced pretty early and the source ports are good quality, Quake has the same thing because Quake has way more documentation than GoldSrc

lament ore
#

There's a lot of aspects where the simplicity of Doom lends itself to high accessibility for modders

#

GoldSRC sdk was available from day one

#

iirc

spiral nexus
#

VHE 3.0 came prebundled with CD version of HL1

lament ore
#

The docs for Half-Life USED to be good but Valve y'know

ancient depot
#

Too bad GoldSrc itself was never open sourced

spiral nexus
#

Valve has said that they might open source GoldSrc at some point, but I haven't heard progress about that for almost a year

ancient depot
#

stuff like the naming scheme for water textures is part of the engine itself

#

rather than the SDK

lament ore
#

They're in a weird legal position. Quake engine eventually got open sourced but that was after the release of HL1. Valve's GoldSRC engine still has Quake parts in it that was licensed to them under a proprietary license that doesn't allow them to release it

#

I'm sure if they just hit up id they could work something out but that would require Valve to give a shit about HL1

ancient depot
#

Yeah, they'd need to contact Bethesda

spiral nexus
#

Gabe talking to Todd would be hilarious

honest stag
#

"valve need to contact bethesda about making goldsrc open source"
didnt think i would EVER hear that

lament ore
#

Xash3D exists but is of dubious legality since it's obviously a fork of an old leaked version of WON source code

ancient depot
#

Leaked WON source code?

spiral nexus
#

there is something really ironic about company named Valve having a very infamous history of code and asset leaks

ancient depot
#

I was under the impression it was a reverse engineering effort. They began with the Quake source and used the HL SDK for references on what to immediately change

#

And then standard RE from there

lament ore
#

WON referring to World Something Network, what they used to use for matchmaking, basically a pre-steam version of Half-Life

ancient depot
#

oh yeah I know what WON HL is

lament ore
#

Yeah no that's just their story to avoid a lawsuit

ancient depot
#

wasnt aware there was a leak though

lament ore
#

buncha russians got their hands on a code leak and made Xash3D is more than likely what actually happened

ancient depot
#

lmao, does sound feasible

lament ore
#

Valve has also previously disavowed Xash3D although they haven't done anything legally about it

ancient depot
#

Not like that did anything lmao

lament ore
#

Even if Xash3D isn't based on stolen code, it still uses the Half-Life SDK for the client and server modules and Valve views that as an illegal use of the Half-Life SDK

#

so the only way you'd ever get a truly open source and fully distributable version of the Half-Life engine is to write it without using any Valve code whatsoever

#

Could be feasible to extend one of the Quake engines if you don't mind the license the Quake engine offers

#

Using one of the Quake engines as a base would prevent you from allowing commercial options, though.

ancient depot
#

Prevent you from allowing closed source commercial options*

spiral nexus
#

what this all means is that, we, the JACK gang of #dusk-modding, have a sacred mission to create proper HL1 documentation to save future Hl1/Dusk mappers from searching how to make Barney move from A place to B place with minimal amount of aspirin usage in process

ancient depot
#

lmao

#

also @still raptor it wasn't meant to be set up for auto confirm but I guess it's no big deal

#

was only a preventative measure against someone shitting up the wiki

lament ore
#

oh yeah complex scripted sequences are a pain in the ass to figure out without proper docs

gritty forge
#

is there anyway to make dusk maps without the quake wad

lament ore
#

you don't need the quake wad at all unless you want to use quake textures

#

TB or JACK?

gritty forge
#

TB?

spiral nexus
#

Trenchbroom

gritty forge
#

ye

spiral nexus
#

Trenchbroom might require you to have Quake installed, but I am not sure

#

You don't need any of the Quake textures to create DUSK map though

lament ore
#

It does not require Quake to be installed, you just won't have any placeholder models which is fine

#

I asked because TB doesn't support WAD3

#

@gritty forge use the official DUSK.WAD in the pinned messages

gritty forge
#

i did that already

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i downloaded the dusk wad and when i loaded it in trenchbroom every texture was black

lament ore
#

You do need the quake palette file

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one sec

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you can download it here

gritty forge
#

where do i put the palette

lament ore
#

not sure where tb expects it to be. Probably something like Game Directory/id1/palette.lmp

#

or just in whatever the mod directory is

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might have to look it up

spiral nexus
#

we probably should have pages for basic TB and JACK setup on the wiki or something

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Though we don't have official FGD or WAD3 of Dusk so it's kind of impossible to make one for JACK rn

lament ore
#

We don't have an official fgd for tb either :v

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We talked about that already tho

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Plus JACK can use the official dusk.wad, you just have to either use Quake format maps or do a little workaround for Half-Life format maps

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@gritty forge did you figure it out

gritty forge
#

no

lament ore
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Do you have any preference towards TB over JACK

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Cuz I can't help you with TB but with JACK the palette file you need is included

gritty forge
#
lament ore
#

Yup

honest stag
#

we got another JACKER coming in

lament ore
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I'll get on the computer in a sec and give you my fgd file

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Bro we are JACKing.....

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@gritty forge any preference for compiler toolsets or nah

honest stag
lament ore
#

Hollow a sphere and clip it in half

honest stag
#

i think hollowing a sphere will have the same result

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but i'll try

lament ore
#

Psh, TB can't even hollow spheres? Shameful.....

gritty forge
#

i dont trust j.a.c.k or trenchbroom

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they seem fishy

lament ore
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what do you mean

gritty forge
#

jack instantly wanted to change something in my pc

honest stag
#

i'll try something different

lament ore
#

change what?

gritty forge
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i dont know

honest stag
#

fucking level editors and their viruses smh my head

lament ore
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........ok

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well I guess you could use Sledge or Valve Hammer Editor or Worldcraft or whatever

honest stag
#

wasnt worldcraft abandoned

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a long time ago

lament ore
#

yeah like 20 years ago but if he doesn't want to use modern editors then idk lol

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Sledge was only recently abandoned

ancient depot
#

@gritty forge I can confirm that JACK and TrenchBroom won't do anything to your computer

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I understand the fear, but as long as you get them from their official sites, the fear is unfounded

lament ore
ancient depot
#

I assume you got the access elevation prompt in Windows which says "This program wants to make changes to your computer"

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Annoys the hell out of me that Microsoft chose that as the message, because it doesn't necessarily mean that at all

lament ore
#

I haven't seen that message in like a decade because I immediately turn UAC off the moment I install Windows lmao

ancient depot
#

I keep it on since it's the closest thing to sudo

honest stag
lament ore
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I've never thought of it that way but I am even more disgusted

ancient depot
#

blood fountain

sly flicker
#

Looks like a baptism fountain thing

lament ore
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yeah blood fountain

honest stag
#

then it's that lmao

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i made it with literally no idea in mind

lament ore
#

I'd never find the tweet but trashbang posted a screenshot of some random HL map where some poor soul tried making an N64 controller out of brushes and it looked hilarious

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the stuff you make with brushes reminds me of that sometimes @honest stag lol

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like that dead soldier a while back

gritty forge
#

how make the building area bigger

honest stag
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i know i know they're silly

lament ore
#

what compiler set did you download? You can change the max map size in options but you'll need a limit removing compiler set to compile anything larger than the default

half vessel
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lmao

lament ore
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This is sven co-op's limit removing compiler set

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you can get it officially through steam by downloading sven co-op then downloading the sven co-op sdk if you'd like

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I just uploaded a zip of my copy for convenience

gritty forge
#

dusk textures black and white in JACK

lament ore
#

WAD3 doesn't need a palette file

gritty forge
#

cool

lament ore
#

ok nvm @ancient depot @still raptor it'll happen every time I reload the game

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The first time I load into the map the trees are white

ancient depot
#

That's... weird

lament ore
#

if I load the map again without making any changes, it works

ancient depot
#

think I might know why though

lament ore
#

and so long as I don't restart the game it'll continue working fine even if I make changes to the bsp

ancient depot
#

the fix for the white textures (_Emission not being set in shaders) doesn't wait for the main texture to finish loading

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So on first load, that texture isn't loaded yet, so it assigns a blank white texture

lament ore
#

ahh

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makes sense

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actually

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let me test something

ancient depot
#

Yes

lament ore
#

ah

ancient depot
#

the emission texture grabs whatever the main texture is set to
then the main texture finishes loading, and gets assigned

#

on a second load:
the main texture is already loaded, and is thus immediately assigned
the emission texture grabs whatever the main texture is set to

lament ore
#

I see I see

#

I'm glad my spurious decision to make a foresty map has unveiled like a dozen bugs related to the prefabs lmfao

gritty forge
#

Sorry for being such a cunt but where to find dusk props in JACK?

lament ore
#

select the entity placer, the white icon on the left

honest stag
lament ore
#

then on the right hand side under the objects dropdown you can pick what entity you wanna place

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JACK is almost identical to Valve Hammer Editor from a user point of view so most tutorials for Hammer will work for JACK, and there's a ton of Hammer tutorials

gritty forge
#

ooh shit so prop_dynamic?

lament ore
#

oops that's for half-life 2

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we'll get something like that eventually yes

gritty forge
#

aight

lament ore
#

Decent series on Half-Life mapping. They originally used VHE but from this video onwards they use JACK.

spiral nexus
#

There's pretty little amount of props in both HL and Dusk and most stuff is actually brush modelled, so I recommend doing that till models become supported

#

it's also way more fun

lament ore
#

Yeah. Think he was referring to stuff you can pick up and throw around, though

spiral nexus
#

isn't there func_physbox or was that only in Source?

lament ore
#

That was only in Source but iirc we'll be getting that in Dusk

#

The whole big thing about HL2 was that it added a physics engine remember lul

spiral nexus
#

oh right

#

bruh

honest stag
#

wait WHAT
We will be able to make a brush object that can be fucking trown around?

#

Thrown*

spiral nexus
#

I always forget that HL1 didn't actually have proper physics

honest stag
#

12:00 installing jack
17:00 configuring jack
26:06 next section
Lol that scares me

lament ore
#

The video is structured as one guy telling another guy what to do in realtime and giving very verbose explanations of everything

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it takes like 2 minutes max to configure it if you know what you're doing

#

it's all the same things as TB just in different menus

spiral nexus
#

there will never be same kind of experience as sitting in the middle of the night listening to two hour long video where lad with heavy accent and toothbrush microphone explains how to make a door in VHE for 2 hours on 144p video

lament ore
#

heh

spiral nexus
#

good times

honest stag
#

Dumptruck's voice is soothing

lament ore
#

oh god my virtual machine is getting real close to running out of RAM for compiling this map

#

originally I only gave it 4GB then it needed 6GB and now it's at 8GB and now it wants MORE

#

well not yet, but soon

#

gotta wrap up this map....

spiral nexus
#

Are there more Trenchbroomers or JACKers on this channel?

torpid agate