#dusk-modding
1 messages Β· Page 41 of 1
I already downloaded all that's on dusk's moddb. I'm searching this channel now.
is there any idea as to when we might get scripting to the sdk?
No ETA yet
Scripting is a "When It's Done" scenario, we're focusing on the more important framework stuff first
You can use clip textures for that but then the player goes through them aswell
i think you can just use the rendermode and amount params on any brush
if a texture name begins with { then it will treat palette index 255 as transparent
rendermode and renderamt are for additional translucency on top of that
refer to any Half Life mapping tutorial for more info
alternatively you can wait for our wiki
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.

once scripting is supported custom weapons and enemies is a reality π
It'd be a pretty shitty SDK if we never added support for custom enemies and weapons
Shouldn't even be a question that needs to be asked lmfao
Is blender suited to make a custom weapon for the sdk?
i dont see why woudlnt it be
ah
Custom models will be in .iqm format, with support for .mdl, .md2 and .md3 coming later
Ok cool, i dont know much yaknow
Why IQM and not GLTF?
GLTF is overkill because we wouldn't support like 90% of it
GLTF is a scene format more than a model format
Or some other format that's got decent support for exporting/importing.
IQM has excellent export support in Blender
Not an issue imo
Also you can't import without some other plugin.
Limiting ourselves to whatever formats Blender happens to support by default would be foolish
It's just a little disappointing after the Max Ax mod tools supported basically every format under the sun that's all.
That's because MaxAx uses TriLib which is a wrapper around AssImp
But TriLib is commercial so it blocks an open source release
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
Eh that makes sense I guess.
But it'd just be nice to have a more widely used format because I kinda get scared downloading random .py files.
I may consider GLTF as it's the least terrible of the transfer formats but IQM will remain our main model format
π
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?
they look fine ingame
oh
is this a custom wad?
tl;dr textures "lower their resolution" the farther away you are from them
and that data is stored in the balls .wad
its called mip mapping iirc
the mipdip texture tool will generate mips for you
though its an ancient program
@onyx marten
@mortal narwhal We don't use the mip maps from the wad
Or rather, mip maps at all
A deliberate choice as at that texture resolution, Unity seems to change mip levels too soon, resulting in massive blurring
Unity hits me with them blurs
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
try lifting it off the ground a little
cus it should grab whatever light value is on the ground under it
Also my func_doors are being screwy
Doesnt matter how much I change the lip
It only goes down a certain amount and doesnt change
that's odd
Higher amout is smaller distance
Negative is bigger
Whats odd though is that even if I set it to zero it still doesnt change
To top off my confusion if I go ahead and make a new door it works perfectly fine
let me look it up
this.Bounds.size - Vector3.one * this.Lip
so this is the amount it moves
so size of the door - Lip basically
So I may have to go to decimals
try -2
Well that did something
Well yeah told ya
Negative values make the door go further
ah wait
I changed the angle
it appears that despite how much I change the door's lip negative or positive nothing happens
does it not move at all?
That's real odd
The problem is that it moves, but despite how much I change the lip value it doesnt change the distance
I may have to concede and try to workaround
AHA
that works!
so how did you do it
I ended up spliting the door into two and bound both of them to one trigger
The door always lowered by it's full length despite the lip value
so I just added another below it and made it look as if it was only one
not a "fix" by any means but hey it works
@gritty forge that's not the formula it uses anymore, since that was wrong
Er, misread
That's only part of it rather
Origin + Vector3.Scale(MoveDir.Abs(), Vector3.Scale(MoveDir, Bounds.size - (Vector3.one * Lip)));
but originally it was something closer to only Bounds.size - (Vector3.one * Lip) which was wrong
I thought it would be harder to understand if I posted the full line @ancient depot :)
Probably, what you said afterwards size of the door - Lip explains it perfectly
Hey. Does anyone know how to get semi-transparent textures like the trees or the chain fence to work properly?
We'll be putting out a new wad later that will fix those
However if you rename the texture so that its name begins with {, it should work
ok. Black pixels are made transparent?
Palette index 255 is made transparent
ok cool
That may or may not be black depending on the palette
oh ok its a brownsh color in quakes pallet
@gritty forge OOF
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?
The answer to any "is X entity going to be added?" question is usually "yes" if it's from Quake or GoldSrc
In other words, yes
That would be the func_platrot entity
ok weird, my textures arent transparent even though they have the { wildcard at the beginning
do they use palette index 255 for the transparent pixels?
Depends on the palette
it'll be fixed once we put out the new dusk.wad later on anyway
agh
probably an issue with how the textures are added to the wad
you can fix it by importing the original trees.png texture into a custom wad using HLTextureTools or TexMex
crap sorry darth. I saw that in the patch notes but I never bothered to check what it actually was
np
quake palette 255 is a brownish color, not black.
so if that color is used on the trees that might be causing the weirdness
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
Won't be hard to fix though, luckily
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
Should be able to just ctrl+a and drag
Yeah, it doesn't accept PNG unfortunately
shiiiit
ok cool thanks
When do you think we're going to have the new dusk.wad?

oh my god there was a fucking import button in texmex all along
it's midnight and ive been fighting with this software for like 15 minutes
OH YAY IT CRASHED AGGHH
that weird overlapping thing is caused by a shader issue, we were talking over that before this patch, its still wip
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
i was gonna make one myself but texmex has crashed twice already so i'll just wait for the new one
Didn't civvie say he was working on ripping the assets?
@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.
@alpine depot it accepts PNG but you have to import it instead of drag and drop
ahh wait, my bad
was thinking about Wally
and just tested and Wally can drag and drop etc.
also SLADE can add textures to existing WADs
sadly you can't create new Quake wad from scratch (last time I tested)
oi
WAD3 version of DUSK.WAD that has proper transparencies
Also deletes duplicates and things that obviously weren't intended (nor useful) as level textures
! NOTE THAT IF YOU USE THIS WAD, YOU NEED TO DISTRIBUTE IT WITH YOUR MOD SINCE FILENAMES ARE CHANGED !
And especially because it's a WAD3, no textures will be embedded in the BSP
So the WAD is necessary for properly loading the map in the first place
based func_bread at it again
Someone's gotta do it π€
Tb does not support WAD3 no
i think some people shoehorned it in though
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
But it'll be a bit of a pain working with transparency in tb suffice to say
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
Chain link fence?
very much possbie with some copy paste work tbh
tb has the amazing repeatable commands thing too
Yeah but like.........just using the texture is way easier lul
it's easier but effort is cool
Not to mention optimization, although that's not as important in Dusk
Compile times would get insane though
lol yeah but it's alright
didnt stop people before
to each their own
is there a way i can convert the wad3 to wad
you can use some broad overlayed diagonal brushes to reach the same effect
you can probably unpack the textures
There's also the matter of complex shapes that aren't easily made with brushes
But anyway
and then make a wad with it
@mortal narwhal extract and repack, or just open it in wally and paste it into a wad2
yeet
i went into wally and replaced all the blue background with the proper quake 255 color
also if you dont want your transparent brushes creating voids on the faces of touching brushes, turn the transparent brush into func_wall
damn good job man
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 "*").
this works on MDL models too, color 255 for transparency
although DUSK probably will use IQM from what I heard
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.
idk if there is equivalent of that in hl compiler
regular func_detail will introduce splits anyway, just keep that in mind
regular func_wall will work too
@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
Yeah, Scott mentioned before it's caused by a shader issue we need to fix
It's a tough problem
cool beans
I have some ideas but we'll see
@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.
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.
here is a nice example: https://cdn.discordapp.com/attachments/464536104809398336/633044000575717407/unknown.png
ah
left is func_detail right is func_detail_wall
so it's good to remember that when you use EricW Tools
that's actually pretty cool thank you
so like is there really need for it since we already have some on moddb and workshop is uhhhhh soon?
yeah cuz not everyone will hav steem
and moddb is ancient
modio is the new moddb
same owners
alrighty then
also gives us more tools
we will officially support modio, moddb and workshop
for content
moddb is something indiana jones finds in one of the temples he explores
lol
moddb is were I got all my cool half-life 2 mods
lmao is that in your level
@onyx marten can I steal that for twitter?
we may have influenced something
π
god i love this community
his smile can cast a rainbow that stretches across the entire world
and his accent!
THE ACCENT!
I already stroleded it muhauauha
if there's not like 10 mods on https://dusk.mod.io/ by the time I wake up
you made it poolboy
you truly made it
you're all getting no porridge
what
when Dave steals ur meme you know you've hit it big
lol
we've talked about it lol
has anyone else had the problem with func_plat teleporting instantly instead of slowly lowering?
@desert crane b-but dave-sama I only have the one map.....
HDUSK
HDUSK NOW
the world isnt ready for HDUSK
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"
how did i live without quicksaving
Do you want it to be a toggelable button?
@tepid kettle https://twhl.info/wiki/page/Tutorial%3A_Doors
check the "doors with button" part
oh god help i just nearly doubled the loading time for my map lol
welcome to quake/hl mapping
Who was it that had that gravity change idea going on in one of their early maps? Was it you, @honest stag ?
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.
jank trees included
maybe I'm dumb but i only see the old version under files
tip for the few people that have uploaded screenshots with their levels, use the + key 3 times to remove the hud
π
oh yeah there's a place to upload things now
@iron needle when's the deadline? I'll probably get my map done by tomorrow
tonight soon
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
@lament ore Ye, it wokred
DUSK modding is in its infancy, but we're already seeing cathedrals, hospitals, parkour maps, and... basket ball courts?
Check out the budding list of maps at https://t.co/oF3AT08dpL , and maybe submit your own!
Get the SDK at https://t.co/gEuBzF0XNQ
#screenshotsaturday
how do you check the number of vertices and brushes/etc in your map?
i want to make sure that im not going over any limit
which i probably am lmao
the compiler tells ya
o
wow im cutting it close it seems
ah, i can quickly upload my bunker thing and post a better screenshot for church
pretty much 110k/132k
big yikers
good thing im at the end of my map
do the limits vary between compilers or something?
i swear i saw different limits elsewhere
They do
@honest stag yeah just lemme know
oh ok, so i guess it's possible to change the limits somehow?
Depends on what format you're compiling to
There are hard, unavoidable limits on Quake 1 and Half-Life BSP that are inherent in the format
If you use BSP2 (a variant of Quake 1 BSP) those are mostly no longer a problem
yeah don't rush it. I'm sure we're gonna to plenty of promoting of maps and stuff lol
in the meantime have a robot- i mean, a crane
oh man what if the crane was the map's boss
it just gains sentience out of nowhere and smacks the player with the arm
ooooh that looks really cool
I still haven't had a chance to play a lot of these maps sadly
i thought u posted this a long time ago lol
might do a stream playing some of them at some point here
i*
but thank you
a stream would be awesome honestly
i wish we had light styles
that place would go nuts on flickering lights
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
woah
i just really wanted to see how it looked with colored light
that looks so sinister
herobrine's mansion
DUDE NO >:(
dude yes
dont scrae me like that
dont look behind u... herobrian!
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
and nausea-inducing headbob
oh and more tactical animations
shift to sprint- wait thats already a thing nvm
but you cant shoot when running! haha!
enemies are faster and can now jump between areas and also have suppressive fire
all projectiles are hitscan
all of them
switch
several
is there a way to make a func_breakable explode when it breaks?
Not supported yet
aww
i hope i worded that properly, i dont mean like, having the player blow it up with an explosion or anything
Yeah I knew what you meant
alright just clarifying
Here, have the current wiki page for func_breakable in the meantime:
Should serve as some rudimentary docs
i dont recall seeing laser or teleporter being used anywhere in dusk
teleporter is the effect that appears when something teleports
ohh
lazer is used by those projectile firing things
oh right
interesting
ooh i just noticed that with the factory_brick and factory_concrete textures, the brick is just concrete with a brick overlay on it
no wonder they look so nice together
the jump map thing is probably better with god mode + infinite ammo, eh? @tepid python
also
add armor
diamonds
they really reduce rocket jump damage
i mean you can but also all jumps can currently be done with just the available weapons and health
Most of them are supposed to be like "you can fuck up once and that's it"
And idk how many people can actually make the last jump
i'm trying lol
the mod you've all been waiting for
ur welcome
grab your pitchforks if you want but i hate quake's HUH

sound mods are already a thing huh, that's news
For some reason I find it distracting because I recognize it as Trent Reznors voice (I think?)
it is
hence the picture
sounds nothing like him then but sounds a lot like him now
Mhm
alright i tried everything at this point, is the mortar timing too precise? @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
why does dragging the volume sliders in sdk kill the fps
looks like DuskMods.com is getting there, KEEP IT UP I SAID MORE MODS MORE MORE MORE SOUNDS, TEXTURES, GUIDES, MAPS
HUP HUP
HUP
whoever made e1mwhat
guides lol
we cant add music yet
Technically you can
you can but it's fucky
music sooon
@tepid python had to use godmode at the last section, not enough hp :(
can you quicksave in these
no
oh interesting you went with trying to pogo
i fired a mortar straight up, rocket jumped, then detonated the grenade
Whoa
thats what i thought you were supposed to do lol
Yeah the mortar straight up was the way i did it
mortar can be exploded in yo face if you already fired a shot and clicked to explode it then fired another
minor nitpick
so the delay on the explosion of the second shot is 0
but shouldnt framerate cap be in feel not look?
i guess it can work in either actually
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
how long
i tried it on a piece of shit once
like 5-6 minute load into the main menu
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
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
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
woo, map is DONE except for a few wonky things here and there
@tepid python did you use my dev texture wad? or did you just make one for the map?
is it possible to add a message to an enemy?
no
???whaddyamean
like when they die?
like when they see you
i don't think so
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
well the player can encounter the guardian in a plethora of angles so that wouldnt work
i hope you reduced his health lol
reduced? nahhh
cuz that thing is way too beefy imo
did we get proper sky lights as well?
i give plenty of ammo
damn i've been missing out
i give a backpack right befoire
sunlight was a thing before
and a riveter with a few rivets to knock down his hp
no
it wasn't working properly
i'm 100% sure it was though
i made the mistake of making sunlight without skybox brushes
and it didnt work
??? which one
also the contrast is removed because i used a _sunlight2 key
it's not an entity
it's _sunlight and _sunlight2 on worldspawn
well i'm a big ol' dumbass then
isnt sunlight2 more of an ambient skylighting?
sunlight being the main one, sunlight2 is the ambient light to remove shitty contrast
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
also
dont forget _sun_mangle to determine at which angle _sunlight shines
i use 20 -35 0 for a sunset light
how do you make a secret again lol
brush right click - create brush entity - trigger - secret
based @honest stag
note the wiki is super preliminary rn, but we'll be adding to it as time goes on

@barren terrace the one i used was made by khreathor
Hey got a question about modding dusk. Is there C# Scripting support or any form of Scripting support?
Not yet, that'll be coming later
Ok thanks π
it's not atm
https://www.dropbox.com/s/kkitxdpplnx5htb/derailed.bsp?dl=0 Before I upload my radical map for the entire radical world to see, I'd appreciate it if you could check it out again and make sure everything seems nice and balanced, and most importantly, fun (and also radical)
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
well i added a trigger_secret page as a first attempt at making something
just figuring this out, sorry
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
just gonna reupload it here to save some trouble
wait what the fuck how can i upload a 39 mb file
Leaks don't affect load times
oh really?
They affect compile times
huh, seems a bit backwards if you ask me
The reason the map takes so long to load is very likely to be the lightmaps, because the map is huge
feels like my map loaded faster after the leaks were fixed
And the way lightmaps are loaded right now is very inefficient
lol thats amazing
what does the -level 4 argument for vis do?
It's the complexity of the calculations that it uses to calculate the VIS
oh ok
Lower values are less accurate, but potentially (but realistically probably not) faster
So I made a crop duster for my remake of DOOM's hangar
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
Here's another one
that looks awesome seriously
Danke
that's amazing lol
bsp2blender when
dunno why you'd want to load BSP specifically in Blender instead of MAP, considering BSP is intended to be the final format
Genuine question: Should I include a Big John secret in my level
follow your heart
we're not getting any porridge
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
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
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
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
@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?
@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.
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
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

Let's just make an OpenBSP format that uses 64-bit values for everything and doesn't afraid of nobody Darth
lmao
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
OH FUCK YEAH PIZZA YA SAN
YES
@ancient depot can I write a JACK page under tools on the Dusk wiki
We used pizza-ya san as a test map for the sdk
also im not sure it really belongs on the wiki
Y-you did?
yes we did
lmao can we see
can we have barrelsofun as the console command for suicide when console becomes available /s
i mean you can just load the map now
fun fact the cat npc gets replaced by a cowgirl
even the sinks technically work
let's start HL1 meme map remake project to Dusk
Hazardous Dusk 2, π ±οΈig leathernecks and Pizza-ya Dusk
@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
real quick how do I make a new page on the wiki
it might be included in a tutorial stub, but right now it is a new blood dev wiki more than a generic modding wiki
kk
watch how Dusk Wiki will become better resource for HL1 mapping than Valve dev community
it will be
Ye the page went up less than half a day ago heh
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
Yeah but like I cant see a new page button
It's not open to everyone at this point
Heck
if you create an account
we can add you
so you can create pages
in fact zomb may have set it up for autoconfirm
@spiral nexus unfortunately a lot of old HL1 mapping knowledge has disappeared from the net over the years π’
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
well, hopefully we can turn that trend around
every time Google makes me end up on twhl there is some kind of flamewar going on in the 10-years-old forum post
with the help of you guys contributing of course
I made an account 
I guess I could create an account, though I am not that knowledgeable of HL1 either
I SAW
also -2 angle doesn't work on doors?
oh boi
just gonna click block real quick
oh man i hate how that looks compared to the actual script
well I don't exactly have those
Why not nowβ’οΈ
well not getting sued is nice
cus theres still a bunch of dusk stuff in it?
theres a bunch of stuff that we cant legally open source
the save system, stuff like that
ah okey
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.
thanks func_bread very cool
also trees have a roughly correct box size now which makes placing them a lot easier :v
Blessed
maybe ill look at adding the lighting offset tomorrow
so that you can have not-black trees
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
which hay bale
object_hay_bale
round or square
round?
yeah that makes sense
guys: Doom 2's Chaingunner when? or Hexen Dusk?
yeah not that one
theres your square hay bale
which object_ is that? I wanna use it :v
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
Could not load builtin entity definition file 'dusk_qmdl.fgd': At line 22, column 127: Expected '[', but got ':' (raw data: ':')
@still raptor yes
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
@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
naisu
bonus points if you guess the map
is it a counter strike one
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
The stone wall does not look very Vietnam
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
cheers noted
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
@gritty forge -2 does work yeah, the wiki page saying otherwise might just be an oversight
I feel afraid to do any kind articles on the wiki because my English sucks
Don't worry about that, we monitor any changes to the wiki and will do cleanup passes and stuff on articles ourselves
at the same time Valve dev wiki has tons of very embarrassing typos so what do I know
lmao
It's clearly because all their writers are busy pretending to be working on HL3
I think most of the people editing it at this point are just poor TF2 mappers
Valve abandoned that website years ago it seems
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
@ancient depot why not TWHL? They've got relatively complete entity entries
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
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.
Yeah I've noticed a ton of it is super hard to track down
suprised how anything doom related is so easy to find though
doom has a much larger modding community
The lack of real 3D makes getting into level design a lot easier
also harder for me because i constantly wanted to make details and it just... wasnt possible a lot of the time
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
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
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
VHE 3.0 came prebundled with CD version of HL1
The docs for Half-Life USED to be good but Valve y'know
Too bad GoldSrc itself was never open sourced
Valve has said that they might open source GoldSrc at some point, but I haven't heard progress about that for almost a year
stuff like the naming scheme for water textures is part of the engine itself
rather than the SDK
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
Yeah, they'd need to contact Bethesda
Gabe talking to Todd would be hilarious
"valve need to contact bethesda about making goldsrc open source"
didnt think i would EVER hear that
Xash3D exists but is of dubious legality since it's obviously a fork of an old leaked version of WON source code
Leaked WON source code?
there is something really ironic about company named Valve having a very infamous history of code and asset leaks
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
WON referring to World Something Network, what they used to use for matchmaking, basically a pre-steam version of Half-Life
oh yeah I know what WON HL is
Yeah no that's just their story to avoid a lawsuit
wasnt aware there was a leak though
buncha russians got their hands on a code leak and made Xash3D is more than likely what actually happened
lmao, does sound feasible
Valve has also previously disavowed Xash3D although they haven't done anything legally about it
Not like that did anything lmao
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.
Prevent you from allowing closed source commercial options*
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
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
oh yeah complex scripted sequences are a pain in the ass to figure out without proper docs
is there anyway to make dusk maps without the quake wad
you don't need the quake wad at all unless you want to use quake textures
TB or JACK?
TB?
Trenchbroom
ye
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
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
i did that already
i downloaded the dusk wad and when i loaded it in trenchbroom every texture was black
where do i put the palette
not sure where tb expects it to be. Probably something like Game Directory/id1/palette.lmp
or just in whatever the mod directory is
might have to look it up
we probably should have pages for basic TB and JACK setup on the wiki or something
Though we don't have official FGD or WAD3 of Dusk so it's kind of impossible to make one for JACK rn
We don't have an official fgd for tb either :v
We talked about that already tho
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
@gritty forge did you figure it out
no
Do you have any preference towards TB over JACK
Cuz I can't help you with TB but with JACK the palette file you need is included
is https://jack.hlfx.ru/en/download.html the right place
J.A.C.K. - brand new cross-platform map editor for Half-Life, Quake, Quake II, Quake III and hereafter many other games. A combination of convenience of Worldcraft/Valve Hammer Editor and Radiant editors, extended tools, configuring flexibility, high-quality visualization of ...
Yup
we got another JACKER coming in
I'll get on the computer in a sec and give you my fgd file
Bro we are JACKing.....
@gritty forge any preference for compiler toolsets or nah
trying to hollow a half-ball was a bad idea
Hollow a sphere and clip it in half
Psh, TB can't even hollow spheres? Shameful.....
what do you mean
jack instantly wanted to change something in my pc
change what?
i dont know
fucking level editors and their viruses smh my head
........ok
well I guess you could use Sledge or Valve Hammer Editor or Worldcraft or whatever
yeah like 20 years ago but if he doesn't want to use modern editors then idk lol
Sledge was only recently abandoned
@gritty forge I can confirm that JACK and TrenchBroom won't do anything to your computer
I understand the fear, but as long as you get them from their official sites, the fear is unfounded
I should uh, really start using VISGROUPS
I assume you got the access elevation prompt in Windows which says "This program wants to make changes to your computer"
Annoys the hell out of me that Microsoft chose that as the message, because it doesn't necessarily mean that at all
I haven't seen that message in like a decade because I immediately turn UAC off the moment I install Windows lmao
I keep it on since it's the closest thing to sudo
just out of curiosity - what do you guys think this is?
I've never thought of it that way but I am even more disgusted
blood fountain
Looks like a baptism fountain thing
yeah blood fountain
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
the stuff you make with brushes reminds me of that sometimes @honest stag lol
like that dead soldier a while back
i know i know they're silly
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
if you don't know what I'm talking about, here
[LOUD ARNIE NOISES]
Find me elsewhere on the net:
Twitch βΊ https://www.twitch.tv/mr_icarus/
Twitter βΊ https://twitter.com/ICARUSLIV3S
Patreon βΊ https://www.patreon.com/MrIcarus
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lmao
This is sven co-op's limit removing compiler set
you can get it officially through steam by downloading sven co-op then downloading the sven co-op sdk if you'd like
I just uploaded a zip of my copy for convenience
dusk textures black and white in JACK
cool
ok nvm @ancient depot @still raptor it'll happen every time I reload the game
The first time I load into the map the trees are white
That's... weird
if I load the map again without making any changes, it works
think I might know why though
and so long as I don't restart the game it'll continue working fine even if I make changes to the bsp
the fix for the white textures (_Emission not being set in shaders) doesn't wait for the main texture to finish loading
So on first load, that texture isn't loaded yet, so it assigns a blank white texture
ahh
makes sense
actually
let me test something
yeah the texture is there. is it just that it loads out of order?
Yes
ah
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
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
Sorry for being such a cunt but where to find dusk props in JACK?
select the entity placer, the white icon on the left
welcome.... to
then on the right hand side under the objects dropdown you can pick what entity you wanna place
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
A tutorial aimed at making Hammer your friend, and not your enemy!
Visit all of these links for things you have to know and try:
Official Valve Developer Community tutorial: https://developer.valvesoftware.com/wiki/Your_First_Map
Brushes: https://developer.valvesoftware.com/...
ooh shit so prop_dynamic?
aight
This is the restart of the Level Design Academy.
Watch as Don teaches Phillip how to make maps in the GoldSource engine.
5:34 season 1 review
7:56 lesson goals
9:15 obtaining JACK (new editor)
11:47 JACK file types
12:48 installing JACK
17:06 configuring JACK
26:06 adding z...
Decent series on Half-Life mapping. They originally used VHE but from this video onwards they use JACK.
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
Yeah. Think he was referring to stuff you can pick up and throw around, though
isn't there func_physbox or was that only in Source?
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
wait WHAT
We will be able to make a brush object that can be fucking trown around?
Thrown*
I always forget that HL1 didn't actually have proper physics
12:00 installing jack
17:00 configuring jack
26:06 next section
Lol that scares me
The video is structured as one guy telling another guy what to do in realtime and giving very verbose explanations of everything
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
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
heh
good times
Dumptruck's voice is soothing
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....
Are there more Trenchbroomers or JACKers on this channel?
lmao. ive done a cursed deed.
