#dusk-modding
1 messages ยท Page 46 of 1
Oof ty
np
that's the third question about this today, hmmm 
Did anyone not have the bspinfo.exe file in their SDK folder? I can't seem to find it and I'm at the right directory.
see 500
told ya something was wrong with it
Help
you dont really need bspinfo - you can get compiling tools like ericw's and go from there
I somehow got into a top down view of TB and dont know what button i pressed
You happen to have a link to that?
1 moment
actually i can just drop the archive here
i suggest watching the 2 mnute TB tutorial in pinned messages and the dumptruck_ds trenchbroom tutroials for setups too
How to I get back to the regular view?
Cool. Thanks.
or just restart trenchbroom
pretty sure it just resets to 3d view
did ya do it doc?
Space bar toggles views
NP
pretty sure you see everything in fullbright in tb untill you compile the map?
not sure
allg
Question, when you guys are in TB do you see the actual textures from the DUSK.wad or are they black for you too?
They work in game
But not in TB
I get an error about the Palette.lmb and I have no idea how to fix it
did you download the quake palette
Put it in steamapps\common\Dusk\SDK\mnt\local\MyMods
Yes
shit fam no idea then
"Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp"
Removed the incorrect info from the FAQ page before it confuses more people lmao
Just links the 2 minute video now
let's try and figure this out doc
so you try to load a paletter file into TB but there is an error of some kind? @stone copper
palette*
So I put DUSK.wad in
It loads the textures, but in TB they're all black, they work in game though
and it gives me a "Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp" error
let me look into that and see how i have it setup
that file isn't included by default, you need to download it from somewhere else
I have it downloaded
it's a very easy to find file
pretty sure you did this tho right
hmm
I have it in steamapps\common\Dusk\SDK\mnt\local\MyMods
nah
dude that's not it
you need it in 2 places
the one you put there is the file that dusk uses
the other one is pretending to be a file from quake since you dont have the entire game
lemme try and see where you need to put it
1 sec
here try this
go into the trenchbroom folder - games - quake
and drop the palette file into it
try it now
you restarted tb right?
Yes
alright then - what game path do you have for quake?
even tho you dont have the game
you should have a game path
check it in - view tab, preferences
C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK
try setting the game path to like
C:\1234 and drop the palette file there?
Did that, no changes
Make a gfx folder and try putting the palette in there
Inside the folder you have marked as the game path
ah if that doesnt work
Nope
alright then this
1234/id1/gfx
put it in id1 as well just in case
slam that motherfucker everywhere
finally lol
lmao
too bad its alpha af atm
This makes building maps so much more intuitive
yeah that part is very good still need more stuff
uhm well i dont know how the dusk guys can improve a quake editor being fucky to set up
I'm waiting or custom enemies
I mean I have no clue how to code
But some of you guys might
pretty sure the language used is gonna be C
So might as well get a hold of it somewhat - scripting is probably a long way off fron here
What seems to be the problem?
tried to install derailed, tried multiple things and it won't appear in my custom map list
i did switch to the SDK beta, put everything in it's respective folders, hit the check boxes and click apply but for some reason the .bsp doesn't seem to be detected by my game
Did you restart the game btw?
Is it possible to have convex angles with the vertex tool?
I just realized how it is SUPPOSED to work
put the who folder in there
not just the map folder
Oh makes sense then
YO YOU CAN ROTATE STUFF ON NON 90 DEGREE ANGLES
ye
I don't have much free time but i'll try my best to understand C at least on a basic level
Seems like a good idea to prepare for eventual scripting
Okay, so you know how there are campfires that you can light? Is there a way to spawn them in already lit?
Nope
They said it's on a to-do list tho
Okay, fire barrels it is then
spooky
how long does it make one of your levels fam the big ones
I hope to continue edit for a year or more with more stuff
itll get better with time as we add more features too
after playing a few custom maps i'm impressed
yeah ez man take time
i hope in the future (which i'm sure it will happen) it will support multiple maps (a la map packs)
it already does!
oh
you can define what the next map is called
also yeah the lack of music does suck
so if you make a pack you can make a campaign
a good example is if you drop all of the quake maps into the game
you can play through them and they work in order
hopefully we see custom weapons and enemies in the future
you will
not just simple reskins
thats one of the bigger features
dusk 2 confirmed
custom models, weapons, scripting, etc
and hopefully beta content for modders to use then this gets implemented
try out all the maps!
i recommend shimmering chasm, e1mwhat, actulaly pretty much all the custom maps currently playable
i think there's something to see on all of them
will do
that was also a subtle shill of my own maps
I'll show pic
Hey I got a dumb question. I'm following the FAQ on how to set up TB and it states to point the dusk profile to steamapps\common\Dusk\SDK\bspinfo.exe
But I don't have the bspinfo.exe in my SDK
Do I need to download it somewhere?
My bad I scrolled through this chat but didnt find it mentioned
i suggest downloading compiling tools, like ericw's tools
I done made a hill
lemme drop that here
Thank you
Ok right lol
check the other room for a switch
so i got back into trying to finish up the statue and i cant figure out what to do with the hands
they seem a bit.. blocky and thin? making them bigger looks unnatural tho https://images-ext-1.discordapp.net/external/asVAxScjfxVDYhk8D-Ke-QuwskdclgS6bk4eraf8gBw/%3Fwidth%3D454%26height%3D549/https/media.discordapp.net/attachments/586508960128040961/675364464081502213/unknown.png
well made
i did try e1mwhat funnily enough
it was the 2nd one i played
kinda confusing since i couldn't find the 2nd key card
will have to try again later
lol
unworthy
@honest stag maybe just one blocky hand since its an old game
lool upto u
wouldnt be right probably
ez
it's easier to make 2 brushes than 1 very complicated brush sometimes
what sort of map is this m8
eh it's a very earyl concept but it's a huge detailed cathedral
early*
i have something similar to it in the first section of my "the church" map
epic my man
https://youtu.be/ljkd-07jDQc Ayy first level of mine with some effort, even if it's tiny
Sure
actually
i have 2 maps that i made a long time ago, they suck ass but they're kind of a piece of history i guess
i'll drop them for you if you're curious
yo the hill is nice
I was gonna check out basilica beneath
imagine if massive and long right to the tip
mountain like
too much enemies in short time tbh
i'm more of a fan of levels that are more linear but have better atmosphere and slow pacing
pretty much all my maps are like that
my man i think you forgot the lighting
blasphemy was fucking sick first time
you can make a level have a sun or just a light everywhere
of course you can set the amount to whatever you want
Oh how can you do that?
Hold on I just fixed some of the issues
to make a sunlight you need a brush with a sky texture
you can get those from quake wads for example
then, on the worldspawn entity, you can set a bucnha different keys like _sunlight which is the light that sky brushes emit (you can set the angle too)
_sunlight2 which is the ambient light on all outside areas (having it be 1/4 of the _sunlight value creates a nice effect)
Also It's supposed to be dark, you'll see in a moment
you can have them be colored and stuff
but that isnt supported with quake compilers yet
BUT you can compile your map with the half-life bsp stuff and have colored lights anyway
ta
@honest stag mb for many questions, how do u make transparent textures? like glass or word texts
word texts have black background, i want that thing off
first, make the brush something like func_detail
func_breakable
func_wall and stuff like that
oohh ty
after you did - get to the "entity" tab on the top right
make a new property by clicking +
set it as rendermode and set the value to 1
then make a new one and name it renderamt
the value of that determines how transparent the thing will be
0 is fully transparent, 255 is not transparent
everything in between is stuff like glass ot shit
100 is nice
thanks alot brother
np
Are you using v1 or v2 of dusk.wad?
I'm using the one that came out the very first time the SDK launched
That would be v1, it was malformed and textures with a name longer than 15 characters wouldn't load properly
look for duskwad_v2.7z, there's a link to it in the pins
I'm not sure if the file has been regenerated since then but there are definitely new entries
gimme a moment and I'll generate one real quick and post it here
Cheers mate
Ah that's awesome man
Here's a little proof of concept for hyper-destructible environment levels
Also it's E1M1 from doom
@high magnet Now did you model each breakable chunk individually? I'm assuming so but just checking
Each chunk is its own func_breakable brush entity
Kk
๐
Red faction mode unlocked
hell yeah breakable stuff is always nice to have
shame that the stuff like breakable pillars has to have an inside part anyway
that's not breakable
or else floating shit
@honest stag you could just link up the parts
so the lower parts trigger the upper parts
if you set it up that way, sure
How do am make breakable?
make a brush and name it func_breakable
func_breakable
?
a brush is a piece of geometry in the level
you made an entire level
so if you have a level, you have brushes
np
ah ok
Okay you know how Doom 2016 has those broken monoliths that are floating in mid-air thanks to magic electricity that goes through it, you could do that in the right setting.
be careful and dont name worldspawn into func_breakable like i did and fucked up severely
wait what lmao
i posted here when i did that and was freaking the fuck out because i was trying to make new breakable shit and it was just all linked somehow
reminds me of this
lmao
Wut
it was a bug scott ran into during duskworld dev
Lol
breakables really do more than just decorations
i made a maze but it's easy to miss enemies in it and realise that all walls can be broken
as someone said "minecraft my way out of there"
we still need to fix breakables not being affected by explosions
that one's real annoying
Also I'm gonna remake Duke's E1M1 as Pennsylvania Holocaust one of these days
?
Are survival maps possible yet?
Oh
I thought you just misspelled dusk to be honest. Duke is the only build engine game I don't own
Well, main game
I'm sure theres a ton of build engine games I dunno about
One thing I think DUSK missed out in representing the great state on Penns Woods, is trashy trailer parks
So I'm gonna make a trashy trailer park level
Have some really weird shit as secrets
Like a tent that's full of urine
Trust me man, I live in one of those trashy trailer parks
Where's the file path to bsp. files so I can play them in dusk?
ok so I have to create a map folder, same as quake then
example
sdk/mnt/local/MOD/maps/coolmap.bsp
Every time I compile a map, I say "File, Compile!" without fail. It's very fun to say.
Also I found something weird
I gotta say, kudos to you all doing mods and maps and stuff. I hope to dive into it myself, start small and simple. I've done a little hobby animating in SFM and let me tell you: you ever aim to mimic professional quality anything, it takes me, an amateur, a couple hours to make a good breathing loop.
So I imagine it'll take me dozens of hours to make a decent map.
Have they said what the scripting will be like? What language will it be or will it be their own thing, and if it's their own thing what will it be similar to?
Will be C, or their own scripting language thats similar to it?
i think they said it will be just C?
Nice
better ask the dev tho
Tragedy
It's "The Lost Mansion" one
Sadly it's the outside only lol
I was hoping to make the inside part as new map but i'm way too busy now to do any mapping
But i did detail it a lot
very good
how do I include textures in my maps? when I load and save my quake maps with texture wads and then compile them, the textures stay when I boot up my quake but when I do the same with dusk, my bsp doesn't come with textures and it's just blank whiteness everywhere.
Ypu need a quake palette file inside of the mod folder but outside of the maps folder
You can get it fron quake wiki
downloaded
what kinda folder do I have to create?
Just put it inside MyMods
k
I sent pic to you in dm
the scripting will be C-like so zombie can run it in a safe virtual machine
thx, works like a charm now
but the quake flame torch entities don't work in dusk?
can I make torches at all?
have to use the point entities, I think for lighting
Yeah you can use the light entities but make sure you run it thrue the light compiler too
Theres also small candles you can use
There are torches but i have no clue which entitiy they are
Also candles barrels with fire all that stuff from dusk
light compiler? I do have it enabled with my compiling gui tool
yeah that
Anything possible with enough time and effort
@tranquil pelican when i asked Zombie what i can start learning to be able to script he replied "try learning C"
so yes, it's probably going to be handled via C
Nah it's just zombie tricking you into learning C

The only thing I can't stand with C is that there's no namespaces
like if I include somethin it's like whops let me put a bunch of stuff in your global namespace
none of the torch entities seem to translate to dusk at all
only those point light entities
prop_candle
I'm using quake1 for trenchbroom, so is there something there I can use
you can just rename entities to dusk-specific stuff from here
including object_torch
they will appear in-game like normal
so what is the name for dusk candle or torch?
well
object_torch and prop_candle
candles can be pick up and thrown around
torches are static
nowhere
it's just for reference
you look at what you need in it and then manually rename, for example, monster_army to object_torch
or monster_wizard to monster_rat
you get the idea
the full list of dusk specific stuff is in that file
okay I've never done this before. does Q1 directory come with a text file of sorts I can start to replace entities? like notepad++ sorta stuff where it loads those saved commands
there is a custom .fgd for that purpose floating around here but i wont be able to find it
other than that no
lemme summon the person who made it
@lament ore we need you
i guess he's offile
actually i can find it in a moment
ok, thx
i think they are mostly scaled to size as well
i think it should go here
but i'm not sure
you can see the path on my screenshot
but again, i'm not sure because i dont actually use it
You can put that fgd anywhere
And load it in trenchbroom at the bottom of the entities list
Hey boys, how do I go about adding light to my world? I can put in small white lights but what about like a sun?
to make a sunlight you need a brush with a sky texture
you can get those from quake wads for example
then, on the worldspawn entity, you can set a bucnha different keys like _sunlight which is the light that sky brushes emit (you can set the angle too)
_sunlight2 which is the ambient light on all outside areas (having it be 1/4 of the _sunlight value creates a nice effect)
If you're compiling with ericw-tools you can compile with _sunlight [value] parameter (put it into your worldspawn entity*), if you're compiling with HL compilation tools you can place light_environment in your map.
Thanks guys!
Got a question: Is there anything in the map editor that triggers music to play?
Music should work in the future, right?
Well
They're adding SOON TM this
Custom Models
Scripting
Custom weapons
Custom Music
Full GoldSrc Support
Dev Console
And making it completely open source
and steam workshop
You should already be able to do music I thought?
yeah i saw the new post on Steam, definitely excited for that!
Iยดm kind of new in mapping but pratice makes the perfection
and maybe make some memes in mod format
Absolute fucking shit?
Ya let's go with that.
And yes.
Make memes.
Show me the MEMES
The thing is iยดm more experienced with Doom when it comes to mapping
What I need to do is make a shotgun that when you kill an enemy it plays 'ooooooh whatcha sayyyy'
like that deagle in gmod
iยดve always been a scrub when it came to Quake mapping
or anything that ran in a full 3D engine
tbh it just takes practice, and i'm sure there will be videos up soon
For now iยดm praticing with Trenchbroom
Excellent.
Now i'm not sure what dusk runs on scripting wise... though that's probably a stupid question.
BUT THAT IS FOR LATER
Good luck tails. Practice makes perfect, making good doom maps took me weeks to months of practice.
So don't get too discouraged ya?
Yeah iยดm confident that i can do this.
Good. Now go my child. You are WORTHY
YES
Oh god Starkius I used to use that voice clip for WC3 custom games I made. I'd made Forest Troll Tribes but couldn't help but stick it in there for whenever a player died. Best yet, I made everybody's head temporarily turn towards the dying player.
atm i only used Trenchbroom for Quake, does anyone here have the DUSK .fgd and .wad files?
kind of a dumbass question but hey i do need some help here
check pinned for WAD
Know what, since Tails is asking, I'll second that question.
So i need to use the Quake entities in Trenchbroom?
You can, since they'll will be replaced with DUSK ones
alternatively you can just create an entity and just manually name it for example monster_mage
Same thing when i wanna put pistols in the start of the map?
because i think it can be kinda cheap if i just leave the player just with the Sickles
weapon_pistol I think...? Check the entities.txt for the full list of entities
FGD is just a precompiled list of entities, you don't actually need it to place/use any of the entities
Alright so how do i make the wad? I have the makewad.exe now
do i have to enter specific commands?
Download the wad from pinned and follow instructions from FAQ (also pinned)
Makewad is for making custom WADs
For Quake related support I recommend contacting Google as well as watching dumptruck_ds's video tutorials
Quake stuff is pretty well documented
And what about secrets?
dusk mod idea:
you have a broom
and you have to sweep
and the mod is called DUST
Oh yes, sweeping tf out of mages, sounds great
no you clean the floor
Jenny -- I love it
Any tips to make a good looking skybox?
Here's a quick guide on how to download TrenchBroom for modding DUSK with. This is for downloading the program, not using it; there's video tutorials for using it.
Part 1.
You need to opt into the beta branch for DUSK's SDK.
Pull up Steam, navigate to your game library, right click on DUSK and click on "Properties..."
A window will pop up, with tabs on the top labeled as:
General, Updates, Local Files, Language, Betas.
Click on Betas.
Near the top, will say:
"Select the beta you would like to opt into:"
Click on the dropdown arrow near it, and click on:
"dusk_sdk - opt into this to make and run mods"
Let it download. You'll be ready for part 2.
Part 2.
https://github.com/kduske/TrenchBroom/releases
Once you've opted into the SDK for DUSK, follow the above link and scroll down until you see the assets-download section via this image (thank you Rvack:) https://cdn.discordapp.com/attachments/431185291831803904/677779185581817856/20200214_183147.jpg
If you're using Linux with the Debian derivative, use "dpkg" to download and extract the .deb package. If you have the Red Hat derivative, go for the .rpm package instead.
If you're on MacOS you download MacOSX.
If Windows XP, 7, 8, 8.1 or 10, go for Win32 instead.
After downloading the chosen file, you'll find it's compressed.
On MacOS or Windows you use 7-Zip to extract it.
Extract the contents to a custom-named folder of your choice and location at the root of your drive [such as (C:) or (D:) or (F:).]
The executable for TrenchBroom will be inside.
Then you should be set! You'd just have to follow video tutorials from there.
(Somebody pin this for posterity, please.)
(Forgive me for the spammy post in the middle of somebody asking for a skybox, I just wanted to lay down a quick guide for how to download TrenchBroom, since I couldn't find video guides on it.)
@granite jackal nah itยดs okay
@steep portal Do it, make DUST happen. We need a cigar-smoking version of Viscera Cleanup Detail.
https://store.steampowered.com/app/246900/Viscera_Cleanup_Detail/
IMPORTANT FOR MAC USERSPlease note that the OS X version does NOT have various Steam functionality, including: multiplayer connectivity through Steam, Workshop or Steam Achievements. Please see the community page for more details: http://steamcommunity.com/app/246900/discussio...
$12.99
6748
lmoa
nah i can barely get mods to work at all
i could make the model(s) tho if someone wants to do it
Aaaaaa I'm sold on the idea ๐
The Paradox of constantly cleaning up your cigar ashes
I've not even modded for DUSK so I wouldn't be able to take the torch
the wizards break your window and cover your living room with dust
Big Jon pisses on your rug, that really tied the room together
rude
dusk but everyone is rude instead of trying to kill you
1 sec imma draw this
nevermind it looks terrible
show it. Can't be worse than my incoherent scribblings
i deleted it ill try again
So i put func_door but then i notice that the entire mapยดs class name became func_door. Does it have to do with the layers?
That looks beautiful....
You also forgot the rug. But that's ok. Dusk Dudes face says it all
Perfect
Dammit Big John, don't make me fetch the bar of soap.
"EYAUGH WATCH ME, COME AUN!"
snicker
Jakob no don't do it
do it
Everything in my map is dark
add lights
i put the wad into trenchbroom but the textures don't load when i launch the map
by making it func_water
ah, forgot the palette file
@stone copper added lights to map, recompiled it and still dark
Add more lights
did you add values to _sunlight and light in the worldspawn entity? @tardy charm
Alright yeah, now it's time for me to ask how to get Dusk's entities and everything put together and usable through TrenchBroom. I have a legitimate copy of Dusk so, I have the files
i'd love to help!
Alright so, according to the 2-minute TrenchBroom tutorial there's a "Generic" game mode that's already been given a Directory, says F:/Mapping/Maps
yes
also are you compiling it through light.exe
@still raptor Light compilation fails with the "no such file" error
are you putting the.map through light.exe, or the .bsp
So are you asking how to make your own mod subdirectory?
Yeah, I am.
the map file
thats your problem
Do I just... make a couple custom folders, Mouth?
use the .bsp
Ok, go to where dusk is installed on your computer
C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local
Alright, I'm there
this is where I put my mod
Ok, is that where you stick Generic?
Hold on let me check the video, not sure what generic is haha
Well I say Generic because the rest is stuff like, Quake 2 and Quake 3 and Hexen
Oh hey check that out, this is where the textures are!
hmm im confused
oh dont worry about the generic thing in that video lol
Oh okay lol
eventually there will be a dusk option
I went ahead and made an engine profile for Dusk under Generic, is that already alright? I have it pointing at at Dusk's executable file.
we just havent released any trenchbroom stuff
Oh okay.
Soooo I take it it's just gonna be really wonky and difficult to make DUSK stuff for now?
Not that I'm dissuaded from continuing. I'm familiar with computers, but I'm not that tech-savvy for figuring this kind of stuff out on my own.
@still raptor Used the bsp and nothing.
here pass me the bsp
send it to me in dms or whatever
i can check it out
nah its pretty easy @granite jackal
Sent
you just gotta get the right workflow going
ok so @tardy charm, looks like you are missing a worldspawn
did you rename the brush by accident?
or rather, the worldspawn entity
can you send me the .map
is there a cheat that makes the player invisible? for makin screenshots of the map
@onyx marten you mean as in notarget?
yup
@onyx marten You can probably use invisible walls or extend how long it takes them to aggro to you. E1M1 of the original Dusk makes the Leathernecks take ages to wake up.
so there isnt? Because I don't want to add invisible walls just for some screenshots
Idk if there's a notarget, I guess there might be. But the amateur way (my way) would be rigging up the thing that happens in E1M1.
nothing happens in E1M1 though
theres no notarget yet
Oh an invisible wall would take less time. Or a really well-timed screenshot after teleporting in
Why not make that an excuse to build a secret that teleports you into a screenshot-esque angle on them?
I'll try it with nbhot
I'm too exhausted with this map i dont want to change anything anymore lol
also @granite jackal if you need help getting started let me know
...Yes please @still raptor. I just want to get to the part where I'm established and can plop down blocks and pickups and lights and entities.
yeah no problem, just gimme a minute to help someone else rq, then we can get you setup
aye party people, my new map is out on mod.io
let me know what yall think
neat! will try it out later
ive been waiting for this map
gentlemen would you happen to know where i can find the dusk wad
Whatยดs the angle number to make the door go up when open?
nevermind found it
@onyx marten are you gonna make the water swimmable?
yeah but i didnt find a way to get it working atm
yeah i posted that problem a few days ago, half the map is underwater if i do that
oh, interesting
uhh, could probably use the watertexture method that q1 maps use as well
ill look at that with zomb this weekend if you wanna send me a version of the bsp where it is func_water
holy shit my map just jumped up over 100 downloads in the past day
huh thats weird
i wonder why it wouldnt appear
bro this map is like 10/10
i love this so much
that fucking ruled
i cannot even explain how good that was
and its only gonna get better
with swimmable water + the lighting fix for the trees
we need to pusht hat out, thats been fixed for a while
well
the new lightproxy thing
lol thank you
we also need uh
fog
and more skyboxes
and music
those three things would make your map like perfection
although when the water works i will probably make it hurt
yeah you dont want em swimming around forever
oh yeah i did a techno track sampling some machine noise from dusk that i wanna incorporate so badly lol
we gotta get that in yeah
hey question
i'm having an issue where everything on my map is pitch black
it loads and everything but there's no lights besides the sky
er, I guess the skybox
do you have light entities and _sunlight?
I have one light entity and I'm not sure how to get the _sunlight thing going
and have you run it through light.exe
well you light entity should work
you need a sky brush and then add the _sunlight value with a key of 60 for example
says to me light.exe failed for some reason
erm, how would I go about the sky brush thing? is it an entity?
if you want water to hurt do you just add _hurt?
its just a brush with quake's sky texture
OH WAIT FOUND IT
any texture that begins with sky
ok so the weapons are lit, just not the ground
Whoever disliked my mod, please remove the dislike. I know exactly why, and I removed any mention of Dave.
that sounds like a copypasta
i know
just sounds like it
i guess for steam it's the default screenshot button
f12?
or whatever you set it to be
lmao
What is that?
statistics
Of what
of my map and the spike rn is from the sdk announcement
It do be like that.
yeah mine spiked too
i guess the sdk being official now is a big deal
pretty sick
i wish more people left feedback tho
goddamnit ground is still pitch black
i know the texture is there bc when i shoot, the gun lights up the ground
yeah, they don't light up anything
light entities with a delay of 3 are really strong light sources
not really good for an actual map but if they dont light anything idk what will
I have not been compiling them
I'm assuming I should do that? The 2 minute video wasn't super helpful
you need to compile the map into .bsp and then to light
you should check out dumptruck_ds on youtube and his "trenchbroom quickstart" video
it's quake-based but you still need the section about tools from there
those are the tools
oh no i have those
I think I've been running the wrong file through the light exe
bsp through light.exe, right?
that should be right yes
GOT IT
i've been fucking up
lmao
i've been putting my .map file through the light.exe
LET THERE BE LIGHT BOYS
thanks Vriska I appreciate it๐ญ
np
someone should recreate the anakin and obiwan fight with jakob and dusk dude
time to become a trenchbroom god 
can someone walk me through how to spawn missing entities for dusk maps? I don't fully get it but it might have something to do with text files. I just tried "Enclave" map for dusk and it had standard lever-action shotguns and pistols as standard pick-ups, which I can't do.
i thought i told you my man
basically
spawn an entity, any entity, for example item_shells
then click on it
go into the "entity" tab on top right
check entites.txt for the entity you want, for example, a pistol, which would be weapon_pistol
rename the entity into weapon_pistol
it should look like a 16x16 unit square with a "weapon_pistol" title
that's it, when you load the map the pistol is there
nope
ok then
it works like a charm! thanks! btw how do I setup music to work with my maps? I tried setting up a music files the way my quake folder is to see if trenchbroom recognized the dusk tracks if I renamed it music and placed in the SDK folder.
it didn't work.
though I placed it in my mod folder
music in maps isnt supported yet sadly
nuuuuu!
Progress on my trashy trailer park map
Use imgur to share an image link or rank up to Rat
just by talking in any available channels
like the idea of a trailer park map
Leather necks and meth labs abound
Hello there. I'm trying to set up trenchbroom for mapping for dusk but I can't seem to be able to find the qbsp file's location.
Trenchbroom can be found here:
https://kristianduske.com/trenchbroom/
Tool to generate texture wads (there is a dusk.wad pinned in discord.gg/newblood):
https://github.com/NewBloodInteractive/MakeWad/releases
EricW Tools can be found here:
https://ericwa.github.io/ericw-tool...
in the description of this video download the ericw tools
OH, that's what I missed
I was gonna say, I watched that vid but it didn't help ๐
Thanks.
Yea it wasnt really mentioned on the faq haha
perhaps it should be added
perhaps...
go to entities tab, make sure you have nothing selected and the top box will show the worldspawn entity
find _sunlight and light and put values in for them, play around with it until you get a brightness you like
yeah the faq needs a lot of work
for _sunlight to work, you need a skybox brush
literally like quake - just slap a skybox texture from that game - the brush will be invisible in-game but _sunlight is a sunlight value that sky brushes emit
also you need an angle - it's a property _sun_mangle (i think), it has a value of 3 numbers - x y z
also, if you JUST do _sunlight - any shadow will be literally just black and contrast will suck, so also add a property called _sunlight2 - this is an ambient light on all outside areas which should be like 1/4 of the _sunlight value
@stone copper
also doc
Question, is there a limit to the stacking of fast fire power ups?
if you just want a fullbright thing on your map while you work on it - on worldspawn you can add a property light
which is light everywhere on the map at once
also - they stack a LOT but i dont know if there is a limit
I did that, set it to 10 so it's not pitch black
keep in mind - unlike _sunlight2 this is a light on inside areas as well
Oh my goodness
I put like 20 fast fires down
I just learned something
Riveter explosions
Reflect other rivets
yep
rivets are just like other propers
so are mortars
except they always move y'know
That gives me so many ideas
also, i suggest using -bounce and -extra4 and -soft commands in light compiler
since you use necro's ui they are just there under the light section which you can just click to add
it slows down the compiling process but the result looks very nice
well after proper lighting anyway
I've never used trenchbroom before but have some experience with Hammer and the Source Engine. Does the editor have props? How are things like tractors or furniture made?
Also is there any kind of list as to which monsters are which? It seems their all labeled as quake monsters in trenchbroom but appear as dusk ones in game.
is there a way to speed up the testing process instead of dragging my file to bsp and then the bsp to light?
feel like it would be somewhere in the compiler set up but not sure how to tell it to target a specific file
@timber atlas you can find dusk entity names in entities.txt - check pinned messages
you can either use some props from there (cant preview them yet) or make your own ones with brushes
@bitter fiber you can use a UI for compiling tools which does all that for you - Necro's UI for example - check dumptruck_ds's "Trenchbroom quickstart" tutortial, he explains how to set that up
yeah i figured that out myself(sorry for slow reply)
only new problem is i lack a bspinfo.exe in the dusk sdk, i'll have to figure it out tomororw :V
you dont need bsinfo.exe, sorry that faq neeeds some work
but to get all the tools you need, id look at ericw tools
I removed the bspinfo part from the wiki
we need a better video and writeup
Yeah, definitely
i made that in 5 minutes to help one person lol
The FAQ page is only supposed to give summaries and then link to proper tutorial pages too
alright, I'll see what i can do then :V
I feel like FAQ should have few more questions
can I edit campaign maps? is really frequent question in this channel
imagine making so many channels
waste of time
WOOPS thought this diff serv nvm bois
my bad
well people could also check pinned messages but eh :P
i guess having a lot of questions is something you cant escape with this
Has anyone here got the dusk_sdk beta to work on Linux? It doesn't download anything for me
The SDK is Windows-only for now
๐ฆ
Well for now, there's no music either
It's definitely in alpha. It's good to get some practice in time for the fleshed-out releases though
still waiting for custom skyboxes ๐
Man i really need thosee
i'd update my older maps with them right away
ugh i would even drop everything and make an actual nighttime map
good to see more people getting into mapping, have fun with it m'dude
hm
hey do you use a single powerful light source as the "sun"?
you can have actual sunlight btw
that works like the sun
and an ambient light all over the outside areas
you need _sunlight, _sun_mangle and _sunlight2
you can find some quick info about those in quake with a search
Are transparent textures a thing in TB?
but using all of there creates a very nice sunlight effect without slapping a huge light source
yes
both stuff like fences and glass
Do I have to make them myself?
nope
if you want a .wad with some dusk textures being transparent, @alpine depot made one
i'll see if i can find it
Any old png can be a texture right?
check pinned messages btw - zombie made a program for making wads from folders with pics
Time to make an icon of sin style boss fight
So it seems like Dusk doesn't support any kind of render modes of func_water
I tried both color and texture and it is just invisible
@ancient depot Is that a known issue in the SDK?
did you use a texture that starts with *?
I am using JACK so I am using !
oh ok, did you try a normal texture?
cuz the brush was non existent with * textures for me and broken with a normal one
500pts said he and zombie would look into it over the weekend
I am using ! textures since ZHLT won't let you compile with * textures iirc
animated textures?
i dont know jack and zhlt but ! is the same as * right?
with normal ones i meant without any symbol, just watertex
Yeah I understood what you meant, I'll try that soon
Btw how do i make water properly instead of being just a sloid area?
- textures SHOULD work, i think its more to do with the shape of your brush or something poolboy
because quake 1's campaign works fine with it
will investgate and fix it though
Well made
Can someone toss Dusk.wad link again? Making a video installation for friend to understand it better
I normally work with 8 grid size, but this I had to use 8, 4, and 1. Each map teaches me a new valuable tool
What's your guys's favorite dirt texture?
Mine is dirt4
@gritty forge pinned
Thanks @honest stag
np
i use some quake textures for dirt
it's got some cool ones
@stone copper you bettter make that boi transparent
and breakable
How do I make em transparent>
lift dirt textures from HL2, it has the most iconic dirt textures
you need to make them any brush entity first
for example func_breakable (it's not in quake by defaul, so select them all make it like trigger_secret and then rename to that)
make a new property, name it health
set the value to 1
then add another property, name it rendermode
set it to 1
add another property, name it renderamt
set it to 100 for example
0 is fully transparent, 255 is fully visible
everything in betwee in transparent
100 works the best for glass imo
all of that should make a transparent breakable window
@honest stag former game dev or something are ya?
no, i'm just highly addicted to dusk mapmaking
i spent the entirety of january making maps and figuring stuff out as i go, also the devs were very helpful
cant wait to play ur maps
I want each color to break on they own
alright, that's very much possible
first of all, select them all and right click
then "move brushes to world"
now, select all of 1 color, and repeat the process
then do the same for the other color
you get the idea
Move brushes to world. Not seeing that as an option
Cant SS and have the options open
actually
oh i guess i have something different then
i use an older TB version probably?
Oh.
or
hold on
doc
which game preset are you using?
did you select quake 1?
like when you click "new map" in tb
odd
i dont think TB is updated that often tho
then make structural
should do the trick
also keep in mind
what if you make each color breakable individually and then i break all colors except green?
to prevent that, connect the middle parts to bottom parts, just so when you destroy them - the middle part is also destroyed
and not flying
So I conducted an experiment (compiling with ZHLT and JACK)
!water- works fine*water- makes me fall through the map- func_water without any symbols at the start - works fine
- same as above but rendered as "color" with 160 fx amount - works fine
- same as above but rendered as "texture" with 160 fx amount - works fine
!waterrendered as "color", fx amount 160 - invisible but acts as water!waterrendered as "texture", fx amount 160 - invisible but acts as water*waterrendered as "color", fx amount 160 - invisible but acts as water*waterrendered as "texture", fx amount 160 - invisible but acts as water
think it would make sense if i tried the same experiment with ericw's tools?
I can send you the .map hang on
oh good idea
also for reference, in HL1 1 and 7 only act correctly, everything else works like a func_door and 2 acts like func_illusionary
2 should work with ericw's
you might want to put _sunlight into worldspawn since I lit it up with light_environment
cant play rn, so just compiled it
Did you change the rendermode parameters?
didnt do anythin, kinda busy
just recompiled it with ericw's
actually it shouldn't matter iirc
oh right it can't bake the WAD inside the map so everything is missing textures
but all of them seem to work and none of them are invisible
other than 1 and 2
they're solid
this is extremely useful information, I greatly appreciate you doing this
No problem, eric-w tools results are a bit weird though, I think it needs a proper WAD to work correctly
Im so mad right now
im here if you need a shoulder to cry on
Wut happened
Lemme show you
The window on the far end?
Copy and pasted from the window by spawn
Can you bop that to youtube or something?
Ye even better
Double check that specific brush
Vris
I copy and pasted the window by spawn
For the far end window
and changed nothing about it
Doesn't matter
Stuff just fucks up sometimes
And that one is perfectly fine
Try making it structural again and making it a breakable
It just do be like that sometimes
Hild on
Hold*
Try moving it
See if there is a brush under it
That's not a breakable thing
Was it that?
yeah
Happened to every one of us
Okay what's the deal with tb and convex brushes? Why doesn't let me make em?
English aint my first language - what's a convex brush
Oh that's not a thing
Use multiple brushes my man
I'm not the person to ask
Hey, this editor starts spewing it's guts out when you try to make a spherical shape or (GOD FORBID) a bowl like i did
We have simple brushes and you gotta make your best of them