#dusk-modding

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still raptor
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alt

gritty forge
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Oof ty

still raptor
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np

honest stag
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that's the third question about this today, hmmm BigThink

coarse cargo
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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.

honest stag
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see 500
told ya something was wrong with it

stone copper
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Help

honest stag
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you dont really need bspinfo - you can get compiling tools like ericw's and go from there

stone copper
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I somehow got into a top down view of TB and dont know what button i pressed

coarse cargo
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You happen to have a link to that?

honest stag
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1 moment

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actually i can just drop the archive here

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i suggest watching the 2 mnute TB tutorial in pinned messages and the dumptruck_ds trenchbroom tutroials for setups too

stone copper
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How to I get back to the regular view?

honest stag
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doc i'll get to you in a moment, just linking stuff

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try hitting y?

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not sure

coarse cargo
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Cool. Thanks.

honest stag
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or just restart trenchbroom

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pretty sure it just resets to 3d view

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did ya do it doc?

midnight jewel
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Space bar toggles views

honest stag
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holy shit i never pressed spacebar in trenchbroom

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damn

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good to know

midnight jewel
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NP

gritty forge
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How to turn off world lighting bois?

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except for torches etc

honest stag
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pretty sure you see everything in fullbright in tb untill you compile the map?
not sure

gritty forge
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allg

stone copper
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Question, when you guys are in TB do you see the actual textures from the DUSK.wad or are they black for you too?

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They work in game

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But not in TB

gritty forge
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I see the dusk textures that i've placed

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no black

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and they work in game for me

stone copper
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I get an error about the Palette.lmb and I have no idea how to fix it

gritty forge
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did you download the quake palette

stone copper
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Yeah I have it

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I just dont know how to get TB to find it

gritty forge
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Put it in steamapps\common\Dusk\SDK\mnt\local\MyMods

stone copper
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Thats where I have it

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Does it need to be named MyMods?

gritty forge
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I guess

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did you also made a folder "maps" inside mymods folder?

stone copper
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Yes

gritty forge
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shit fam no idea then

stone copper
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"Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp"

gritty forge
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try replacing it again

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lool its annoying indeed

ancient depot
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Removed the incorrect info from the FAQ page before it confuses more people lmao

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Just links the 2 minute video now

stone copper
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Why does TB hate me

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I just wanna see the textures without having to go in game

honest stag
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let's try and figure this out doc

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so you try to load a paletter file into TB but there is an error of some kind? @stone copper

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palette*

stone copper
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So I put DUSK.wad in

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It loads the textures, but in TB they're all black, they work in game though

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and it gives me a "Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp" error

honest stag
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let me look into that and see how i have it setup

small gate
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that file isn't included by default, you need to download it from somewhere else

stone copper
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I have it downloaded

small gate
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it's a very easy to find file

honest stag
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pretty sure you did this tho right

small gate
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hmm

stone copper
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I have it in steamapps\common\Dusk\SDK\mnt\local\MyMods

honest stag
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nah

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dude that's not it

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you need it in 2 places

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the one you put there is the file that dusk uses

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the other one is pretending to be a file from quake since you dont have the entire game

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lemme try and see where you need to put it

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1 sec

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here try this
go into the trenchbroom folder - games - quake
and drop the palette file into it

stone copper
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Okay

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Done

honest stag
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try it now

stone copper
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Nope

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Still black

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Same error

honest stag
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you restarted tb right?

stone copper
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Yes

honest stag
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alright then - what game path do you have for quake?

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even tho you dont have the game

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you should have a game path

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check it in - view tab, preferences

stone copper
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C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK

honest stag
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try setting the game path to like
C:\1234 and drop the palette file there?

stone copper
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Did that, no changes

ancient depot
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Make a gfx folder and try putting the palette in there

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Inside the folder you have marked as the game path

honest stag
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ah if that doesnt work

stone copper
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Nope

honest stag
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alright then this

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1234/id1/gfx

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put it in id1 as well just in case

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slam that motherfucker everywhere

stone copper
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IT WORKED

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YEEEEEEEEEEEEEEEEEEEEEET

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Danke

honest stag
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finally lol

ancient depot
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lmao

gritty forge
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too bad its alpha af atm

stone copper
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This makes building maps so much more intuitive

gritty forge
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yeah that part is very good still need more stuff

honest stag
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uhm well i dont know how the dusk guys can improve a quake editor being fucky to set up

stone copper
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I'm waiting or custom enemies

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I mean I have no clue how to code

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But some of you guys might

honest stag
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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

runic hinge
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having some troubles with getting the mods to work

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copying this from my steam post

honest stag
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What seems to be the problem?

runic hinge
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tried to install derailed, tried multiple things and it won't appear in my custom map list

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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

honest stag
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Did you restart the game btw?

runic hinge
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yes

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a few times

honest stag
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The "custom levels" section shows nothing?

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Have you tried other maps?

runic hinge
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negative just detailed

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nothing shows in custom levels

stone copper
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Is it possible to have convex angles with the vertex tool?

honest stag
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try another map
Also can you dtop the path to the .bsp just in case?

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Drop*

runic hinge
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I just realized how it is SUPPOSED to work

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put the who folder in there

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not just the map folder

honest stag
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Oh makes sense then

runic hinge
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i guess those instructions aren't very clear

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in the readme

stone copper
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YO YOU CAN ROTATE STUFF ON NON 90 DEGREE ANGLES

honest stag
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ye

honest stag
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I don't have much free time but i'll try my best to understand C at least on a basic level

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Seems like a good idea to prepare for eventual scripting

stone copper
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Okay, so you know how there are campfires that you can light? Is there a way to spawn them in already lit?

honest stag
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Nope
They said it's on a to-do list tho

stone copper
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Okay, fire barrels it is then

still raptor
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spooky

gritty forge
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how long does it make one of your levels fam the big ones

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I hope to continue edit for a year or more with more stuff

still raptor
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itll get better with time as we add more features too

runic hinge
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after playing a few custom maps i'm impressed

gritty forge
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yeah ez man take time

still raptor
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they lack music atm, which sucks

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but we'll get there

runic hinge
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i hope in the future (which i'm sure it will happen) it will support multiple maps (a la map packs)

still raptor
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it already does!

runic hinge
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oh

gritty forge
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shit i gotta play derailed

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looks good

still raptor
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you can define what the next map is called

runic hinge
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also yeah the lack of music does suck

still raptor
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so if you make a pack you can make a campaign

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a good example is if you drop all of the quake maps into the game

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you can play through them and they work in order

runic hinge
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hopefully we see custom weapons and enemies in the future

still raptor
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you will

runic hinge
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not just simple reskins

still raptor
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thats one of the bigger features

gritty forge
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dusk 2 confirmed

still raptor
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custom models, weapons, scripting, etc

runic hinge
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and hopefully beta content for modders to use then this gets implemented

honest stag
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try out all the maps!
i recommend shimmering chasm, e1mwhat, actulaly pretty much all the custom maps currently playable

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i think there's something to see on all of them

gritty forge
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will do

honest stag
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that was also a subtle shill of my own maps

gritty forge
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rip derailed door bugged

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?

honest stag
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which one

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aqua isnt online i think i might help

gritty forge
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I'll show pic

rapid spire
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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?

honest stag
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lol

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4th time today, you guys sure the FAQ is correct?

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oh hm

rapid spire
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My bad I scrolled through this chat but didnt find it mentioned

honest stag
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i suggest downloading compiling tools, like ericw's tools

stone copper
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I done made a hill

honest stag
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lemme drop that here

honest stag
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aw that looks nice :)

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that door opens from a different place

rapid spire
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Thank you

gritty forge
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Ok right lol

honest stag
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check the other room for a switch

gritty forge
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I was actually looking for red/green switch bruh am dumb

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ty

honest stag
gritty forge
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well made

runic hinge
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i did try e1mwhat funnily enough

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it was the 2nd one i played

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kinda confusing since i couldn't find the 2nd key card

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will have to try again later

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lol

gritty forge
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unworthy

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@honest stag maybe just one blocky hand since its an old game

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lool upto u

honest stag
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wouldnt be right probably

gritty forge
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ez

honest stag
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it's easier to make 2 brushes than 1 very complicated brush sometimes

gritty forge
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what sort of map is this m8

honest stag
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eh it's a very earyl concept but it's a huge detailed cathedral

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early*

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i have something similar to it in the first section of my "the church" map

gritty forge
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epic my man

stone copper
honest stag
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i'd prefer to play it rather than watch!

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do you mind giving the .bsp?

stone copper
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Sure

honest stag
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actually

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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

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i'll drop them for you if you're curious

gritty forge
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yo the hill is nice

stone copper
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I was gonna check out basilica beneath

gritty forge
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imagine if massive and long right to the tip

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mountain like

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too much enemies in short time tbh

stone copper
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I like hectic arena style levels

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But maybe the cowgirls were too much

honest stag
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i'm more of a fan of levels that are more linear but have better atmosphere and slow pacing

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pretty much all my maps are like that

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my man i think you forgot the lighting

gritty forge
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blasphemy was fucking sick first time

honest stag
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you can make a level have a sun or just a light everywhere
of course you can set the amount to whatever you want

gritty forge
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Oh how can you do that?

stone copper
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Hold on I just fixed some of the issues

honest stag
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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)

stone copper
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Also It's supposed to be dark, you'll see in a moment

honest stag
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you can have them be colored and stuff

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but that isnt supported with quake compilers yet

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BUT you can compile your map with the half-life bsp stuff and have colored lights anyway

gritty forge
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ta

honest stag
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alright i beat the level

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that was nice, first maps are always nice to see

gritty forge
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@honest stag mb for many questions, how do u make transparent textures? like glass or word texts

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word texts have black background, i want that thing off

honest stag
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first, make the brush something like func_detail
func_breakable
func_wall and stuff like that

gritty forge
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oohh ty

honest stag
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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

gritty forge
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thanks alot brother

honest stag
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np

high magnet
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What's up with some textures not loading properly

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Like factory_concrete

ancient depot
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Are you using v1 or v2 of dusk.wad?

high magnet
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I'm using the one that came out the very first time the SDK launched

ancient depot
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That would be v1, it was malformed and textures with a name longer than 15 characters wouldn't load properly

high magnet
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Ah

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I see

ancient depot
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look for duskwad_v2.7z, there's a link to it in the pins

high magnet
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Alright

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Has the entities list changed since beck then?

ancient depot
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I'm not sure if the file has been regenerated since then but there are definitely new entries

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gimme a moment and I'll generate one real quick and post it here

high magnet
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Cheers mate

ancient depot
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@high magnet

high magnet
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Ah that's awesome man

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Also it's E1M1 from doom

stone copper
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@high magnet Now did you model each breakable chunk individually? I'm assuming so but just checking

high magnet
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Each chunk is its own func_breakable brush entity

stone copper
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Kk

ancient depot
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๐Ÿ‘€

stone copper
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Red faction mode unlocked

honest stag
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hell yeah breakable stuff is always nice to have
shame that the stuff like breakable pillars has to have an inside part anyway

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that's not breakable

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or else floating shit

stone copper
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Okay hear me out

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Dusk has magic

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Magic floating pillars

ancient depot
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@honest stag you could just link up the parts

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so the lower parts trigger the upper parts

honest stag
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wont it work the other way around too?

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or

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ohhhhh i get it

ancient depot
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if you set it up that way, sure

stone copper
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How do am make breakable?

honest stag
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make a brush and name it func_breakable

ancient depot
#

func_breakable

stone copper
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Okay dumber question

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How do am make new brush

honest stag
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?

ancient depot
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a brush is a piece of geometry in the level

honest stag
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you made an entire level

ancient depot
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so if you have a level, you have brushes

stone copper
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Oh

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I didn't know the terms

ancient depot
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np

honest stag
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ah ok

stone copper
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I just called it "Polys"

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Cause they be polygons

high magnet
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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.

honest stag
#

be careful and dont name worldspawn into func_breakable like i did and fucked up severely

ancient depot
#

wait what lmao

honest stag
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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

stone copper
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Why not?

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MAKE THE WHOLE WORLD EXPLODEABLE

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Idea time

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Dig dug in dusk

ancient depot
honest stag
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lmao

stone copper
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Wut

ancient depot
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it was a bug scott ran into during duskworld dev

stone copper
#

Lol

honest stag
#

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

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as someone said "minecraft my way out of there"

ancient depot
#

we still need to fix breakables not being affected by explosions

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that one's real annoying

high magnet
#

Also I'm gonna remake Duke's E1M1 as Pennsylvania Holocaust one of these days

stone copper
#

?

honest stag
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func_breakables can only be destroyed by bullets, triggers and melee

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not explosions

stone copper
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Are survival maps possible yet?

high magnet
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Nah not atm

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Also the first level of Duke 3D is called Hollywood Holocaust btw

stone copper
#

Oh

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I thought you just misspelled dusk to be honest. Duke is the only build engine game I don't own

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Well, main game

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I'm sure theres a ton of build engine games I dunno about

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One thing I think DUSK missed out in representing the great state on Penns Woods, is trashy trailer parks

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So I'm gonna make a trashy trailer park level

high magnet
#

Have some really weird shit as secrets

stone copper
#

Oh you know it

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Meth labs

high magnet
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Like a tent that's full of urine

stone copper
#

Trust me man, I live in one of those trashy trailer parks

gritty forge
#

Where's the file path to bsp. files so I can play them in dusk?

honest stag
#

check pinned messages

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there's a guide to installing maps

gritty forge
#

ok so I have to create a map folder, same as quake then

honest stag
#

example
sdk/mnt/local/MOD/maps/coolmap.bsp

stone copper
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Every time I compile a map, I say "File, Compile!" without fail. It's very fun to say.

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Also I found something weird

granite jackal
#

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.

high magnet
#

I kept going with my hyper-destructible E1M1

tranquil pelican
#

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?

honest stag
#

C

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the language i mean

tranquil pelican
#

Will be C, or their own scripting language thats similar to it?

honest stag
#

i think they said it will be just C?

tranquil pelican
#

Nice

honest stag
#

better ask the dev tho

gritty forge
#

@honest stag Call you maze "Mazegeddon" or is that too cringey lol

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your*

honest stag
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The maze us just a part of the map btw

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Is*

gritty forge
#

Tragedy

honest stag
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It's "The Lost Mansion" one

gritty forge
#

ooo

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many secrets in mansion i assume/

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lots of details

honest stag
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Sadly it's the outside only lol

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I was hoping to make the inside part as new map but i'm way too busy now to do any mapping

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But i did detail it a lot

gritty forge
#

very good

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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.

honest stag
#

Ypu need a quake palette file inside of the mod folder but outside of the maps folder

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You can get it fron quake wiki

gritty forge
#

downloaded

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what kinda folder do I have to create?

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Just put it inside MyMods

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k

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I sent pic to you in dm

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the scripting will be C-like so zombie can run it in a safe virtual machine

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thx, works like a charm now

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but the quake flame torch entities don't work in dusk?

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can I make torches at all?

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have to use the point entities, I think for lighting

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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

honest stag
#

There are torches but i have no clue which entitiy they are

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Also candles barrels with fire all that stuff from dusk

gritty forge
#

light compiler? I do have it enabled with my compiling gui tool

tepid python
#

yeah that

gritty forge
#

tfw mad ideas but once u start building

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0/10

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loool

honest stag
#

Anything possible with enough time and effort

long anchor
#

@tranquil pelican when i asked Zombie what i can start learning to be able to script he replied "try learning C"

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so yes, it's probably going to be handled via C

gritty forge
#

Nah it's just zombie tricking you into learning C

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The only thing I can't stand with C is that there's no namespaces

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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

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only those point light entities

honest stag
#

i'm 100% certain people used torches in their maps

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at very early sdk stages at that

gritty forge
#

well I can't seem to spawn any

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theres a dusk candle let me find it

honest stag
#

nah not candles

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1 sec

#

object_torch

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lol

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it's a dusk entity

gritty forge
#

prop_candle

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I'm using quake1 for trenchbroom, so is there something there I can use

honest stag
#

you can just rename entities to dusk-specific stuff from here

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including object_torch

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they will appear in-game like normal

gritty forge
#

so what is the name for dusk candle or torch?

honest stag
#

well
object_torch and prop_candle
candles can be pick up and thrown around

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torches are static

gritty forge
#

where do I place this text file?

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in path

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same as palette?

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outside mods?

honest stag
#

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

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or monster_wizard to monster_rat
you get the idea

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the full list of dusk specific stuff is in that file

gritty forge
#

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

honest stag
#

there is a custom .fgd for that purpose floating around here but i wont be able to find it

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other than that no

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lemme summon the person who made it

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@lament ore we need you

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i guess he's offile
actually i can find it in a moment

gritty forge
#

ok, thx

honest stag
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but i'm not sure

gritty forge
#

where do I place this file?

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file path

honest stag
#

you can see the path on my screenshot

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but again, i'm not sure because i dont actually use it

tepid python
#

You can put that fgd anywhere

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And load it in trenchbroom at the bottom of the entities list

tight pawn
#

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?

rapid spire
#

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)

spiral nexus
#

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.

tight pawn
#

Thanks guys!

tardy charm
#

Got a question: Is there anything in the map editor that triggers music to play?

last talon
#

there most definitely will be

#

dont think music plays in the SDK build anyway

tardy charm
#

Music should work in the future, right?

mental pilot
#

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?

tardy charm
#

yeah i saw the new post on Steam, definitely excited for that!

mental pilot
#

Oh yes.. the things I will do to this game...

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Evil finger temple of contemplation

tardy charm
#

Iยดm kind of new in mapping but pratice makes the perfection

mental pilot
#

Correct.

#

My first few maps were uhh...

tardy charm
#

and maybe make some memes in mod format

mental pilot
#

Absolute fucking shit?

#

Ya let's go with that.

#

And yes.

#

Make memes.

#

Show me the MEMES

tardy charm
#

The thing is iยดm more experienced with Doom when it comes to mapping

mental pilot
#

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

tardy charm
#

iยดve always been a scrub when it came to Quake mapping

#

or anything that ran in a full 3D engine

mental pilot
#

tbh it just takes practice, and i'm sure there will be videos up soon

tardy charm
#

For now iยดm praticing with Trenchbroom

mental pilot
#

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?

tardy charm
#

Yeah iยดm confident that i can do this.

mental pilot
#

Good. Now go my child. You are WORTHY

tardy charm
#

YES

granite jackal
#

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.

tardy charm
#

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

spiral nexus
#

check pinned for WAD

granite jackal
#

Know what, since Tails is asking, I'll second that question.

spiral nexus
#

official FGD isn't out yet

#

there were some user made ones on this channel

tardy charm
#

So i need to use the Quake entities in Trenchbroom?

spiral nexus
#

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

tardy charm
#

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

spiral nexus
#

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

tardy charm
#

Alright so how do i make the wad? I have the makewad.exe now

#

do i have to enter specific commands?

spiral nexus
#

Download the wad from pinned and follow instructions from FAQ (also pinned)

#

Makewad is for making custom WADs

tardy charm
#

Thanks

#

So uhhhh got a question, how do you make a functional door?

spiral nexus
#

For Quake related support I recommend contacting Google as well as watching dumptruck_ds's video tutorials

#

Quake stuff is pretty well documented

tardy charm
#

And what about secrets?

steep portal
#

dusk mod idea:

#

you have a broom

#

and you have to sweep

#

and the mod is called DUST

tardy charm
#

Oh yes, sweeping tf out of mages, sounds great

steep portal
#

no you clean the floor

naive pecan
#

Jenny -- I love it

tardy charm
#

Any tips to make a good looking skybox?

ocean cliff
#

have 6 sides

#

don't fck it up

granite jackal
#

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.)

tardy charm
#

@granite jackal nah itยดs okay

granite jackal
#

@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...

Price

$12.99

Recommendations

6748

โ–ถ Play video
steep portal
#

lmoa

#

nah i can barely get mods to work at all

#

i could make the model(s) tho if someone wants to do it

granite jackal
#

Aaaaaa I'm sold on the idea ๐Ÿ˜†

rapid spire
#

The Paradox of constantly cleaning up your cigar ashes

granite jackal
#

I've not even modded for DUSK so I wouldn't be able to take the torch

steep portal
#

the wizards break your window and cover your living room with dust

rapid spire
#

Big Jon pisses on your rug, that really tied the room together

steep portal
#

rude

#

dusk but everyone is rude instead of trying to kill you

#

1 sec imma draw this

#

nevermind it looks terrible

rapid spire
#

show it. Can't be worse than my incoherent scribblings

steep portal
#

i deleted it ill try again

tardy charm
#

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?

steep portal
#

@rapid spire i cant post images so heres the link i suppose

#

not my best

rapid spire
#

That looks beautiful....

steep portal
#

i don like it

#

i think i could've made big john goofier

rapid spire
#

You also forgot the rug. But that's ok. Dusk Dudes face says it all

rapid spire
#

Perfect

granite jackal
#

Dammit Big John, don't make me fetch the bar of soap.

steep portal
#

hes like

#

YUARGH TIME TO TAKE A PISS

granite jackal
#

"EYAUGH WATCH ME, COME AUN!"

steep portal
#

dusk mod idea:

#

big john pissing

granite jackal
#

snicker

steep portal
#

what the hell are you doing

#

YUARGH IM TAKING A PISS

unique ocean
#

Jakob no don't do it

rapid spire
#

do it

tardy charm
#

Everything in my map is dark

stone copper
#

add lights

eager sage
#

i put the wad into trenchbroom but the textures don't load when i launch the map

tardy charm
#

Thatยดs odd, my map loaded with the textures

#

btw how do i make water?

tepid python
#

by making it func_water

eager sage
#

ah, forgot the palette file

tardy charm
#

@stone copper added lights to map, recompiled it and still dark

stone copper
#

Add more lights

tardy charm
#

I mean by literally not lights on the map

#

no lights

tight pawn
#

did you add values to _sunlight and light in the worldspawn entity? @tardy charm

granite jackal
#

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

tight pawn
#

i'd love to help!

granite jackal
#

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

tardy charm
#

yes

still raptor
#

also are you compiling it through light.exe

tardy charm
#

@still raptor Light compilation fails with the "no such file" error

still raptor
#

are you putting the.map through light.exe, or the .bsp

tight pawn
#

So are you asking how to make your own mod subdirectory?

granite jackal
#

Yeah, I am.

tardy charm
#

the map file

still raptor
#

thats your problem

granite jackal
#

Do I just... make a couple custom folders, Mouth?

still raptor
#

use the .bsp

tight pawn
#

Ok, go to where dusk is installed on your computer

#

C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local

granite jackal
#

Alright, I'm there

tight pawn
#

this is where I put my mod

granite jackal
#

Ok, is that where you stick Generic?

tight pawn
#

Hold on let me check the video, not sure what generic is haha

granite jackal
#

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!

tight pawn
#

hmm im confused

still raptor
#

oh dont worry about the generic thing in that video lol

granite jackal
#

Oh okay lol

still raptor
#

eventually there will be a dusk option

granite jackal
#

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.

still raptor
#

we just havent released any trenchbroom stuff

granite jackal
#

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.

tardy charm
#

@still raptor Used the bsp and nothing.

still raptor
#

here pass me the bsp

#

send it to me in dms or whatever

#

i can check it out

#

nah its pretty easy @granite jackal

tardy charm
#

Sent

still raptor
#

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

onyx marten
#

is there a cheat that makes the player invisible? for makin screenshots of the map

tardy charm
#

Maybe @still raptor

#

Iยดve done some shit that i eventually forgot if i did

tepid python
#

@onyx marten you mean as in notarget?

onyx marten
#

yup

granite jackal
#

@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.

onyx marten
#

so there isnt? Because I don't want to add invisible walls just for some screenshots

granite jackal
#

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.

tepid python
#

nothing happens in E1M1 though

still raptor
#

theres no notarget yet

onyx marten
#

yeah i got 100 enemies so changing each one isnt worth the effort

#

๐Ÿ˜ฆ

granite jackal
#

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?

onyx marten
#

I'll try it with nbhot

#

I'm too exhausted with this map i dont want to change anything anymore lol

still raptor
#

also @granite jackal if you need help getting started let me know

granite jackal
#

...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.

still raptor
#

yeah no problem, just gimme a minute to help someone else rq, then we can get you setup

onyx marten
#

aye party people, my new map is out on mod.io

#
mod.io

This is my third finished map set in a medieval world. Uses RuneResized.wad, ad_start.wad, ubilight_v103, dusk.wad and dusk_transparent.wad. Sadly the water surrounding all the isles doesnt work properly atm since the sdk has some problems with that.

#

let me know what yall think

last talon
#

neat! will try it out later

still raptor
#

ive been waiting for this map

bitter fiber
#

gentlemen would you happen to know where i can find the dusk wad

tardy charm
#

Whatยดs the angle number to make the door go up when open?

bitter fiber
#

nevermind found it

still raptor
#

@onyx marten are you gonna make the water swimmable?

onyx marten
#

yeah but i didnt find a way to get it working atm

still raptor
#

hmm, that should be a pretty easy one

#

cant you just func_water it?

onyx marten
#

yeah i posted that problem a few days ago, half the map is underwater if i do that

still raptor
#

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

alpine depot
#

holy shit my map just jumped up over 100 downloads in the past day

onyx marten
#

with textures that start wth * the brush doesnt appear

#

yep i'll send it

still raptor
#

huh thats weird

#

i wonder why it wouldnt appear

#

bro this map is like 10/10

#

i love this so much

onyx marten
#

thanks man!

#

it really was a pain in the ass sometimes lol

still raptor
#

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

onyx marten
#

lol thank you

still raptor
#

we also need uh

#

fog

#

and more skyboxes

#

and music

#

those three things would make your map like perfection

onyx marten
#

although when the water works i will probably make it hurt

alpine depot
#

oh god oh shit i barely survived the last ship fight lmao

#

3 hp

still raptor
#

yeah you dont want em swimming around forever

onyx marten
#

oh yeah i did a techno track sampling some machine noise from dusk that i wanna incorporate so badly lol

still raptor
#

we gotta get that in yeah

bitter fiber
#

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

onyx marten
#

do you have light entities and _sunlight?

bitter fiber
#

I have one light entity and I'm not sure how to get the _sunlight thing going

still raptor
#

and have you run it through light.exe

bitter fiber
#

I did

#

I think I'm missing the _sunlight

still raptor
#

well you light entity should work

onyx marten
#

you need a sky brush and then add the _sunlight value with a key of 60 for example

still raptor
#

says to me light.exe failed for some reason

bitter fiber
#

erm, how would I go about the sky brush thing? is it an entity?

onyx marten
#

if you want water to hurt do you just add _hurt?

#

its just a brush with quake's sky texture

bitter fiber
#

OH WAIT FOUND IT

still raptor
#

any texture that begins with sky

bitter fiber
#

ok so the weapons are lit, just not the ground

gritty forge
#

Whoever disliked my mod, please remove the dislike. I know exactly why, and I removed any mention of Dave.

honest stag
#

that sounds like a copypasta

gritty forge
#

It's not.

#

I am saying that right here right now.

#

I knew why it was disliked.

honest stag
#

i know
just sounds like it

gritty forge
#

I solved the problem.

#

how do you snap screenshots in dusk, btw?

honest stag
#

i guess for steam it's the default screenshot button

#

f12?
or whatever you set it to be

tepid python
gritty forge
#

What is that?

tepid python
#

statistics

gritty forge
#

Of what

tepid python
#

of my map and the spike rn is from the sdk announcement

gritty forge
#

It do be like that.

honest stag
#

yeah mine spiked too
i guess the sdk being official now is a big deal

#

pretty sick

#

i wish more people left feedback tho

tepid python
#

func vehicle didn't spike

#

im mad

bitter fiber
#

goddamnit ground is still pitch black

#

i know the texture is there bc when i shoot, the gun lights up the ground

honest stag
#

you having trouble with lighting mehms?

#

did you try basic light entities?

bitter fiber
#

yeah, they don't light up anything

onyx marten
#

light entities with a delay of 3 are really strong light sources

honest stag
#

that's really odd

#

say, do you compile your map with light?

onyx marten
#

not really good for an actual map but if they dont light anything idk what will

bitter fiber
#

I have not been compiling them

#

I'm assuming I should do that? The 2 minute video wasn't super helpful

honest stag
#

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

bitter fiber
#

oh no i have those

#

I think I've been running the wrong file through the light exe

#

bsp through light.exe, right?

honest stag
#

that should be right yes

bitter fiber
#

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 it๐Ÿ˜ญ

honest stag
#

np

alpine depot
#

someone should recreate the anakin and obiwan fight with jakob and dusk dude

bitter fiber
#

time to become a trenchbroom god tothetop

gritty forge
#

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.

honest stag
#

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

gritty forge
#

from trenchbroom, so that's how it works

#

I thought I had to mess with text files

honest stag
#

nope

gritty forge
#

ok then

gritty forge
#

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

honest stag
#

music in maps isnt supported yet sadly

gritty forge
#

nuuuuu!

humble bough
#

so uh, this says I need quake to mod dusk...?

#

errr, to at least make maps?

tight fractal
#

No

#

Trenchboom doesnโ€™t require quake

ivory magnet
#

it's a tool designed for making quake maps

#

but quake is not required to use it

stone copper
tight pawn
#

hell yea brother

#

wish i knew how to put a picture of my own level in haha

viscid sinew
#

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

stone copper
#

Leather necks and meth labs abound

timber atlas
#

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.

tight pawn
#

in the description of this video download the ericw tools

timber atlas
#

OH, that's what I missed

#

I was gonna say, I watched that vid but it didn't help ๐Ÿ˜›

#

Thanks.

tight pawn
#

Yea it wasnt really mentioned on the faq haha

timber atlas
#

perhaps it should be added

tight pawn
#

perhaps...

stone copper
#

How do I add world light?

#

So I dont have to put lights everywhere

tight pawn
#

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

honest stag
#

hold on

#

before you do that

#

2 things

still raptor
#

yeah the faq needs a lot of work

honest stag
#

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

tight pawn
#

oh thanks vriska

#

was wondering why my contrast was garbage

honest stag
#

also doc

stone copper
#

Question, is there a limit to the stacking of fast fire power ups?

honest stag
#

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

stone copper
#

I did that, set it to 10 so it's not pitch black

honest stag
#

keep in mind - unlike _sunlight2 this is a light on inside areas as well

stone copper
#

Oh my goodness

#

I put like 20 fast fires down

#

I just learned something

#

Riveter explosions

#

Reflect other rivets

honest stag
#

yep

#

rivets are just like other propers
so are mortars

#

except they always move y'know

stone copper
#

That gives me so many ideas

honest stag
#

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

timber atlas
#

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.

bitter fiber
#

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

honest stag
#

@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

humble bough
#

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

still raptor
#

you dont need bsinfo.exe, sorry that faq neeeds some work

#

but to get all the tools you need, id look at ericw tools

ancient depot
#

I removed the bspinfo part from the wiki

still raptor
#

i think its still there

#

or not

ancient depot
still raptor
#

we need a better video and writeup

ancient depot
#

Yeah, definitely

still raptor
#

i made that in 5 minutes to help one person lol

ancient depot
#

The FAQ page is only supposed to give summaries and then link to proper tutorial pages too

humble bough
#

alright, I'll see what i can do then :V

spiral nexus
#

I feel like FAQ should have few more questions

#

can I edit campaign maps? is really frequent question in this channel

gritty forge
#

imagine making so many channels

#

waste of time

#

WOOPS thought this diff serv nvm bois

#

my bad

honest stag
#

well people could also check pinned messages but eh :P

#

i guess having a lot of questions is something you cant escape with this

chrome torrent
#

Has anyone here got the dusk_sdk beta to work on Linux? It doesn't download anything for me

ancient depot
#

The SDK is Windows-only for now

chrome torrent
#

๐Ÿ˜ฆ

granite jackal
#

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

honest stag
#

you know

#

i kinda miss the plain yellow skybox we used to have

spiral nexus
#

still waiting for custom skyboxes ๐Ÿ˜”

honest stag
#

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

tardy charm
honest stag
#

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"?

tardy charm
#

90% of the time, yes

#

at least in some areas of the map

honest stag
#

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

stone copper
#

Are transparent textures a thing in TB?

honest stag
#

but using all of there creates a very nice sunlight effect without slapping a huge light source

#

yes

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both stuff like fences and glass

stone copper
#

Do I have to make them myself?

honest stag
#

nope
if you want a .wad with some dusk textures being transparent, @alpine depot made one

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i'll see if i can find it

stone copper
#

Any old png can be a texture right?

honest stag
#

check pinned messages btw - zombie made a program for making wads from folders with pics

stone copper
#

Time to make an icon of sin style boss fight

honest stag
#

the transparent wad is uploading rn

spiral nexus
#

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

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@ancient depot Is that a known issue in the SDK?

onyx marten
#

did you use a texture that starts with *?

spiral nexus
#

I am using JACK so I am using !

onyx marten
#

oh ok, did you try a normal texture?

spiral nexus
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I have not

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Lemme try to do that real quick

onyx marten
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cuz the brush was non existent with * textures for me and broken with a normal one

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500pts said he and zombie would look into it over the weekend

spiral nexus
#

I am using ! textures since ZHLT won't let you compile with * textures iirc

stone copper
#

animated textures?

spiral nexus
#

Water textures

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Quake marks them with * and HL with ! before the texture name

onyx marten
#

i dont know jack and zhlt but ! is the same as * right?

#

with normal ones i meant without any symbol, just watertex

spiral nexus
#

Yeah I understood what you meant, I'll try that soon

tardy charm
#

Btw how do i make water properly instead of being just a sloid area?

honest stag
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use a texture that starts with *

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the entire brush will be water

still raptor
#
  • 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

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will investgate and fix it though

stone copper
#

I just spent twenty minutes making a window

gritty forge
#

Well made

#

Can someone toss Dusk.wad link again? Making a video installation for friend to understand it better

stone copper
#

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

spiral nexus
#

@gritty forge pinned

timber atlas
#

Thanks @honest stag

honest stag
#

np

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i use some quake textures for dirt

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it's got some cool ones

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@stone copper you bettter make that boi transparent

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and breakable

stone copper
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How do I make em transparent>

spiral nexus
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lift dirt textures from HL2, it has the most iconic dirt textures

gritty forge
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@spiral nexus oh cheers it was showing before lol

#

wasnt*

honest stag
#

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

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all of that should make a transparent breakable window

gritty forge
#

@honest stag former game dev or something are ya?

honest stag
#

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

stone copper
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Uh vris

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When one breaks they all break

gritty forge
#

ok cool

#

we appreciate you dawg

honest stag
#

?
i thought you wanted it that way

#

thanks man

gritty forge
#

cant wait to play ur maps

stone copper
#

I want each color to break on they own

honest stag
#

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

stone copper
#

Move brushes to world. Not seeing that as an option

honest stag
#

can i see a screenshot of how it looks when you select them all?

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and right click

stone copper
#

Cant SS and have the options open

honest stag
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alright, what's at the bottom?

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the last option

stone copper
#

Wait nvm i found out how

honest stag
#

actually

#

i use an older TB version probably?

stone copper
#

Oh.

honest stag
#

or
hold on

#

doc

#

which game preset are you using?

#

did you select quake 1?

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like when you click "new map" in tb

stone copper
#

quake 1

#

yeah

honest stag
#

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

spiral nexus
#

So I conducted an experiment (compiling with ZHLT and JACK)

  1. !water - works fine
  2. *water - makes me fall through the map
  3. func_water without any symbols at the start - works fine
  4. same as above but rendered as "color" with 160 fx amount - works fine
  5. same as above but rendered as "texture" with 160 fx amount - works fine
  6. !water rendered as "color", fx amount 160 - invisible but acts as water
  7. !water rendered as "texture", fx amount 160 - invisible but acts as water
  8. *water rendered as "color", fx amount 160 - invisible but acts as water
  9. *water rendered as "texture", fx amount 160 - invisible but acts as water
honest stag
#

think it would make sense if i tried the same experiment with ericw's tools?

spiral nexus
#

I can send you the .map hang on

honest stag
#

oh good idea

spiral nexus
#

also for reference, in HL1 1 and 7 only act correctly, everything else works like a func_door and 2 acts like func_illusionary

honest stag
#

2 should work with ericw's

spiral nexus
#

you might want to put _sunlight into worldspawn since I lit it up with light_environment

honest stag
spiral nexus
#

Did you change the rendermode parameters?

honest stag
#

didnt do anythin, kinda busy
just recompiled it with ericw's

spiral nexus
#

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

ancient depot
#

this is extremely useful information, I greatly appreciate you doing this

spiral nexus
#

No problem, eric-w tools results are a bit weird though, I think it needs a proper WAD to work correctly

stone copper
#

Im so mad right now

tight pawn
#

im here if you need a shoulder to cry on

honest stag
#

Wut happened

stone copper
#

Lemme show you

#

The window on the far end?

#

Copy and pasted from the window by spawn

honest stag
#

Can you bop that to youtube or something?

ancient depot
#

re encode to mp4

#

discord will embed it

honest stag
#

Ye even better

honest stag
#

Double check that specific brush

stone copper
#

Vris

#

I copy and pasted the window by spawn

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For the far end window

#

and changed nothing about it

honest stag
#

Doesn't matter
Stuff just fucks up sometimes

stone copper
#

And that one is perfectly fine

honest stag
#

Try making it structural again and making it a breakable

stone copper
honest stag
#

It just do be like that sometimes

#

Hild on

#

Hold*

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Try moving it

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See if there is a brush under it

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That's not a breakable thing

stone copper
#

I feel

#

very dumb

honest stag
#

Was it that?

stone copper
#

yeah

honest stag
#

Happened to every one of us

stone copper
#

Okay what's the deal with tb and convex brushes? Why doesn't let me make em?

honest stag
#

English aint my first language - what's a convex brush

stone copper
#

Like...

#

A brush that does a V shape

#

or a C shape

honest stag
#

Oh that's not a thing
Use multiple brushes my man

stone copper
#

But why?

#

That seems like a simple thing to add

honest stag
#

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