#dusk-modding

1 messages · Page 47 of 1

honest stag
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But for what it is - it's amazing

stone copper
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What happens if you make a sphere?

honest stag
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Well it's just a problematic process
To show you how desperate people are for stuff that even resembles round shapes in TB i suggest watching 2 videos from dumptruck_ds
Making arches and Making Pillars

spiral nexus
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also I am not sure if that has been reported yet, but func_detail marked as passable will be solid in DUSK @ancient depot

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It's probably due to func_detail generating clipnodes despite being non-solid compared to func_illusionary that doesn't make clipnodes whatsoever

ancient depot
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it's likely because we dont actually use clipnodes

spiral nexus
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Oh I see

stone copper
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the grid size one, is super useful for making hills holy heck

ancient depot
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I'll look into it among the dozen other things I need to fix lol

honest stag
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I made a pistol using sub 1 unit grid sizes
It was painful but i liked the result a lot
Turned out it was fucking tiny lol
Still looked good when i scaled it tho

stone copper
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Why did you need to make a pistol?

honest stag
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Decorating

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I can screenshot it real quick if you're curious

stone copper
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Sure

gritty forge
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Going to call my map the Towers of Trauma

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sound good or nah?

honest stag
gritty forge
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basically a level that you go up to the top to end levcel

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ina tower

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lol

honest stag
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sounds sick

stone copper
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You think having two jacobs as a boss fight would work?

last talon
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you still building brush guns, Vriska?

gritty forge
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Building the first phase obvs super alpha but will be like drangelic castle bridge leading to tower from dark souls 2 w/e name

stone copper
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That would be frantic.

last talon
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I think that's an old one tho

honest stag
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that's an old one, but i'll make more yes

gritty forge
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wtf thats good as vriska

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nicely made

honest stag
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i still want to remake that one rifle i made for the bunker map

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ey thanks

gritty forge
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inb4 hired by new blood for dusk 2

last talon
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yea that rifle was nice

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but you can do better I bet

honest stag
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i hope so
i should probably spend this time on making the layout instead

gritty forge
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shit good nights best of luck peace

honest stag
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'night my man

stone copper
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Vris: I spent hours working on these really fine details
Me: H I L L

last talon
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but you know what that is

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sure it can look better

honest stag
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oh man

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i found the fucking skelelon i made from brushes back when i was making church

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i love that bone fucker

stone copper
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There are premade skeletons!

honest stag
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it's literally the best decoration i've ever made

stone copper
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Why spend the time?

honest stag
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no?

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there arent tho

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there are skulls and various bones

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but not skeletons

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also brushwork gives a personal touch to things i believe

last talon
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haha

tight pawn
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hes a real cutie

last talon
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I really like stuff when its in a way clunky af

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and that skele.. thats one clunky skelebro :D

honest stag
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then you'll like my maps probably

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that's the stuff i spent 70% of the time on

last talon
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yea I noticed

honest stag
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instead of actually thinking about the combat and layout

last talon
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:P

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was it you who made some statues?

last talon
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yea this

honest stag
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and the blue ones

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yeah

last talon
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sure its very time consuming to create these but I do think they have way more personality than a placed model

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fucking

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make good trees with brushes

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other than pines

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you get my respect

honest stag
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yeah
i only use props when they have functionality that i cant add
like toilets
however!
i made a working sink that fills with blood

tight pawn
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hey im having some issues with my lighting, some objects will look kinda bright and others look completely dark, my lighting is garbage

honest stag
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can you give an example?

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like a screenshot

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i might be able to help

tight pawn
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sure, did I graduate to rat yet?

last talon
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up it somewhere and post link

tight pawn
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oh ok

last talon
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also rat'll come quick

graceful hinge
honest stag
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you made another map? already?

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dang

tardy charm
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Are those all textures from Quake 1?

graceful hinge
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wouldve been a week earlier if i hadnt lost power most of the last 7 :<

last talon
graceful hinge
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ye

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dusk and quake 1

honest stag
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good mix imo

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all my maps do that
hey how do you even do that lol
like you made so many maps with huge layouts

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i thought those would take ages

tight pawn
graceful hinge
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they do. this was an endless relay of not stopping building things lol.

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anyway leave feedback here twitter, modio w/e. I nap 😴

honest stag
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sadly props arent lit up right most of the time - and also try getting it out of the ground

tight pawn
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aw man

honest stag
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you know that sounds like a good way to make shit

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i constantly stop on things and spend hours on them with little payoff
while just making a map results in, well, actual maps

tight pawn
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ah a perfectionist haha

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i get like that when im trying to code a game

tardy charm
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Is DUSK support coming for Trenchbroom anytime soon?

honest stag
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well
i mean you already make maps for dusk in it tho?

last talon
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how was it again, anything that produces a bsp file goes?

tardy charm
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I mean having the actual models to appear, because sometimes it´s kind of a pain going back to the editor, adjust positions to make it look right

honest stag
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q1 bsp and hl1 bsp yes

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oh you need a .fgd for that
there is a fan-made one floating around but no official one yet

stone copper
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I'm a very gameplay orientated player, so I hope it's reflected in my levels that's more about how it feels than it looks

honest stag
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Kinda envy you people
My maps are all shine and no content

stone copper
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Like, smashing a window into a factory over a sea of mages leathernecks, an infinite supply of machinegun ammo, and a handfull of fast fire power ups

honest stag
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Look pretty but might as well not have any enemies

stone copper
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Make a mystery level

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Make puzzles

honest stag
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Like a puzzle thing? I actually wanted to make a silent hill type thing with a focus on exploration and atmosphere rather than combat
But i wont do that right now cuz we dont have music and fog and skyboxes
And i dont have time lol

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That does sound like a good idea tho

stone copper
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My level is gonna be like a Schwarzenegger action flick

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Just an absolute storm of bullets, blood, and adrenaline

honest stag
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I kinda want someone to make a non stop level
Like you just don't get a chance to stop through the entire thing

stone copper
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Then it ends with a battle with two jacobs

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Cause that little punk is too easy

tardy charm
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Here´s how it´s looking so far

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first map i´m making btw

honest stag
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Hell yea man
I like this a lot

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This is SO much better than my first map lol

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Great job

tardy charm
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Thanks!

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I´m diggin´ this

honest stag
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Some good lighting with that would look amazing

unique ocean
last talon
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well thats nice!

tardy charm
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That looks awesome!

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i love it!

unique ocean
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I always felt as if the military in dusk felt a bit weak in it's force so I gave them jets

honest stag
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you actually made this you madlad

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amazing job holy shit

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it's a func_train right?

unique ocean
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func door

honest stag
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door strikes again

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daaaaamn

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that's some amazing brushwork

unique ocean
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Thanks. I started with the nose and went from there with an image

honest stag
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welp i gotta hit the bad, was nice talking to y'all

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'night

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have fun mapping

unique ocean
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see ya

stone copper
tardy charm
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@stone copper Looks cool ngl

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kinda looks like something from NUTS.wad imo

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Better fill the whole thing with Big Johns

stone copper
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Nah

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Jacobs

tardy charm
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and Jacobs

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now thinking about it, 10 Big Johns is a fucking firing squad

stone copper
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I'm making an arena level where you fight 2 jakobs right now, a sort of "Fox only final destination" type of thing

tardy charm
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Sounds cool

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I wonder, in the future will you be able to change Jacob´s model to like Ranger or Doomguy´s models? because that would look really fucking cool ngl

stone copper
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Jacob isn't cool enough to be doomguy

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He's a punk cunt

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Also it is spelled with a K according to his entity name

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It's done, have yet to test it though

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Anyone want the bsp?

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Okay map is waaaay tooo small

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How do I scale it all at once?

tardy charm
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You probably have to do it manually

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and sure, i wann test out that level!

stone copper
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No, it's waaaay too small man

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like the size of a wwe cage match

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with guns

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Okay upon testing

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They are imortal

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They get down to 500 hp, and the cultists are supposed to spawn and kill them, but they have combined health so they always have 1000 minimum so the cultists never spawn

tardy charm
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Downloaded it

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playing it a bit later

stone copper
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I replaced the two jakobs with 5 big johns

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That seems equivalent

tardy charm
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Big John is a good boi

stone copper
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COME ON KILL ME

frank mantle
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Still no mod to replace chomper with underwater Big John?

tardy charm
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@mental pilot Here´s a meme for ya that i made lol

gritty forge
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big john is real

tardy charm
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He´s in all of our hearts

cunning sparrow
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hey so i don't have an SDK folder in my dusk steam file, do i have to make that or is something wrong?

spiral nexus
cunning sparrow
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its a blank page

ivory magnet
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disable any script blockers you may be using

cunning sparrow
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? i don't use any

ivory magnet
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although that shouldn't really make a difference since this is plain html

cunning sparrow
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well none that i know of

ivory magnet
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that url is definitely correct. something funky is going on with your browser by the looks of it

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try a different browser perhaps

cunning sparrow
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fuck it lets give edge a try

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that worked

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aand i found a fix, thanks @spiral nexus and @ivory magnet

ivory magnet
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👍

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i'd recommend bookmarking that page while you're there

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there's a good amount of useful basic info there

cunning sparrow
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wow, so i could play opposing force in dusk? sweet

spiral nexus
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Half-Life and Quake campaigns aren't fully supported yet, but they're more or less in a playable state

cunning sparrow
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okay

cunning sparrow
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my music isn't working in the modded client

humble bough
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so all of my dusk.wad textures appear black in the editor, any clue why?

still raptor
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youre missing quake's palette .lmp

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you just need to config trenchbroom to either know where quake is, or, point it at a folder with the subdirectories /id1/gfx/palette.lmp

onyx marten
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did the scaling get changed again? in my map you have to crouch jump where you had to jump normally before and jump pads seem weaker now.

still raptor
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Nope

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It's possibly a rare physics bug

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I'd try restarting the game

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There is a known extremely rare physics bug that reduce jump height

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Including jump padd

granite jackal
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Never ever had that, is that something in the original Dusk?

still raptor
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Yes!

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It's extremely rare and we don't know the cause

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But we've had it multiple times

granite jackal
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Obviously happens at the start of a level right? My computer is no potato so it might be a misfired script that's overly excited

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TES5: Skyrim has that kind of issue if you run too many mods and scripts at once

still raptor
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Interestingly, it persists through level loads if I recall correctly, which is baffling. The only known fix is to restart the game

granite jackal
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Then that might occur at the launch of the game

still raptor
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It makes me feel think it's an engine level bug, but hard to tell

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One day we'll find it

granite jackal
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Alt-tabbing maybe? Alt-tabbing sabotages many games

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Or- oh I know. I watched this TAS on Legend of Zelda: OoT, and it involved firing slingshots at exact angles. Something about a "code after use" glitch to manipulate code in the background.

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If maybe someone accesses a part of the menu right as the camera spun into a specific angle, could start the first step of the shenanigans.

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...can literally imagine TASes of Dusk that involve checking the sound volumes at an exact time to make gravity heavier to triple-jump sooner

still raptor
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lol

tardy charm
timber atlas
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Well I sorta got it workin: hhttps://www.dropbox.com/s/1jz7c6gf9nvto5d/dusktest.jpg?dl=0

Dropbox

Shared with Dropbox

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for some reason the textures won't load in game and objects are dark. It's kinda jank that the objects aren't recognized by trenchbroom so they can't be seen in editor, unless I've done something incorrect setting it up.

turbid whale
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Choose the first option when using dusk.wad

timber atlas
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you mean absolute?

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I did

turbid whale
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huh

timber atlas
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I can see textures in editor but not in game for some reason. Monsters have the right textures and so do weapons but not walls

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seems objects, like that forklift, do as well but I can only see it with stuff like the flashlight :/

turbid whale
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Weird

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This texture thing only happens to me if I choose the relative path

timber atlas
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yeah, objects don't seem to be effected by world lights, only created light sources like mortor shots or the flashlight. Plus the whole missing texture thing.

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Making a .map to a .bsp is just running it through qbsp then through the light.exe right?

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or should I do it the other way around?

turbid whale
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nah

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.map file -> qbsp

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.bsp file -> light.exe

timber atlas
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does the .wad file have to be somewhere specific?

turbid whale
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I just put it in the Trenchboom folder

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Honestly I have no clue if that affects anything

spiral nexus
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@timber atlas do you have palette.lmp in your mod's folder?

turbid whale
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palette.lmp ?

timber atlas
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uh......I don't know

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where can I find palette.imp?

coral turtle
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Where does palette.imp actually go?

turbid whale
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I don't have that in my modfolder either.

spiral nexus
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for textures to work one needs to have palette.lmp in your mod's root folder

turbid whale
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wait what

timber atlas
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There's a quake_palette in the textures folder

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but no palette.imp

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where do I get said file?

turbid whale
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I don't have that in said folder, and my maps work. :/

spiral nexus
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so if you have like /mymod/ folder where there is like /maps/ and /textures/, put in that /mymod/ folder palette.lmp

timber atlas
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k, lets see if this works

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nope

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I have a mymaps folder, should I rename it to mymod?

turbid whale
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You can name it whatever you want

timber atlas
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I put the palette.imp file here and renamed the folder just in case \Steam\steamapps\common\Dusk\SDK\mnt\local\mymod

turbid whale
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I don't have palette.lmp in mine, they still work so that can't be the problem

timber atlas
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I have no idea

turbid whale
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one sec

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Since I can't upload anything here, I have to look for an uploading service

timber atlas
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yeah I just used dropbox

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kind of annoying you can't attach files in this channel

turbid whale
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I don't want another account somewhere ;_;

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Which i'll probably never use again

timber atlas
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I know the feeling

turbid whale
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I just want to check if my maps work on your system

timber atlas
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try mega. I don't think you need an account for that.

tepid python
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You could otherwise just post it somewhere else on discord like your own server and then post the link from that here

turbid whale
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Thanks Flippie

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Just put this folder in \mnt\local\

timber atlas
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alright, let me load this up

turbid whale
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just don't start RelativeWadPath :V

ocean cliff
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soo... you all know priestess_activate.flac right?

timber atlas
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I started up the D one, and it works fine

turbid whale
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Doark?

timber atlas
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yeah I think.

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textures load n all

turbid whale
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so it's not palette.lmp

spiral nexus
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do you use any custom WADs in your map?

timber atlas
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no, just dusk.wad

turbid whale
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Did you try putting dusk.wad into the root folder?

timber atlas
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the map is literally just a test room

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I moved my test map into your folder and the textures are still missing

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so my guess is its not compiling them for some reason

turbid whale
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It HAS to be something with the .wad

timber atlas
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dunno. I got the wad file from someone here yesterday. Is there an official place to download it?

turbid whale
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Its pinned in this channel

timber atlas
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does it have to be in a specific folder or something?

turbid whale
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Still no clue :B

spiral nexus
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You don't need the wad file for it to work in DUSK, but you can place it in your mod's root folder if that somehow helps

timber atlas
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OK, I redownloaded the wad file and now it works o.O

spiral nexus
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Technically all of your textures should bake within the map if you're using TB

timber atlas
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Doesn't seem like objects like the forklift are being effected by world lights but at least there are textures now

spiral nexus
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Do your objects anyhow go inside the ground?

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if they do try lifting them upwards slightly in TB

timber atlas
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I'll give it a shot. It's a bit difficult to tell since they don't show up in TB, only in game.

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in TB it's just a small red box.

turbid whale
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Just place one in the void and put some light around it :V

spiral nexus
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Entities take the lighting of the ground below them

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if they go inside the ground they have nothing to take lighting from, so they appear black

tardy charm
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So i´m having this issue that enemy corpses and props are dark even tho there is lighting in the maps

turbid whale
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hold up

timber atlas
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I got a floating black forklift now

turbid whale
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Got the same problem :V

timber atlas
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is there a way to see these objects in TB?

spiral nexus
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unfortunately not as of right now

timber atlas
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shame. I guess I'll just have to wait for the SDK to develop more before using them.

granite jackal
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It's good practice though

timber atlas
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yeah. Gotta get used to TB

tardy charm
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also why JumpPads don´t work? like i get stuck in place instead of going up

tight pawn
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Vris said that sometimes the lighting just does that with objects @turbid whale, not much we can do about it yet

turbid whale
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Ah k.

tight pawn
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I had a few bushes in my level shrouded in the void too

onyx marten
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@still raptor yeah it was a bug, the jumping height is normal now 👍

granite jackal
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@tardy charm Can you bounce rockets and other projectiles off the jump pad? If not, the jump pad might be too low in the ground, and the projectiles might be detonating on the ground instead of going up

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That said, in the original DUSK you are able to bunnyhop over jump-pads without taking them. So if you can't in the SDK, there's another sign of a misplacement with the jump pad. (Assuming you get past getting stuck on it like fly paper.)

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...
...
And by the way, can I make a small mod request? A mod to constantly lose 1 health per second and make it able to kill, but not trigger the 'oof' sound nor flash the edges of your screen red. Sort of a 'time attack' game mode, where you actually start caring about ||cooking viscera for a health boost.||

tepid python
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there's no trigger_hurt yet

granite jackal
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Then what's used to kill players for falling off the map in Dusk then?

spiral nexus
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Trigger_hurt will be available soon™

granite jackal
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Good enough for me

timber atlas
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How would I go about adding music to a level?

tepid python
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not available yet

timber atlas
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dang

tepid python
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you can technically do it now but it's not practical in any way

timber atlas
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Hopfully that will be added soon

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How about water, does water work correctly? Setting a brush to func_water lets me go in it but I can't see through it and it has some weirdness.

tepid python
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water should be working properly

timber atlas
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All I gotta do is set a brush to func_water right and use a water texture right?

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dusk.wad doesn't seem to have skip or trigger textures

tepid python
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i forgot what it was but there's some naming schemes for having skip textures but i don't remember them

unique ocean
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Does light_environment even work?

humble bough
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where's the link for the quake palette?

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WAIT FOUND IT

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...so I dragged it into trenchbroom like I do the dusk wad and it didn't load despiiite the fact its the file I need, what am I doin' wrong here if I can ask?

tepid python
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you don't need the quake palette for trenchbroom

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it's only required for when you want to play your compiled map in dusk

humble bough
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well uh, i was told i need it so the textures aren't pitch-black in trenchbroom

unique ocean
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Does light environment work?

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I tried looking into it but its janky

tepid python
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i think it does but idk anymore for sure

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just set it to like 1000 and test it ingame

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you'll know it works when all of your weapons are fully white

granite jackal
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It'll be nice if/when there's lighting presets

unique ocean
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Is it supposed to make the ENTIRE sky emit light?

honest stag
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_sunlight2 does that btw

unique ocean
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Many thanks Vriska

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Hrmm... it doesnt seem to work

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The text is RGB then the intensity correct?

honest stag
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?

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Just intensity
Color is a different value

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Or property i mean

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nd if you're making it in TB, keep in mind that colored light in Q1 bsp isn't supported yet
If you want color - compile with a half-life compiling tools

unique ocean
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Ah I see, what about sky lighting? It acts just like a normal light for me as of right now

honest stag
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Alright i'll explain it all, buckle up

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Property LIGHT lights up all areas, outside and inside
_sunlight is directional light emmited by brushes with a sky texture (like quake skyboxes) in an angle detrimened by _sun_mangle where the value is x y z
In dusk it works the same, however sky textures are invisible
_sunlight2 works like a fuckton of lights in the entire skybox - so it's like an ambient light on all OUTSIDE areas

humble bough
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i have achieved progress!

unique ocean
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AH I SEE

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I had to do it on worldspawn

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I was trying to do it with the light_environment entity

honest stag
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Ahhh gotcha

unique ocean
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Also thats nice Liraxus

humble bough
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though my faces still appear black in the trenchbroom editor :V

honest stag
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You need a palette file for trenchbroom
Example of a path for TB to "see" it
C:\1234\id1\gfx
Id1 and gfx are important names don't change them

humble bough
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i have the quake palette

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so..just...make a directory in my C: folder...?

honest stag
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Ye but you need those exact folders

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Yeah

humble bough
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i mean okay ill just pop it into my modding folder

honest stag
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You need specifically id1\gfx btw
Pop the file inside of gfx
Also could help setting the game path to whatever folder id1 is in

humble bough
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...can I set it to dusk_win?

honest stag
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?
Wha?
The folder?

humble bough
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nah, the game path

honest stag
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no
we're trying to make it find a quake file here

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not dusk

humble bough
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i don't have quake, i just have the palette downloaed

honest stag
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yes

humble bough
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I just made a generic fiel in my C: directory so far

honest stag
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that's why we're making a folder like in quake
for TB to find that palette file

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and then say "oh Quake is in that folder"

humble bough
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C:\Dusk Palette\id1\gfx/palette.lmb is what I have

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I know its not dusk palette but its just like that so I don't forget.

honest stag
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alright
now in tb, set the quake game path to dusk palette

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if doesnt work, remove the space in folder name

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also put the palette file in id1 as well just in case

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just copy paste it

humble bough
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aaaand...it works!

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Sweet, thank you!

honest stag
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good-o

humble bough
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well, now I jsut gotta figure out what level I'm gonna make...hrm...

last talon
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lack of inspiration was why I dropped mapping hobby back in the day 😅 just ended up doing test maps and all that when I had no ideas and eventually got bored with it.

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this exploding barrel that makes a certain amount of flips and lands on a car hood took a long time to do but no clue where to use it

honest stag
#

i guess it's nice to take a break when nothing comes to mind, but i cant see dropping it entirely at all

last talon
#

I was a teenager then. I had other things in my mind

humble bough
#

Nah I know what I wanna make and I have the stupidest idea on how I'm gonna prototype it

last talon
#

never stop the madness 👍

humble bough
#

Alexa...open Roblox Studio

#

on a side note, if I can ask one more question before I get to level design, what are some things not possible in modding besides custom npcs and vehicles? Can I still put down stuff like doors and the gravity flip mechanic amongst other stuff? (teleporters, jump pads?)

honest stag
#

rotating doors not a thing yet
gravity flip isnt a thing yet (funny you mention that, i made a map that creates an illusion of flipping gravity)

high magnet
#

How do I add decals on to surfaces, like those blood stain textures?

#

Also is there a way to make brushes translucent? I want to have see through glass windows

honest stag
#

decals - you probably need the transparent dusk what

#

wad*

#

and then just applying them on small brushes near walls

#

yes you can make translucent brushes

high magnet
#

Oh hell yeah

honest stag
#

make it an entity first - like func_breakable
then make a new property rendermode, set it to 1
then a new property, renderamt, set it to anything from 0 (fully transparent) to 255 (fully visible), 100 works best for glass imo

high magnet
#

Aight

#

What is the transparent dusk.wad?

honest stag
#

custom one

#

lemme upload it

high magnet
#

Thanks alot

honest stag
high magnet
#

Awesome

timber atlas
#

strange why the normal dusk.wad doesn't have transparent textures

ancient depot
#

We didn't have transparency support for custom maps when it was generated

graceful hinge
#

Changed the Cult town release to a folder with palette in it and a maps folder if anyone wanted to jump in that handnt already done the whole Quake level transfer. Should work 🤔

high magnet
#

I feel like skyboxes, music and colored lighting are kind of the priority features, am I right?

honest stag
#

ᵍᵒᵈ ᶦ ʰᵒᵖᵉ ˢᵒ

high magnet
#

Colored lighting is what I want the most tbh

ancient depot
#

I'm not massively concerned about colored lighting atm because you can use hlbsp for it

high magnet
#

Oh I see

ancient depot
#

atm my priority is support for VIS (which entails an almost-rewrite of the BSP code), which will bring .lit support with it anyway

high magnet
#

Yeah makes sense

high magnet
#

Wait is there support for Quake 1 func_train

#

Or is that a half life bsp thing

graceful hinge
#

I think there's a bunch of semi supported stuff for the mean time. I need to catch up on the patchwork functions you guys have been working with 😮 like we got transparency and yeah unsure about this alleged half supported 'func train'ing?

ancient depot
#

func_train is a quake thing

#

we have a partial func_train but we disabled it because the movement isn't properly accurate yet

#

last thing we want is someone to make a map relying on behaviour we're going to patch

graceful hinge
#

how is the general progression going on your side zom? we heading down the pathway to another official update or are we still looking at adding more?

ancient depot
#

The stuff I'm doing isn't ready yet but I believe we have some stuff in there right now that people might want

graceful hinge
#

You guys got a date window or just using an arbitrary number of features to flag when its worth throwing it up?

#

No rush ofc

#

just curious

ancient depot
#

we just push 'em out whenever lmao

#

plans are for organized people

graceful hinge
#

word

timber atlas
#

getting used to trenchbroom. Water still looks odd for some reason.

#

it's not transparent and looks as if you are under it even when hardly in it.

honest stag
#

water do be like that

timber atlas
#

quake water can be transparent though and has sorta waves going on

#

not sure what I'm doing wrong here.

honest stag
#

i'm not expert on water
but how about you make it a func_water?
and/or do trasnparency things with rendermode

timber atlas
#

it is func_water

#

otherwise you can't swim in it

#

func_water isn't a quake thing so TB doesn't show any key values for it sadly

#

from what I've found online at least

honest stag
#

you can swim in water without func_water in dusk

#

just make it a texture that starts with *

#

like *lava from quake wads or something

timber atlas
#

I can't seem to find anything starting with *

#

I just searched water and used the textures there

honest stag
#

get yourself some quake texture waters then
actually i can drop one here

#

that i use

#

pretty sure this one has *water

timber atlas
#

would it load in dusk?

honest stag
#

yes

timber atlas
#

alright, I'll give it a shot

honest stag
#

i think quake has some amazing textures, cant imagine making dusk maps without them

timber atlas
#

the main game doesn't use quake stuff does it?

honest stag
#

nope

timber atlas
#

so I probably shouldn't then I suppose

honest stag
#

why not tho
the textures fit together very well imo

#

for example

#

1 moment

#

bricks, the red neon-y shit from quake and gore/crystals from dusk

timber atlas
#

Not saying they don't work together, just trying to figure out what's specific to Dusk

honest stag
#

well
dusk textures are specific to dusk

#

that's about it

#

you can group textures in TB by the way

#

by wad

#

just so you dont lose track or which are which

timber atlas
#

What I mean is I'm trying to keep it close to what would be used in an actual dusk level, at least while I'm still learning the program, instead of mixing and matching things together.

honest stag
#

well it's all up to you

#

i do suggest at least getting the water texture

#

they look very very similar anyway

stone copper
#

How to i make a floor that insta kills the player if they touch it?

honest stag
#

trigger_hurt doesnt work yet sadly

stone copper
#

Fuck

#

I'm making a jump map, and I want a pogo section where you can't touch the floor

honest stag
#

just put a trigger_teleport there that teleports the player back

#

why kill him

stone copper
#

Because that's how every jump map i've played has gone

honest stag
#

what.

#

in what game?

stone copper
#

Tf2

honest stag
#

uhhhh

#

i spent hundreds of hours on tf2 jump maps and i can say with 100% confidence that they just use trigger_teleport with destination being the beginning of the section

#

killing the player would make them return to the start of the map, not the start of the pogo section

timber atlas
#

yeah jump maps usually do that.

stone copper
#

Okay, how do I set where it teleports the player?

honest stag
#

info_teleport_destination entity
it's a quake thing so you can find it on the right panel in the "entity" tab

#

put it where you want

#

and i'll tell you how to connect them

stone copper
#

placed it down

honest stag
#

alright now click it and find a targetname property
set it to anything you want, i use BALLS or 1234
or name it something sensible or something

stone copper
#

and do it to the teleport trigger too?

honest stag
#

nope
for trigger_teleport you need to set a target property which is the name of the destination

#

which is trargetname

stone copper
#

Okay cool

#

Is there a way to make DD indestructible?

honest stag
#

dd?

stone copper
#

Dusk Due

honest stag
#

oh well you can just tell the player to use the NBDEITY cheat

#

otherwise nope

stone copper
#

Oh okay

honest stag
#

also NBULLETS or the player will run out of ammo

timber atlas
#

lol, I added monster_fish and they fly 😛

timber atlas
#

hmm. monsters seem to be kinda....dumb with their pathing. I set up a bridge but can't get a leatherneck to cross it. It just goes to where the bridge texture starts and no farther. Also can't get em to go through a doorway. Is there some like a node or something I need to place to tell them what to do?

honest stag
#

Enemies recognize doors as being still closed even when they are open
Same with, for example, broken func_breakable entities

timber atlas
#

there's no door there. It's just an open doorway

honest stag
#

Cant really do much about it, can i see the place where the problem occurs?

#

And the bridge spot too

timber atlas
#

both in that image

honest stag
#

what are the invisible brushes?

#

cant see really

timber atlas
#

what do you mean invisible brushes? There aren't any.

honest stag
#

oops just my vision being weird

#

hm

#

make sure the entire bridge is on 1 level
try to make it wider as well

timber atlas
#

which or both?

honest stag
#

yep

#

both

timber atlas
#

Alright, give me a sec to try this out

#

idk now Quake era games handle enemy movement. I'm more used to Source with it's nodes or nav_mesh

#

I don't suppose Dusk uses a nav_mesh system?

honest stag
#

Well they called it "navmesh issues so probably

timber atlas
#

Ok so widening the bridge seems to have fixed that issue, but they still won't go through the archway

#

they just go to that corner and run into the wall :/

honest stag
#

try making it taller

timber atlas
#

is that the only thing to really do, just change the geometry? There's nothing I can use to influence them?

honest stag
#

yep

timber atlas
#

dang

#

I'm finding TB to be a bit more basic than I thought it would be 😛

honest stag
#

Well actually TB can have pathing, it's just that dusk doesn't support that kinda stuff

timber atlas
#

Oh, I think I found the issue. There was a small gap in the floor under the arch

honest stag
#

Oh makes sense then

timber atlas
#

also seems like trigger_monsterjump doesn't work.

#

do buttons and doors work yet?

honest stag
#

They do

#

Monster jump aint a thing in dusk

#

Did you ever see monsters jumping thrre

timber atlas
#

I don't remember. Trying to connect a button to a door but it doesn't seem to want to open when pressed. Musta set something up wrong.

honest stag
#

Can i see the properties of the button and the door?

timber atlas
#

wrong image

honest stag
#

Lmao

timber atlas
#

uh....why is it showing THAT image when it's not THAT image o.O

honest stag
#

You just dm me the screenshots

timber atlas
#

There it is

honest stag
#

Alright let's see here

#

First of all remove the sounds
They arent supported in dusk
Try setting their spawnflags to 4

#

Also can i see them in-editor?

#

Like the placement

timber atlas
honest stag
#

Just in case - try moving them in case they have brushes bemeath them

#

Also if you did the stuff above and it doesn't work - try removing the health property fron the door

#

From*

timber atlas
#

there isn't a health property set. It's just default 0

#

I can press the button and it goes in as if it was pressed, but the door doesn't move.

honest stag
#

Did you check if there's a brush under it?

timber atlas
#

It was sitting ontop of the floor brush

honest stag
#

Not that

#

I mean i copied and pasted brushes in the same spot sometimes without realising it

#

And that can create an illusion of the door not opening

timber atlas
#

Oh that, no it's just the one brush

honest stag
#

Did you set spawnflags?

timber atlas
#

I set them to 4

honest stag
#

and still nothing?

timber atlas
#

let me try again.

#

both should be set to 4 right? both the button and the door?

honest stag
#

yes

#

also

#

which way does it open?

#

to the side?

timber atlas
#

The current angle is 180

honest stag
#

If it doesn't work - just for the sake of experiment - try setting the angle to -1 or -2

#

180 is 180 but there should be an arrow inside of the door

#

Pointing to where it opens to

timber atlas
#

That works

honest stag
#

By default doors open based on their length in terms of facing towards the angle
For example we have a 5 unit long and 1 unit wide brush
If the door opens to the side, it'll move 5 units to the side
If it moves forward - it moves only by 1 unit
You can change how much they move by changing the "lip" value

timber atlas
#

That's probably what was going on. It was moving but in a direction where it was unnoticable

#

Thanks for all the help. I appreciate you guys not getting annoyed by all my questions 😄

honest stag
#

np

stone copper
#

Vris question

#

How do I make a wall that breaks but only from explosions like the cracked walls in dusk>

ancient depot
#

There's no direct support for that yet because we don't expose a concept of damage types, but you could probably do this horrifying trick:

#

make a tiny room below the floor with a rat in it, then set the rat's target to the breakable brush

#

the explosion should kill it through the floor and trigger the brush

stone copper
#

Okay

ancient depot
#

that is, if death triggers work properly

#

I havent actually tested them

honest stag
#

that's actually genius

#

also if you didnt already know

stone copper
#

So do I give the breakable part a health value?

honest stag
#

you can set the material of breakable things

#

yep

ancient depot
#

give it a really high health value, because atm a breakable brush with infinite health won't break even when triggered

#

that'll be fixed in the upcoming patch

stone copper
#

Okay, so I have them linked with target/target name. How do I make the rat's death trigger the breaking or is that already done?

ancient depot
#

should already work

stone copper
#

Sweet

#

I cant seem to find the texture for a switch

#

I'll use a button instead

honest stag
#

there is a switch tho, look harder

stone copper
#

If I make it a func_button and you press it will it switch textures to be flipped?

honest stag
#

nope, but you can do a pro gamer move

ancient depot
#

not at the moment

stone copper
#

Go on

honest stag
#

and make the same brush, but with a flipped switch
and push it 0.125 units inside of the button
then make the button go inwards

#

bang, poolboy taught me that

stone copper
#

How do I make it move?

honest stag
#

just make sure it's just a brush

#

not another button

#

buttons should already move
just make sure the angle is inwards

stone copper
#

Okay so I linked the button and door

#

well target/targetname

#

but when I press it nothing happens

#

Oh wait

#

Im dumb, they were both using target name

stone copper
#

Are you sure explosions hurt things through walls?

honest stag
#

i'm pretty sure they do at least sometimes

#

i can try to make a quick test map

#

if you want me to check

#

i'll do that, 1 sec

stone copper
#

THE FUCKIN RAT SPAWNED ON TOP OF THE MAP

#

WHAT?

honest stag
#

navmeshes are fucked when there isnt enough space for something to spawn

#

or at least when the entity "thinks" there isnt enough space

#

testing the map in a second

#

dangit it spawned on top for me as well

#

lmao

#

alright quick fix

#

seems like explosions dont hurt things behind walls

#

lemme try the smallest grid size

#

i can see the rat's tail pointing out but cant deal damage lol

#

well i guess that's a problem

ancient depot
#

oh well, was worth a shot

honest stag
#

can doors that require to be shot activated with explosions? probably not?

ancient depot
#

don't think so

stone copper
#

Fuck

#

I just spent half an hour trying to cram a rat in a box

#

Wait

#

Theres a slow mo cheat

#

Time to do an entire playthough in slow mo

honest stag
#

it's really jank tho

tardy charm
#

So for simplicity sake i´m taking the Severnaya Bunker

#

ofc after i finish my first test level

honest stag
#

not ringing a bell sadly, never played goldeneye

tardy charm
#

btw the first big battle in my test level is kinda slaughter mappy and chaotic, enemies going after you from every corner, projectiles flying everywhere

#

just pure lunacy in one single arena

#

and casuals will probably have a bad time with it

honest stag
#

is your test level an actual map or just screwing around with tools

tardy charm
#

trying to do an actual DUSK map

honest stag
#

ah gotcha

tardy charm
#

with an aesthetic similar to episode 1

#

This is kinda how chaotic it gets

#

thankfully i hid a Serum of Blistering heat on the map

#

but this screenshot is from an older version of the arena

#

because i added a secret that is accessed solely by rocket jumps

honest stag
#

dang this needs some cover or we're reaching e3m9 levels of bad

#

(lmao)

tardy charm
#

And a few hallowed health items are also scattered on the map

#

just to ease the pain a little bit

#

and i added 3 Wendigos just to screw with the player

#

but at the same time i don´t want it to be as brutally hard as Plutonia from Final Doom

#

as long as you continue on the move and pay attention to your surroundings you won´t get killed

#

that being constantly strafe jumping for the win

tardy charm
#

btw does colored lighting work?

honest stag
#

If you compile the level with a half-life compiler yes
Quake outputs a .lit file for it but dusj doesn't support it yet

#

Dusk*

#

If you want a half life compiler i suggest ZHLT

#

Or was it zlht

#

Dunno

wooden pier
#

Can't find the sound of letherneck breathing. What's the name of it?

honest stag
#

Idle?

wooden pier
#

I only have two files here. Die and alert.

honest stag
#

Maybe they aren't in yet

tardy charm
#

I mean after all the SDK build still sin´t completely finished

wooden pier
#

fine then. thx

tight pawn
#

we getting there

honest stag
#

"people actually make cool levels"
"me at midnight" : haha borgar lmao

tardy charm
#

Love me some blocky burgers 👌

flat rock
#

how do yall get texture in TrenchBroom

honest stag
#

wads

#

click the top right "face" tab
on the bottom - texture collections and "add" or +
then select a wad
we have a wad with dusk textures and you can really use any

flat rock
#

where's that dusk wad at

honest stag
#

i'll drop the version with transparent textures in a moment

tardy charm
#

Does anyone have a good idea for the final room of the level?

honest stag
#

bossfight probably

tardy charm
#

It´s about 6-7 minutes long now with that big battle arena

flat rock
#

@honest stag thx g ur a real one

honest stag
#

i didnt make the wad btw, credit goes to Aqua

tardy charm
#

should i make the level longer or is 7 minutes good?

honest stag
#

i'd say short but sweet is always a nice choice

#

also

#

7 minutes is how long it takes you, the maker
it'll take anyone else more time

alpine depot
#

I don't think I made that wad

#

I tried making one but gave up cuz wally was being evil when I first started doing it

honest stag
#

i'm pretty sure it's yours

alpine depot
#

but now instead I will take credit for the custom shitpost advertisements in my next map

#

I dont remember making it tho

honest stag
#

you did
you used the textures for graffiti on derailed

alpine depot
#

am I just being delusional and forgetting

#

bruh I swear someone else made it tho

honest stag
#

i'll be damned if it was actually someone else

#

lemme try and check

#

omg you're right

#

it was mcclone

#

i'm a dumbass

#

sorry

#

I thought it was you cuz i saw you link it for the first time

tardy charm
#

How do i end the level btw?

honest stag
#

Make trigger_changelevel
No need to edit properties, just that

cunning sparrow
#

my installed mods aren't showing up in the modded selection screen, (i have them selected in the moding menu) does anyone know how to fix this?

tardy charm
#

So uhhhh after a boss fight with Big John how do i make the door open after the player kills Big John?

#

do i use kill_target ?

brazen terrace
modest imp
#

burbger

tardy charm
celest igloo
#

Hello! How are you? Sorry to bother you but I was trying to create a simple map to test some mods that I am doing ... and I realized that I don't have the file "bspinfo.exe". Could someone pass me the file? Or tell me why this is? From already thank you very much! Oh, and sorry for bad English haha.

spiral nexus
#

Pay no mind to that file

#

check the updated FAQ and watch quick setup video in pinned

frank mantle
#

how do you play maps btw

#

nvm I guess I'll just do waht quake/hl instructions say

cinder brook
#

Soap bow when?

granite jackal
#

Random idea. Soap & Water mod. Introducing a bar of soap to water will insta-kill anything in it

#

Also destroying the bar of soap

cinder brook
#

Seriously, I brought this up when dusk was still in development, a replacement mod for the crossbow that shoots insta-kill glowing blue soap bars

granite jackal
#

XD

cinder brook
#

I'd make it myself, but I can't code for shit

#

Or really at all

tepid python
#

there's no coding yet

cinder brook
#

oh

granite jackal
#

Yeah I can't code either. The most I ever did was in Roblox, making it so that block surfaces would change from studs to inlets, then become unanchored and fall out of the world. Then they'd eventually respawn

cinder brook
#

Just maps and texture replacers?

granite jackal
#

And I piggybacked on tutorials and other coding to make a crumbling bridge

cinder brook
#

I tried to learn how but it got far too complicated for me. That and I can't afford Codeacademy now

tepid python
#

@cinder brook yep

cinder brook
#

Fuck

elfin warren
#

I have just uploaded my first mod

#

and boy

#

do I hate it

cinder brook
elfin warren
#

This is the sin I committed

gritty forge
#

Holy

granite jackal
#

Does it scream like a HL scientist?

cinder brook
#

This isn't sin, this is art

elfin warren
#

Yep

granite jackal
#

That is beautiful

#

Yes, that's art indeed

elfin warren
#

I couldn't change it's alert or idle sounds but the death and active sounds work

#

and his scream is awful

tardy charm
#

Oh god...

granite jackal
#

Aww, would be funny if it's idle was just it going "uuughh! Oh my. Haoh - oh!" And other stressed nonsense

cinder brook
#

THIS is sin

elfin warren
#

Let it be known I tried

cinder brook
#

Thats all that matters

elfin warren
#

Have fun with it. If you can

#

Because I sure didn't

#

Now I can't get the screaming of the scientist out of my head

versed wind
elfin warren
#

No more

#

I don't need to hear any more of the science team

flat rock
#

i loaded a map i downloaded and the textures arent workign

elfin warren
#

Which map?

spiral nexus
#

bruh lads I made a crappy map

granite jackal
#

Hey so I booted up TrenchBroom and started a new map, but now the textures aren't in the texture browser.

#

Did I forget to go into preferences or something?

tepid python
#

yeah you need to load them in again through the texture collections tab

#

since you most likely selected absolute in your previous map for textures

granite jackal
#

I did select absolute

#

Ohhhh yeah

#

I click-and-drag the .wad right?

tepid python
#

and select your wad

granite jackal
#

YEAH THERE WE GO okay

#

I got it now

#

I'm all good now. But btw, is there a search function?

#

Oh there is

#

It's on the bottom

#

(I'm used to search bars on the top of everywhere else I use it)

#

Another question. What's the player's size? It seems you're taller in the game than your green cube in TrenchBroom suggests.

tepid python
#

yes

#

like 1.2

#

compared to quake guy

granite jackal
#

So 20% taller than 56 units

tepid python
#

or they fixed that

#

i don't remember

granite jackal
#

Well one obviously wants to provide some allowance for mobility. At the same time though there's some fuuuunky quirks when you crouch. You can touch pickups below you through thin floors, and enemies can also see and hit you through them, i.e. crouching in the Hunting Rifle room in E1M5: Sawdust.

tepid python
#

i just make gimmick maps

granite jackal
#

Crouching can also trigger events that would normally have you walk there. You can make ||Jakob prematurely say "Hmmm... impressive" in E1M6, The Cutty Mine, by crouching at a certain spot in the back tunnel that leads to the exit switch.||

tepid python
#

and i'm just waiting for func rotating

#

so i can make obamium in dusk

granite jackal
#

Right now what I'm gonna do is create a "dev room" as a reference list for myself, because the entity list makes Quake references

tepid python
#

there's a unofficial fgd that include the dusk entities

granite jackal
#

I might need that, because you can't spawn cultists nor get all the guns with Quake's .fgd

spiral nexus
#

You don't need fgd to spawn any of the DUSK entities

#

You can type manually (for example) monster_mage as entity's name

#

What FGD does is to compile premade list of entities so you don't have to make them manually

#

If you're still wishing to have user made made FGD you can search for it on this channel

honest stag
#

you can check the full list with entities in pinned messages, i can link the .fgd if you really want it

#

keep in mind, not official

spiral nexus
#

The FGD is pretty barebones though, so I'd recommend waiting for the official one

granite jackal
#

Oh so I'd be better off just making a little E2 level with the roster that is available

honest stag
#

why tho

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you can still spawn any entity

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and the official fgd is a loooooong way off

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i dont even use it and made 4 maps now
even the nuts.wad thing

granite jackal
#

Question, are we able to do air quotes?

#

I'm trying to figure out how I'm gonna convey messages on how to approach a given map. I can think of using some of the blood-on-wall quotes

spiral nexus
#

No, as of right now overlays aren't supported unfortunately

waxen escarp
#

Heya, I've been having trouble loading FLAC files, is there specific encoding settings i'd need to use to get them working?

granite jackal
#

@spiral nexus Well at least there's word-on-wall textures that I can use to convey what hopefully gets the point across

honest stag
#

You can also use plain on-screen text messages with triggers

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Or buttons

still raptor
#

feel free to make your own textures too

#

if you need to, you can slap text in photoshop or whatever and use your own transparent text stuff

lament ore
#

What's the link to the changelog?

tight pawn
#

Is there a way to tele the player between one location and another?

trail seal
#

oh shit i just saw you put in announcements Blorc's mod lol

still raptor
#

yeah you just use a teleporter

tight pawn
#

so just put down two object_teleporters?

still raptor
#

object teleport requires some more specific setup than that

#

theres also

#

object teleport is like the teleporter pad from dusks campaign

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but if you dont want it to be visible, i would use trigger teleport

#

or visible, you can make it look like a portal or whatever from quake

#

up to your design

tight pawn
#

oh ok, thanks man!

honest stag
#

Changelog?
What changelog?
There was a patch? @lament ore

#

Is object_teleporter even working rn or is it still just crashing the map

still raptor
#

i believe it was fixed but i could be wrong

#

if its not fixed on live itll be fixed on the next patch

tired gull
#

I'm almost ready to release my map, quick question, how do I make a func_breakable have wood effects instead of glass?

honest stag
#

Make a new property, name it material
Value is Wood

#

Yes it's that simple

tired gull
#

Cool

stone copper
#

Do enemies move through illusionary walls

ancient depot
#

I don't believe they do currently, it's an oversight

stone copper
#

Fuk

ancient depot
#

give it a try though

#

I could be wrong

stone copper
#

I did

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Put a bunch of leathernecks behind a fake cave wall

ancient depot
#

I'll make a note to try and fix that for the next update

stone copper
#

I just realized

#

Your the dude doing the sdk

#

Is there an offical place to report bugs?

ancient depot
#

Steam forums is the "recommended" spot, since it's easier for us to track

stone copper
#

Cool

#

I only have one gripe, multiple Jakobs make them all immortal

tired gull
#

my map is out

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Its my first map so I would love some feedback

honest stag
#

oh shit someone else did the music workaround

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with the sickles as well

#

nice

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i'll try out your map

tired gull
#

I figured out that abomination of a workaround on my own haha

honest stag
#

nice

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also i suggest to put this on your mod page - "if the trees are white, reload the map"

timber atlas
#

What's the music workaround?

tired gull
#

oh yeah I forgot

honest stag
#

make the sickle draw sound an entire music track

timber atlas
#

o.O

honest stag
#

so i cant really talk about gameplay cuz i kinda dont care about it in maps
but i do care a lot about the look
i think the parking lot area could be improved in 3 ways - less lightposts, turn down the brightness and add some props like cars (dusk has object_car)

#

also the glass can be made transparent - you just need to add 2 properties to it
rendermode (set it to 1)
and renderamt (set it to anything between 0 (invisible) and 255 (fully visible), 100 works best for glass imo

tired gull
#

I gave up on the cars because of the lightning problems, I'll add them when those are fixed

timber atlas
#

yeah objects don't get world light :/

tired gull
#

the glass was a happy little accident, I like it like this because it looks like a one-way glass

honest stag
#

they dont but you can always make a prop from brushes

#

it's always a nice thing to see and making a car shouldnt be that much of a problem

#

anyway

#

this section needs less lightposts and probably some ambient light because the contrast between light and dark is too much

#

ok i must say - that thing with the dusk symbol - fucking great
awesome, seriously

tired gull
#

yeah I still not sure what to do there

#

thanks, that was the main idea of the map

honest stag
#

that was great
i loved it lol
didnt find 2 secrets tho
like literally just the thing with... well i wont spoil for others

#

but that was great, nice idea

tired gull
#

thanks

#

2 secrets are REALLY secret

alpine depot
#

bruhh that was cool

tired gull
#

I probably won't change anything until the next SDK update, im super tired now

alpine depot
#

that literally blew my mind wtf

#

actual magic

honest stag
#

You know

alpine depot
#

really fun for a first map

honest stag
#

that reminds of my map with the gravity flipping trick that works almost exactly like that

alpine depot
#

nice enemy layouts

tired gull
#

cool, i was worried about the enemies

alpine depot
#

oh god i noclipped into the monster closet cuz i was curious and my heart skipped a beat

tired gull
#

its a big monster closet haha

honest stag
#

man so many new maps released but so little time to play them

spiral nexus
#

since lads are plugging maps here, may I replug my map too or one can do that only once?

honest stag
#

i plugged my maps like at least 5 times

#

so probably yes

spiral nexus
#

bruh

honest stag
#

ey how long is your map

#

roughly

#

if it's not too long i might have time to blast through it

spiral nexus
#

idk

#

like 5 minutes upmost

honest stag
#

downloadin

viscid sinew
#

oooo interesting texture choice

honest stag
#

did you honestly just make a sewer level lmao

#

looks nice tho

viscid sinew
#

oh damn more than just map textures

spiral nexus
#

I made a damn sewer level

timber atlas
#

add 1 to the counter

viscid sinew
#

sounds and model textures too :O

honest stag
#

lmao the sounds

#

holy shit

#

nice

#

ok that was actually amazing

#

i love the rifle sound

spiral nexus
#

Bruh

#

Cheers

honest stag
#

i might have missed some sounds cuz i already have a sound mod

#

it a pickup sounds any different?

#

like for coins

spiral nexus
#

Nah

#

I only changed the player sounds and weapons, and half of them didn't work probably due to SDK not supporting them yet

#

The map didn't come out as I planned, but idk I might continue it nonetheless

timber atlas
#

do eet

gritty forge
#

@spiral nexus nice gameboy advance level

spiral nexus
#

It's supposed to be the original gameboy, but since there aren't custom shaders I can't make it have only 4+1 colours at screen at a time

#

I did my best to keep the aesthetic though

gritty forge
#

dammit

#

mama killed me

#

@spiral nexus very cool level my man but too many pickups imo 🙂

spiral nexus
#

Cheers

#

I can't balance for shit so I just scattered enemies and ammo everywhere to live up the map

#

Personally was more into just designing the thing

gritty forge
#

You did very well with detail indeed

gritty forge
#

@spiral nexus How do you load a wad in TrenchBroom? Trying to use lego textures. Could not load texture collection 'D:\STEAM\steamapps\common\Dusk\SDK\mnt\local\Mymods\legotex.wad'

spiral nexus
#

I don't use TB so I don't think I can help, but maybe you're using Half-Life's WAD3 instead of Quake one

#

Which TB doesn't support

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@honest stag might help better

honest stag
#

Who call

gritty forge
#

I'm using quake

#

shiit

honest stag
#

Where did you get the wad from?

gritty forge
#

might be doom

honest stag
#

Doom wads and quake wads are different things i think

#

Zombie made a Makewad thing
Makes texture wads from folders with images in them
Check pinned messages

ancient depot
#

Completely different

gritty forge
#

ooh ok ty ty

ancient depot
#

Quake still technically uses doom wads (albeit slightly modified), but they're called PAKs

hoary juniper
#

Doom Wads contain map and texture, Quake/Half life Wads are just textures

ancient depot
#

which makes it more confusing that there's a separate type of wad for textures

gritty forge
#

ohh right bois well said

gritty forge
#

What angle number does door go down?

honest stag
#

-1 and -2

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-1 is up -2 is down i think

gritty forge
#

Well said

gentle dirge
#

Hello! What is the best place to look for Dusk mods?

spiral nexus
#
mod.io

The DUSK SDK currently supports custom maps, textures, and sounds... with support for scripting, models and much more coming... SOON™

gentle dirge
#

Thanks!

gritty forge
#

wasted 2 hours

#

trenchbroom crashed l00000l

rapid spire
#

did you lose everything?

gritty forge
#

Yup

rapid spire
#

I wise man once said: CTRL+S ALL THE TIME