#dusk-modding
1 messages · Page 54 of 1
is object_couch suppose to be full white?
oh fritzadood you'll love my extra silky smooth spiral staircase
silkeh
How do I change the water color? Only by changing the texture nothing will work, right? 
Wow, the inscriptions can now be replaced https://imgur.com/xNX8v4Q
Where else can I find this inscription besides E1M3?
will i get sued if i use a track from amid evil's soundtrack in my map?
heresy
we traded god for pepsi
Maybe redraw the canned food 
we traded god for pepsi
@honest stag
whats the value im supposed to add to jump pads again?
0.5, 0.6 or so. depends
i meant the actual key, not value sorry
@worn umbra amount
love this. i would make the colors a bit more vivid so that the cans really stick out
just plaster a pepsi logo on the lether neck he's already blue and red
WAIT
PEPSI MAN JAKOB
https://media.discordapp.net/attachments/695656141006569591/701446837374156960/unknown.png?width=1010&height=568 yo can we have object_tree_4, object_tree_5, object_tree_surreal start at the entity point?
that's probably will be fixed only when fgd arrives
so the the correct question is when we're getting fgd
well we did have some stuff like that fixed before

yeah but when are we getting fdg?
well we did have some stuff like that fixed before
that was mostly about making stuff appear as it should in terms of rotation, like lamposts n stuff
remember this shit?
ah yes my maps still have toilets facing the wrong way because of this shit
also because euler got deleted in a week after it was added
can you guys lock the account making already lmao
as someone who's never modded stuff in his life, how hard would it be to learn how to make mod stuff for dusk?
If you mean creating maps - not so hard if you're using Trenchbroom
if changing textures and sounds you need how to make these (or how to steal them)
if models - how to model (or steal models)
if scripting
well scripting is beyond me
i guess i'll just try and make a map with the existing textures and go from there
will do in case i need it, thanks!
@honest stag
give me that entity upscaling
also
@honest stag https://dusk.mod.io/coke-is-better
e1m3 95% done btw
well after im done i still need to playtest
so ill say its about 1-2 hours till its ready
am tired publishing it tomorow...
i look forward to the hell
sorry not sorry
alrighty lets do this
alrighty lets do this
@worn umbra not that importent but can you record ur gameplay would love to see it
or stream
still good choice
wow thanks for making an effort for me
Speaking of lol the software just started working
I cant get live commentary but still
Icti
ill suggest go easy tbh...
Yeah this fukin room
Finally
Omg
Wow
Those are the most evil chompers ive ever seen
these some evil bois
Im gonna ve honest
Im not sure imma be able to do this
But ill send you the footage i dod get
u can just use nbdeity
@tepid python i win
he won 
now this is what I like to see
bruh
What about Root Beer?
and beer books.
hey i have a question i put in the pepsi mod but it doesn't load
nvm it works it wasn't in the "objects" category
pepsi man heard you and granted you the ability to see dusk pepsi by your very own eyes
how dare you
You‘ll see
This means war?
ah shit i guess i forgot that
You‘ll see
i was actually doing this ^
lol
im actually amazed at how good the raw logo looks. Haven't done any graphic design stuff for a long time now
NOOOOOOOOOOOOOOO
that actually looks good
yea
i don't know alot about pixel art but just by choosing good colors things just start looking good
if you and doritos will get in union perhaps pepis and coke will have to get in union too
why
https://media.discordapp.net/attachments/670453745162649611/701779631984083010/unknown.png?width=985&height=554
my wip map finally getting some progress and a basic version of lighting that i need to adjust
damn that statue
i could add another one but i need to some some more adjusting and would need 10 more minutes to compile
i really want a spooky vibe, this map's initial purpose was for a silent hill mod but scripting is too far away
this map's .lit file is now bigger than the .bsp
that's how you know it's good
lit
when music triggers are added i think thats when a lot of the levels will start to really feel like the campaign
screw image skyboxes, THIS is the real custom skybox!
THE PIXELS
textures arent supposed to go that big lol
I think this is supposed to be one of Blood's skyboxes.
bruh u have a fuckin leak
how was e1m3 you guys?
E1M-Sweet
thx
is there a way to make a delay on trigger without multimanager?
wait property? delay?
nvm
i still need multimanager actually
suddenly this lightmap issue appeared, anybody know how to fix this?
first, check if it exists in quake
@still raptor it doesnt
I am falling through the floor, but the lighting looks fine lol
interesting
we'll have to look into that
if you can send zombie or i a bsp that would be great
Lighting 🅱️roke again
i just looked in quake like 3 hours ago, both were no problem then
i wanted to release it like today man I'm pissed
Just do it bro
nah, i wanted to release it today for the last 6 days or so, I'll try to fix this somehow
If it's only doable with a patch or something I'll release it tho
probably a dumb question
but do i have to have quake on steam to make trenchbroom levels with quake/dusk assets?
nah bro
ah, okay
we need more cans
@still raptor how do you stop explosion blasts from pushing characterController downwards into the ground? do you reflect the vector along the ground plane if it's there?
what are you using to push it
cus the characterController shouldn't be able to move into the ground
@gritty forge it doesn't but mine acts really weird if the angle of blast goes downwards
this is really a question about the dusk engine
The mysteries of Dusk's codebase are kept under lock and key, only the sharpest tools can break their protection
Those tools being asking the devs
Like I'm pretty sure there isn't anything to stop explosions from trying to push you into the ground
jakob is right
but only because explosions simply dont apply any downward force at all
Really? I thought they calculated the direction of the player from the blast, or is that transformed to only apply it upwards?
the player can only get upwards momentum from it
well, on that axis
you get horizontal velocity as well
Is the blast vector just added onto the existing movement vector or is it multiplied in some way? It feels really good
i dont remember off the top but i believe its added
i couldve SWORN the player couldnt go downwards from explosions??
It used to be just upward in the pre alpha but I changed it
ah ok
Unless it straight upmdoesnt work and I never noticed
Yeah
i just never checked if it changed lmao
yeah, 500 you mentioned alpha actually just did a fixed upwards, but then it was changed to calculate the direction
easy test is to just boot up the game and try it
so it's basically like quakes? it just takes the direction between player and hit, normalizes, * by amount and applies that back to the player?
sort of
theres a few things
it has a minimum value and it multiplies it against a rocket jump factor
what is the rocket jump factor used for? i assumed rocket jumps were just the existing jump velocity with the blast velocity added onto top
i assume it was to make it easier for @iron needle to tune the jump, but i dont know for sure
I don't remember but I assume so
is the rocket jump factor fixed or does it change?
(sorry for all these questions, it's facinating :D)
fixed i believe
thanks, really appreciate it!
so, anyways
in the case of downwards momentum then
im pretty sure that it just checks if the player is grounded
and if theyre grounded, downwards momentum is set to 0
because its not like, actually physics based gravity
the player controller has its own DoGravity() function
and in the end, it gets factored into to an overall movement vector, that includes all forces as one thing
so input, explosions, crouching, bunnyhopping, grappling, rocketjumping, wallmovement, and the current speed multiplier
is that specifically downwards momentum from explosions? cause the charactercontroller just projects the vector against the ground?
i think you misunderstand
thats all a function of "gravity"
which is really just, a calculation of current y axis velocity based on several factors
gravity actually ends up as part of the input vector
which then gets factored into the above list
you end up with one single vector of all applicable forces, and do a Move() based on that vector
so, in a case where the player is on the ground, DoGravity() has a grounded check in it, and if the player is grounded, the result of DoGravity() is 0
so the input vector will always be (X,0,Z)
making it impossible to have downwards velocity while grounded basically
heres some direct code from that function
if (CheckGrounded())
{
if (gravityforce < 0)
{
gravityforce = 0;
}
}```
so, if the player is grounded, downwards gravity simply gets set to 0
and the explosion force, is that just decelerated by the gravity and friction values?
all forces are decelerated by friction yes
input, explosions, crouching, bunnyhopping, grappling, rocketjumping, wallmovement, and the current speed multiplier
@still raptor are all these added linearly together, then the friction and gravity are subtracted from them?
no
friction is calculated individually on all of those inputs, as friction isnt literal friction, its just a decay rate that is determined individually for each of those forces
and like i said before, gravity is factored into the input vector
Oh I see, I didn’t realise friction was separately calculated, so for explosion velocities, the friction is what subtracts the force on all axis, but there’s also gravity applied to the input vector
"Gravity" is simply part of the input vector really, its the Y component
Is the gravity not called onGrounded for performance? I thought cc would just push out if grounded
what
oh
uh no, not really, theres just no reason to push the player further down if theyre on the ground
okay, how do i get a dusk wad
(apologies in advance, i have no clue what i'm doing)
It's in the pinned messages, but I can't tell if it's the last version
after an embarassing amount of time, i've finally gotten a custom level to work properly
🙏
Now to start making levels properly
anyone know whats up with transparent textures making the things they touch also transparent?
That's normal, you need to make em func_wall
Or func_detail_wall or func_detail_fence
Np
is there any way to have music play on the half life maps or no
im getting prepared for custom model support 😎
nice walking stick
slowly trying to figure out all the tools in trenchbroom so i can try and make anything decent
are dusk map songs replaceable yet?
I don't even know how to replace regular music yet...
what do you mean replace?
I don't think I've ever used the music key in Trenchbroom
I'll have to read up about it
So add music,not replace?
@ancient depot For custom weapons in the future, are we going to be able to use vanilla Dusk weapons as a template of sorts for recoil, fire rate and all of that?
boomstick just needs textures and it'll be pretty rad 😎
wait how do i uv map oh fuck
are we going to be able to use vanilla Dusk weapons as a template of sorts
More or less, yes. Same goes for custom enemies
oh man thats awesome
first thing i wanna do with custom enemies is make the soldiers less like pathetic cannon fodder
i'll make them throw mortars at the player like there's no tomorrow, just like the cultists in blood who really enjoy a few sticks of dynamite every few nanoseconds
what're you using to model that shotgun, aqua?
looks like blender
yes it's blender
Okay, good to know
Finally, a Spas model without the stock unfolded
nice uv map 
Use edge selection and mark seams with control + e
Finally, a Spas model without the stock unfolded
you're in the club too, right?
heh heh
how are you supposed to recognise that it's a spas without it
by not being a dumny bumny
I also hate the stocks on a spas
I just hate how they look
the half-life hd pack is sinful but I still put in the effort to remove the stock
why hello there
FEAR's shotgun would look better without it
it's the iconic spas look
I only remember that because I thought the gun looked funny when I first played fear combat (I had no money ok 😦 )
I also hate the stocks on a spas
truly a man of culture
crowdsource a mod that adds the spas stock to every gun
the FEAR spas looks good with the stock imo, looks much more bulky and powerful
even the riveter
lmao even the sickles
even the cigar
sickles with stock for extra stability
sword with bayonet attachment
laser sight to mortar
I wonder how much time left until someone replace sigar with vape
sigar?
cigar
yeah
it'll happen eventually
vape nation
I think scott replaced the cigar with a tide pod once
wtf you mean this?
yes lol
lmao
put a cat silencer on the sshotty and a crack pipe on the cigar and you got postal mod
lmao
oh god thats evil
he be smookin
Now that's a MacArthur pipe if I've ever seen one. 👀
looks like the pipe of someone who has a plan, arthur!
lol yeah it is, tho i didnt know about him
im late to this but if u actually unfold the stock on a spas u are objectively wrong
im late to this but if u actually unfold the stock on a spas u are objectively wrong
💖
Will there be support for custom weapon viewbobbing?
For example, those similar to the Quake and early Unreal weapon bobbing?
prolly
Sorry if this is a noobie question (just getting into mapping), but how can I make the fence texture have transparency?
Right now it's black where I should be able to see through
the pinned dusk.wad has the transparent parts as black, there's a version with actual transparency but idk who has it
ah I see
so it's no settings or anything, got it. Gonna find that then.
Thank you
@lofty marten
oh, thanks!
@lofty marten if you make regular brushes with transparent textures it will cause strange effect on collision with other brushes, like here
yeah, noticed that
make your fence func_wall or func_detail_wall or something else
hold on
That's normal, you need to make em func_wall
Or func_detail_wall or func_detail_fence
okay, how do I do that in TrenchBroom?
1 sec
select brush and do right click, select create brush entity and then func -> func_wall
i see thanks
the rest didn't pop out for some reason but you'll find it
and then when brush entity is created you can rename class to func_detail_wall or something else that you want
sadly i still don't know what's the difference in those func walls
np
I just use func_wall and having a great time
how do you put writings on walls? when i select it, it just replaces my wall texture
do i have to make a new brush to put it on?
yeah, make it super thin and put it on the wall
huh kk thanks
WorldEnt() failed to get worldspawn in light.log
sorry to keep bothering, but wtf my lights dont work
do you not have a worldspawn?
probably renamed worldspawn
where is worldspawn? lol
i renamed a ladder from worldspawn to func_ladder to make it work like a ladder, and that made it stop working
i have reverted that change though, it still doesnt work
forget it, just ctrl+z'ed until it worked
@lofty marten It'd still be good to know, every brush that isnt a func_ is part of the worldspawn. if you don't have anything selected, the entity browser will show the worldspawn
ah, i see
thats why it worked when i actually right-clicked the ladder and chose func_ladder
thanks
are the gravity orbs from episode 3 implemented yet?
I'll do my part with the pipes
if i only knew how uv mapping works in blender
Will this replace the cigar to make Duskdude more sophisticated?
This one will make him more sophisticated but I plan on making 9 different smoking devices which you can choose via a separate weapon wheel
Make him smoke a car muffler :V
9 different smoking devices
tide pod please
So if Duskworld gets modding support with scripting, who's going to make Dusk Fortress?
Dusk Fortress? Team Dusktress? Dusk Dusktress?
Dusk Duskdusk?
maybe...
Working on a different mod project though
If we were gonna do it, you'd wanna help?
Would love to play Dusk in Dusk
obv pyro
welder would probably be a better heavy because the pyro is good only at close range
bruh but e2m1
I was thinking the scientist is spy. Or medic, based on appearance.
I guess the scarecrow is scoot.
I could always help with mapping, even though I've never finished a map in my life. :v
2fort, except it's just a bunch of shitty warehouses and silos on a mountain.
can i ask here about custom maps crashing my game?
do you get the error where you finish a level and then it just doesn't load
or are you taking .bsp from other games and trying to run them in DUSK
it crashes the game right after selecting the difficulty, on the loading screen
i'm trying out mods on dusk mods, nothing created by me
are there any common reasons for this kind of error?
It means the mod is broken
what do you mean by crash
dusk.exe stopped working
i just have to restart the game after selecting the difficulty
does it stay that way? it often seems to crash but then loads
if you go into the sdk folder, and launch via dusk_win.bat , and get the game to crash again, youll have an output log in sdk/etc/user
if you can post that output log here
we can try and troubleshoot
i actually got an output file through a steam command
that the screen freezes is normal with most maps, some maps take like 2 mins or more to load
alright, let me try again to be sure
Nevermind
I think i actually needed to wait
Well, Thanks guys
np
alright, are you guys ready for
the
covered wooden bridge
please, please, contain your excitement
Thanks @modest imp very cool
😎
here
this is a source decompile backport
very cool
Oh, sweet. Surprised you didn't backport the TFC or QTF version, though.
QTF should already run in dusk tho
Trueeeeeee.
I've already had mister PowerPoint man agree to make a TF mod with me when scripting comes out
I'm just doing this for fun, honestly. :V
It's like most stuff I work on, completely pointless and sure to remain unfinished.
bro hes excel
FUC
I'm nowhere near skilled enough to help with a project anyway, so don't pay any serious attention to my shitposting. 
Its okey bro
oh yeah I was going to ask about scripting
When the DUSK SDK comes out with script support, how will it look like? I've used Visual Studio 2008 to mod Half-Life before, but that was a script file. I know you guys are working on DAWN for all of that stuff, so i'm not sure what scripting will look like for DUSK (would it be internally editing them from the DAWN engine?). Can anyone tell me what I should expect in the future?
I think Zombie was doing some kind of C like language that gets loaded at runtime, don't quote me on that
But the whole engine will also be opensource so you could probably just hardcode new entities in C#
Okay, thank you. I think what I'll do first is change the code to alter some of the weapons and then try some of the more complex stuff later. I just wished we had a better idea of what the SDK's finished product will look like since we're all kind of uncertain, but I guess time will tell.
has func_vehicle been implemented yet
pretty sure it hasnt
i have good news https://dusk.mod.io/func-vehicle
missing textures come from a lack of a palette.lmp or something in the mod folder right?
someone messaged me having an issue in Urban Turmoil cuz all the textures were just white/grey checkers
just need to make sure i'm not giving them the wrong solution lol
@alpine depot I just had the same issue with the same map mod.
Not really sure how to fix it
i experienced the issue before with another map and i forgot how i fixed it
Yeah that means palette.lmp is missing
If you find out, can you tag me? I thought it was me but when I played another map called "The Chapel" on the dusk mods site, it worked out fine.
oh?
Unless it's a HLBSP, in which case it means wads are missing
Sorry, I'm new to the modding community... What is an "HLBSP"?
Half-Life BSP
Ooh okay.
Hi everyone stupid question, how do I change the quake models over to the dusk models i.e. weapon models, enemy models etc. I got the textures but I can't seem to figure out how to replace the quake ones with Dusk in TrenchBroom.
I don't think that's possible yet.
yeah, you can't make custom models yet
basically every enemy in dusk has a quake analogue
so, the soldiers would be the quake soldiers
the dogs would be the black phillips
Ah alright i wish to swap them so i can make a map featuring the enemies from dusk instead of quake i do not want to put in custom models just want to reskin the soldier from quake into the soldier from dusk texture sorry if I'm not making sense I'm still trying to figure it out myself lol I know what i want to do but i dont know how to explain it but it doesn't involve a model swap more like a texture swap. If it is not possible I will work with what I have for now thanks for the response guys
you're using trenchbroom, right?
texture swapping in general is possible but i think only with dusk enemies
I think I get what you're talking about.
You don't mean the models in DUSK itself. You mean the previews in Trenchbroom.
Like when you place an entity, you want the model that represents it to reflect the DUSK version instead of the Quake version.
Yeah that's right I want the models to reflect the dusk models (sorry for the confusion lol) yeah I am using trenchbroom and do the models turn to dusk enemies in game anyway? I mean even so I would want them to reflect the dusk models as it makes things a little easier but if they aren't the quake models in game I can live with that
The Quake entities are read by DUSK as DUSK entities. I know there's a list somewhere that explains what becomes what, probably pinned.
You'll have to live with the preview models being from Quake, though.
Either way, you don't need to worry about Ogres showing up in DUSK. :P
Aha, I found it. https://dev.newblood.games/index.php/Quake_entities_in_dusk
Ah yeah I did download that file and put it in my mod tools folder I didn't have a chance to look into it thanks a lot man that cleared things up and yeah Luckily lol I have another question can you create episodes with the editor or just the one map?
you can't create episodes as far as i know, the closest thing to that would be making several maps and loading into them one by one
Ah alright thanks for clearing things up for me guys I appreciate if anyone ever wants to collab on a project sometime let me know I'm always willing to lend a hand
ok so
lets clear up a few things
you can make models appear in trenchbroom, but it will be an arduous manual process, i would wait till we release an official fgd
as for episodes, you absolutely can create them
you can define the next map to be loaded upon completion of your current map
@cinder compass
Alright thanks for the info I will continue playing around with the software until I am confident enough to tackle my first mod. Is there anything I should know that will make my time in Trenchbroom easier?
there's a 40-video long tutorial if you need it
it's not for dusk mods themselves, but it'll help you get used to it regardless
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the ...
(there's a playlist on their channel)
alright I'll take a look thanks man
Does Dusk support dynamic lighting? Right now I have doors and a light switch, but the switch doesn't toggle the lights, and light passes through my doors.
dusk does support dynamic lighting yes
we support dynamic lights, we do not support light styles
but right now there are only a few objects that use dynamic lights. Lamps, candles, several projectiles, etc. In the future with scripting youll be able to create whatever dynamic lighting objects you want
^
although im certain at some point we will lol
Am I exporting incorrectly? All I did was attach a light to a button (which animates and says a thing correctly in-game), but the light is never off to begin with.
Currently the game will pick the brightest light style available, so lights will always be on
Oh so that's a light style then.
Yeah
I'll see if we can squeeze a proper light_dynamic entity into the next patch so you can at least use that
yeah thatd be quite easy
just be careful with them, as too many can quickly destroy performance
Yeah, will be less of a problem once culling is in at least
And light passing through a "door" is a limitation at the moment too?
well, that depends on how you bake the map
^
that's unrelated to anything we do on our end
if anything it's a limitation of whatever lightmapper you're using
I'm using EricW tools if that means anything. I have Trenchbroom pass it through qbsp then through light.
Might need to tweak some stuff in the map then if the light's going through a door
Of course, since it's baked lighting, the light can only be baked with the door open, or the door closed
That can't change ingame
Oooh
any chance of getting sound triggers in the next patch?
trying to decide whether to release my map now or wait
@still raptor sorry to bug you again, but how do I get a Lamp in my map? Is there an entity definitions file I'm missing?
Oh wow, I'm dumb. I was looking at that file and thought it was just a list of names.
it is pretty much lol
And I just add that to Trenchbroom and I'm good to go?
oh you want an fgd
uh someone made a fan one
someone in this channel will have it
maybe @honest stag
we will be releasing an official one eventually, its just not raedy yet
ahh, I'm jumping the gun again, haha
not really, the fan one will work
you can also just rename any entity
into what you want
so make like an info_null
and just rename it to something from entities.txt
and that will work
oh cool
trying to find the fan fgd, one moment
Thanks a lot for all your help
Oh perfect, that seems to work well
I think the entitie.txt file in pined is old
I posted a newer one here https://discordapp.com/channels/240195284695646209/586508960128040961/698897731736830052
Thanks, @gritty forge
official fgd when
@ancient depot Are there any plans for something that spawns an enemy in, so that you don't have to set up a teleport-trigger-monster-closet? Right now I'm setting up arenas with waves of enemies and it is a pain to set these up. Also, are there plans for an entity counter?
^^^ that would be pretty neat
I don't know what other mappers do but I can't teleport any enemy except mages, in any configuration of sizes of monster closet\trigger
@proven robin this one probably has a little more entities
they either fall through floor of monster closet or being pushed(???) on top of the ceiling
man i wish i could upload images
or they just don't teleport whatsoever
i left this server and now i cannot send images here reee
lol why did you leave it?
wtf dude
anyways, this setup works on my machine™
yeah
total pain to setup though
especially if they are not teleporting
@onyx marten thanks for that. A lot more
they either fall through floor of monster closet or being pushed(???) on top of the ceiling
or they just don't teleport whatsoever
from what i understand, enemies will spawn on the highest flat plane
so monster closet up high
wtf
actually ill just get a screenshot
you see
thats good to know
oh man
it was so huge that the part of the skybox that had a leak wasn't rendering in TB
and the leak was super big too
something like this
me stoopit
hm, also i thought custom skyboxes were added?
yeah
yeah
https://cdn.discordapp.com/attachments/221778127083405313/703351702417440878/unknown.png
also this is what i was talking about earlier
Lower was released before that tho
i was talking about earlier
what was that exactly?
I don't remember tbh
Dave should've at least check my .map before hiring me as Dusk 2 mapper 
https://cdn.discordapp.com/attachments/221778127083405313/703353697148600320/unknown.png
yep, so pictured is the same box, but with a leak in the map
some enemies spawned on top instead of inside
yup
sure thing
so
now my rework list has 11 things I'm redoing in lower when i'm done with other maps
cool
now we're just waiting a few years
until i'm done with other maps
@mortal narwhal There are plans for actual spawners, yes
I think so all sounds can be replaced?
If you're referring to the issue where the game won't load certain sound replacements, that still exists
Have you started looking into the ai pathing and doors issue?
Hey, i wanted to ask, how is it that there are no endless mode maps?
Is the feature on the Sdk not implemented yet?
that is a good question
probably because they are working on the spawner entity for the SDK
either that or it uses some kind of file we don't have access to yet
IDK
Sorry if this has been asked 100 times already, but apart from the spawn system; what other additions will the next patch contain?
I have no idea, the devs work in mysterious ways
There's no specific plan for what the next patch will contain yet, but there are a bunch of things that could end up in it
too early to tell right now
as for endless mode, the plan is to get those kinds of maps going within the next few patches
What's the best Dusk mod around?
You'll have to wait for that answer
It's going to be hard to tell
There's going to be a lot of new features added
The best DUSK mod today might not be the best DUSK mod tommorow
but JUSK (big john DUSK) is pretty cool, I guess.
I will try that one!
play some of the top rated maps, you'll have a great time
play mine >:)
Yeah Urban Terror is actually pretty good <3
Do you have a link?
:)
thx
^ oh yeaah
https://dusk.mod.io/derailed subscribe to both
when you beat derailed it's linked into Urban Turmoil
so it'll load right after
noticeable difference in quality of layout and gameplay in UT
real proud of it lol
I will download it tomorrow
im downloading Doom Eternal and i will sleep after that
ooh nice
its 6 am where i live
nice
@gritty forge people seem to enjoy mine too: https://dusk.mod.io/lower
Damn, now after this self-promotion act I feel ashamed
It's Urban Turmoil > Derailed > Lower for me atm
I would say the same
I really like how my first ever finished map looks but I don't really like it gameplay-wise
anyway
now when I think about it, I don't really remember any bad maps, they're all fairly decent
with the exceptions of nuts maps
these are just memes
bunker fucking sucks tho
nah
func_vehicle > everything else
pepsi > func_vehicle > everything else
is everyone just ignoring the fact that i fucked up the pepsi mod so it doesnt work lol
func_vehicle now, dusk rally championship later
dusk kart please
is everyone just ignoring the fact that i fucked up the pepsi mod so it doesnt work lol
make pepsi 2
Race against big john
@honest stag don't worry i did it exactly like you so mine doesn't work either
S - solidarity
i really liked enclave and the basilica underneath
Not bad for a first try
i didnt particularly like their latest one, fume complex
not many health pickups at all
lol thanks
so is this channel only for discussing dusk mods or also for modding help?
if it's dusk mod related, it goes here
otherwise it goes on #general-modding
just noob questions
can i get trenchbroom to show all the entities listed in the entities.txt for dusk?
oh you can use the entities, they just dont show the models ingame
I posted a more up to date version of the custom .fgd ( i think from func_bread?) in here a while ago
you still dont have models but at least you dont have to type each entity by hand
Trenchbroom is commonly used to make Dusk maps
yeah trenchbroom is tha best
I guess so, a mod has to do that
now pin it
is that the new one tho?
so I've been out of the loop on the mods for this game for ages now, are full campaigns being made yet
I think there was someone who made like 3 maps?
4 maps
big game
Too bad installing maps in dusk will never be streamlined and will always be a hassle
oh oh
slaughterhouse
the guy who made it make nice levels
that's the guy who made "the four ruins"
hey is there any kind of noclip cheat so i can get around to certain parts of my map easier lol
Nbclip
thank you
Type it like in doom
gotcha
ok time to barrage y'all with some noob-ass questions since ive finally been digging in to the dusk mapping here - textures that should have transparency on them aren't being transparent, but just showing black instead, what do? also, i compiled without lights assuming it would be fullbright but it wasnt, am i a dummy or is there just no fullbright in dusk?
also, how do i change the skybox texture?
yeah you need the transparent .wad, should be on here somewhere. if you dont find it i can send it
and you need to compile with light if you want to actually see your map
that skybox thing was discussed before, you should be able to find it
ok thanks, yeah im searching around, should have done that first haha
someone said something about brushes with transparent textures on them needing to be func_wall
so i guess that works
they need to be a brush entity, not necessarily func_wall
and the transparency only works if the actual texture has the correct color of the quake palette, so if you have the usual .wad it still shouldnt work
yeah i read about needing the palette.lmp file so i got that
i think so, func_detail_fence is commonly used but idk if that actually makes a difference
ah
yeah that, but the texture itself needs to have the part that should appear transparent be the last color of the quake palette
whatever I'm guessing you have the wrong one so I'll just send it lol
haha alright, thanks
np
Do we have an estimate for when custom model support will arrive? I don't wanna rush the devs, I'm just asking. (also if I knew what kind of bones DUSK uses for their playermodels I could rig them before hand) :3
oh no
this has been happening for quite a while now - someone is still making bullshit pages on the dev wiki
why not lock the account making or something?
I've considered it
As in, setting up the wiki to require approval as originally planned
blocking the bot won't work because it makes a new account for every post
ok im still having trouble with skyboxes, can we actually not change them to anything other than the default overcast one right now? i was trying to search around and figure out what the deal is, or if im just doing something wrong
ok question one
which version are you using
steam? gog?
the gog version is behind on updates, and hasnt gottent the skybox update yet, so if thats the version youre using, it wont work
oh i'm using steam
mapping in trenchbroom, set the " sky " setting in worldspawn to " skybox_stars " but like i said i may just be doing something wrong haha
@warm badge Skyboxes require six textures, and you set sky_up, sky_down, sky_left, sky_right, sky_front and sky_back to the texture names
oh ok, thanks!
note it expects a texture path relative to your mod folder, not a texture within a wad
eg, textures/mysky_up.png
hey everyone! i love dusk, and have been looking into modding it. i want to try to make a map, so i downloaded trenchbloom, but ran into a problem. which engine does dusk run on, and if so , would i need to own that game?
it runs on unity, but i don't think any other game to run it
can you describe better what your problem is?
he means what game to choose in trenchbroom smh
Isn't there a generic option though?
Hello, did anyone else encounter a bug where all fonts go broken if you go away from the Latin alphabet?
@proper vessel Use Quake I as your base game, the entities and other stuff wont show up as DUSK, but you can drag the .wad file to get the textures and to change entities you can use the entities.txt located in the SDK files
demon time
uh oh
nice icon of sin
das cool
mmmm
trenchbroom dark mode
and updated ui
Hmm yes
now this is epic
Hey, got a question for Trenchbroom. I know there's and fgd file, which I'm already using, but is there a def file to use with it yet?
i think the fgd is J.A.C.K-only
nah you can use it with trenchbroom
and as for that question, both file types serve the same purpose
ah, ok, I was just wondering, thanks
the big thing is that we havent released an official one yet
thats what everyone really wants
so all the bounding boxes will be correct, and it will display models
bran flaek
bran flaek
Fran Blaek
noticed a familiar game in the map labs road map
https://pbs.twimg.com/media/EVwltl7XQAAVUwq.jpg:large
epic style
neat!
nice nice
Can someone make a mod for doom music or my friend pedro music thnx guys
Not sure what this map labs thing is but it’s funny to see dusk and jabroni brawl next to each other
jabronii brawl
Not sure what this map labs thing is
afaik map labs are mappacks for HL2 with some kind of experimental theme, like map that plays in one room, ep1 themed map, etc
what program is used to make DUSK maps?
Trenchbroom
should i download the 2019.6 version or the newest one?
Shouldn't matter
One of you true3d mappers need to make a DUSK endless map set at a drive-in... this was posted on a "Forgotten buildings of Missouri" site I follow... pretty radical design
@gritty forge if i can get the info on making the endless maps, ill make it
I think it'd be a fun one... if you had a few vehicles sprinkled around, maybe a nearby trailer park... Redneck Rampage like 😉
throw a few jump pads around the map and it would be sick to fly around in
Throw in some kind of randomized movie textures playing on the screen... some bloom lighting...
duskdude can probably just jump on it without a jump pad
so how is modding coming along?
lotta memes and quite a bit of maps
that describes all
is there any documentation on how lighting works in dusk with trenchbroom? modifying the light attributes doesn't seem to do anything
Yeah, the only thing it seems to change is the color and brightness. I tried getting like a pulse light into DUSK but I don't think it worked.
have you managed to get an ambient light to work? by default they seem to behave like normal lights
light styles (pulse, flicker etc) aren't implemented yet, i think ambient light is just the light key in worldspawn
yep, that works for ambient light
set the value to the brightness you want
thanks
I might throw together a mod that just decreases SFX volume so you can have music on 200% or something
Or no SFX, just music, because why not
Bass boost every sound, you coward.
Hardbass ost when
Hey Zom, is there anything in particular you're working on for the SDK rn?
BSP enhancements and saves are my priority currently
ggggggggggggggggggggggg
what graphics mode does dusk use? (since dusk hides the unity load menu)
uhh it sets the internal settings thrue the options menu?
those graphics levels are just presets for the inter settings I'm pretty sure
yeah, but you cant set any of this stuff:
i'm curious what setting it's using internally
(since dusk menu settings are mostly just post-processing adjustments)
Imagine wanting to decrease level of detail
Yeah it's not like anybody has a crap computer 
ok im a big dumb boy how do mods work i kinda got one working for dusk
You can set all of that stuff through code
via the QualitySettings class
If you wanna find out what values Dusk has, you could inject a script that prints all of those values out I guess
I'm tired rn so I can't be bothered to open the project and cap it lmao
I'm fairly sure Dusk just uses the defaults though
@ancient depot ahh code injectors 😏 is it the high quality defaults or low defaults? i always imagine i'll need to lower the quality since unity out-of-the-box is a big of a hog for anything low-poly/low-res texture
low I think
or maybe high with AA & anisotropic filtering off
but yeah you could inject a bunch of Debug.LogFormat calls into the FakeDOS startup script using dnSpy/ILSpy/etc
Is there way to decompile .bsp files to .map or maybe someone have .map file to share? Just today I set up Trenchbroom to work with DUSK, I would like to look at the maps from the inside.
BSP decompilers exist but they have varying degrees of success
I'd suggest downloading the Quake map sources, as they're freely available
They should serve as a decent resource
I already have. That's why I wanted to see something made especially for DUSK.
A Dusk map vs a Quake map is usually almost identical
You'd just have Dusk objects placed instead like monster_mage
Okay, good
As we don't have an fgd yet you won't see the objects in the editor though, so you'll need to manually set an entity to that type
there is a community made fgd going around though
an fgd is a file that tells trenchbroom what objects are available to place in the map, for context
Are the custom sounds available now? As far as I know, they cannot be added by default. But Quake mappers use programs such as Quoth or progs_dump.
As in, placing environmental sounds in a level?
Yes, to add a immersion
I see. Thank you for the answers ❤️
np
Hi I have a problem with the quake maps
I bought quake from steam and I don't find the archives of the maps
to play them in DUSK
@uneven flower There should be PAK0.PAK and PAK1.PAK in the id1 folder where Quake is installed
The maps are inside those files. You'll need a tool to extract them, Slade3, Pak Explorer, etc all would work
Ok, I'll try
For someone with zero experience in modding or using SDKs, would it be a bad idea to start with DUSK? Would it be wiser to start with something like Doom map making and then work my way up or are the DUSK tools relatively easy to work with?
you can make a dusk map very easily
heres how fast you can get one working
Trenchbroom can be found here:
https://kristianduske.com/trenchbroom/
Tool to generate texture wads (there is a dusk.wad pinned in discord.gg/newblood):
https://github.com/NewBloodInteractive/MakeWad/releases
EricW Tools can be found here:
https://ericwa.github.io/ericw-tool...
Oh excellent, I’ll give that a watch. Thanks!
I have knowledge on Doom mods but I started to know about quake modding
quick question if i wonna replace sounds in a mod
do i just need to make sounds folder and folders of what i wonna change with sounds with exact same name and .flac format?
like for ex. i wonna replace pistol sound, do i just need to make sounds/pistol/fire.flac ?
Yep
i believe thats the case
as long as your mod order is higher than the base content, i believe your sound will take priority
The sound doesn't even need to be an actual flac either, it just needs to be named fire.flac
It can be WAV, OGG or FLAC

