#dusk-modding

1 messages · Page 55 of 1

gritty forge
still raptor
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@terse salmon those presets can be modified, so its completely relative

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theres no real point in an answer, if you have questions about specific settings i can answer those

terse salmon
#

@still raptor really? i thought most of the menu display settings just tweaked the post-processor

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i was generally curious about what modified preset dusk uses, since the preset controls these:

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basically, what settings does it use of these?

still raptor
#

what i meant is that, users can modify the presets in the editor, so if any of those changed, its completely invalid telling you which preset was used

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if youd like to know those specific settings, sure, i can get you those

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also for the record, dusk does not use the standard post processor thing that unity has builtin

terse salmon
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@still raptor thanks, that's really interesting! yeah, it uses an old-school fx asset iirc?

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were these quality settings modified specifically for the game for performance?

still raptor
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Not particularly no

terse salmon
#

wow, pixel light count 100

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ultra's is 4, why so high?

still raptor
#

because it doesnt matter, theres not many dynamic lights in dusk

sharp trail
#

does anyone know the file name for the black phillip projectile texture

ancient depot
#

The black phillip projectile is a particle and not a sprite iirc, so you can't replace that

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Not yet anyway

sharp trail
#

oh

hollow owl
#

do i need to have quake to use trenchbroom because i want to mod dusk but i can't find anywhere to put the wad and i don't have a copy of quake so i have no textures

onyx marten
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you just need quakes palette file, not quake itself iirc

mortal narwhal
#

damn, I cannot wait for saving

mortal narwhal
#

@ancient depot I'm trying to make lightshafts for my level. Is it possible to have a half transparent func_illusionary in Dusk?

gritty forge
#

I think he's asleep rn
let me check

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try using "renderamt" and a value between 0-255

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that should set the transparency of the object

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you can also try "rendermode" 0-5

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normal is 0

mortal narwhal
#

it seems that rendermode 5 is well, additive

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so if you want volumes of light, rendermode 5 is your friend

sweet willow
#

Hello dusk mod people, completely newbie to modding anything person here. I am struggling to get custom music running in my map. I am using trenchbroom, I have made a "music" folder in my mod folder in the sdk where I have tried placing a music file. It is an mp3 converted to .ogg (tried .wav as well) using audacity. I have added a "music" key to a worldspawn entity on my map and given it the total path (copied from the file's properties window). When I load up the map in the sdk nothing happens. Any advice?

still raptor
#

hmm

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sounds like you pretty much have everything rightm, is it possible the path is wrong

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\music\yourfile.ogg

ancient depot
#

It should be "music/filename.ogg", to be exact

sweet willow
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Could be? I did the whole path... you know, C:....etc.

ancient depot
#

Yeah that'd be why

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It needs to be a path relative to your mod folder, not a full path

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Otherwise how would it work on other people's PCs

sweet willow
#

Good enough for me~

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Thanks

ancient depot
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np

sweet willow
#

Hmm, still getting nothing... the music file should be in the mod file no?

ancient depot
#

Also important to note that the path is case sensitive

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If your music file is Music.ogg, it must be Music.ogg in your map, music.ogg won't work

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Yeah:

/mymod
    /music
        music.ogg
    /maps
        mymap.bsp (references "music/music.ogg")```
sweet willow
#

yeah, thats what I have set up

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Ok, I think I figured it out... stupid error

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I don't know how I did it, but I managed to sneak a \ into the path

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still nadda, lovely

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Fixed, thanks again!

ancient depot
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👌

hollow owl
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does anyone know where i can find the quake palette files for trenchbroom?

gritty forge
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Wouldn't the shareware version of quake have it

hollow owl
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i don't know

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where could i find the shareware version of quake

last talon
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you can type quake shareware in google?

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its shareware, its out there

gritty forge
#

There's a pallet on the quake wiki

ancient depot
ancient depot
hollow owl
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does this file have all the textures and etc?

ancient depot
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The textures get merged into the bsp

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If you're intending to make maps rather than play them, you'll need wad files for textures

hollow owl
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i want to make a basic map in trenchbroom but i don't have any of the quake games

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so i can't select a game when i open up trenchbroom so i can't add the dusk wad files for the dusk textures

ancient depot
#

Make a directory structure like the following:

#
game/
    id1/
        gfx/
            palette.lmp```
#

you can set the game folder to the quake game folder in tb

hollow owl
#

ok thanks so much i will try this

ancient depot
#

np

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I'm about to head to bed but don't hesitate to ping me if you have further questions

hollow owl
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ok thanks

hollow owl
#

would i do that in the trenchbroom files? i am viewing it with winrar and i can't add any new files to trenchbroom

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like where would i put the directory structure

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@ancient depot

ancient depot
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@hollow owl You can put it anywhere

floral falcon
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Do clip brushes work in dusk yet? I’m trying to set up some invisible walls in my map.

honest stag
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i dont know if they work but there is a workaround
make the brush an entity, any really, func_detail will do but you can do anything
add a property "rendermode" and set it to 1
add a propery "renderamt" and set it to a value from 0 (not transparent) to 255 (invisible)
100 is pretty much perfect from glass btw

#

works pretty much like a clip brush, but you cant shoot through it

ancient depot
#

We have func_clip as a replacement right now

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Which you can also shoot through

hollow owl
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@ancient depot so i can create a folder in my program files with that structure and trenchbroom will be able to find it?

ancient depot
#

It can be anywhere, doesn't have to be in program files

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but yes

hollow owl
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ok thanks i will make it now

floral falcon
#

No worries the rendermode workaround didn’t work so I’ll try func _clip now

ancient depot
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also renderamt is actually the reverse, 0 is invisible and 255 is completely visible

hollow owl
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i have made a directory with the structure you showed me in program files, but how do i link it to trenchbroom? i have no real experience with trenchbroom and i just want to be able to make a map i can run

ancient depot
#

You can try making a map with the Quake profile and set that folder as the game directory

floral falcon
#

Thanks, I got func_clip working and figured out why the workaround wasn’t working (it was because I was still using the clip texture)

hollow owl
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im just trying to get trenchbroom to take the palette files so i can add the dusk wads but it won't take the palette file for quake

ancient depot
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Yeah, the palette has to be called palette.lmp and be in id1 -> gfx or trenchbroom won't recognize it

hollow owl
#

i'm going to try and make a folder with the structure that you said and paste it into the trenchbroom files in quake

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i followed dumptruck_ds's tutorial and i made a directory as stated in a folder and pasted the trenchbroom folders in and under id1 added a gfx section next to maps and pasted the .imp in but i did not work

ancient depot
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It's an L, not an I

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I think someone made that mistake before actually lmao

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It's short for lump

hollow owl
#

oh well it's still an lmp file

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so thats just my error

ancient depot
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Oh so it's not renamed?

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Hm

hollow owl
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it is an lmp file not an imp file i just thought it said imp

ancient depot
#

Strange, it should just work then

hollow owl
#

it doesn't detect the palette file in the directory

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i would ss it but we can't post images on this channel

ancient depot
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You can post images once you get rat rank, until then you can upload it to imgur or something

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and post a link here

hollow owl
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ok

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hold on i just gotta sign up to imgur now

ancient depot
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you don't need an account to upload there

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at least, you didn't used to in the past

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unless that's changed recently

hollow owl
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i think i uploaded one but it got kind of finnicky

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yeah i gotta sign up

ancient depot
#

weird

hollow owl
#

there's the palette file

ancient depot
#

and C:\QuakeDev is the game path set in TB?

hollow owl
#

its a file a made in local disk with a directory like

#

quakedev:

ancient depot
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ignore the awful quality screenshot lol

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That should say C:\QuakeDev

hollow owl
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oh ok i need to do that

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ignore what i was trying to write

ancient depot
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Once that's set up it should work

hollow owl
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so would be C:QuakeDev if i have it in my local disk next to program files

ancient depot
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Yeah

hollow owl
#

i did that successfully but in the error box in trenchbroom it says it couldn't find the models

ancient depot
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Yeah that can be ignored

hollow owl
#

ok i still don't have textures though

ancient depot
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Do you have the wad files loaded?

hollow owl
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bruh i just realised that lmao thanks

ancient depot
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lmao

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so it's all working now?

hollow owl
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i need to put the dusk wad in now

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i put the dusk wad into the wads folder i created but to no avail, would the wads need to be in the id1 folder

ancient depot
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You should be able to load wads from anywhere

hollow owl
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hm

ancient depot
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So you've added the wad to texture collections?

hollow owl
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i have added it to a folder named wads that is in the quakedev folder i made

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ill put it in manually maybe

ancient depot
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I'd recommend watching part 1 of the texturing part of dumptruck's videos

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He goes into how to get the wads loaded

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starts at 0:42

hollow owl
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it just came up with it not being able to load the palette file from the gfx folder

ancient depot
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That's... odd

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The palette file is 768 bytes in length, right?

hollow owl
#

i got this

#

Loading palette file gfx\palette.lmp
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'

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it says it as 1kb

ancient depot
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Try setting the game directory to C:\QuakeDev\id1 maybe

hollow owl
#

yeah i'll try

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same error

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very odd

ancient depot
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wtf

hollow owl
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it is locating it and then failing to load it

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i'll send another imgur link

ancient depot
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Yeah so it's somehow still not finding it

hollow owl
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also the tools are gone

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i think that's because i didn't finish the tutorial

ancient depot
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I did the following:

honest stag
#

hey MrHeat, do you have Quake PAK files?

ancient depot
#
  1. Downloaded the latest TrenchBroom 2020.1 build
  2. Made an id1 folder somewhere, with a gfx folder inside it
  3. Put palette.lmp in the gfx folder
  4. Opened TrenchBroom and selected New map...
  5. Clicked Open preferences...
  6. Clicked on the Quake tab and set the game directory to the folder containing the id1 folder
  7. Apply -> OK
  8. Chose Quake and clicked OK
  9. Switched to the Face tab in the editor on the right
  10. Opened the Texture Collections menu at the bottom
  11. Clicked the + in the lower left and selected my wad file
  12. Clicked OK
hollow owl
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no that's my problem

honest stag
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oh i can link them here then

hollow owl
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really that would be awesome

ancient depot
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I feel like you may have accidentally set the game path for Daikatana instead of Quake

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Since if you click a game at the new map menu, and then go open preferences, it'll go to the preferences for the first game in the list

honest stag
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it's gonna take a while to load here so yeah wait

ancient depot
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not the one you highlighted

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Make sure you only upload PAK0.PAK and not PAK1.PAK

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The latter would be piracy

hollow owl
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yeah

honest stag
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i assume you own quake?

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just asking

ancient depot
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Nah this is a quakeless setup

honest stag
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ah alright

hollow owl
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no my problem is that i don't

honest stag
hollow owl
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but always worth asking

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thanks

honest stag
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i dont know if not having quake 1 is alright but pak0 should do the job anyway

ancient depot
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Yeah you don't need Q1

honest stag
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not having pak1*

ancient depot
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PAK1 is just the episode 2, 3 & 4 stuff

honest stag
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ahhhh that makes more sense

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then that should be fine

hollow owl
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does it want to be in my gfx folder, maps or on its own

honest stag
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id1

ancient depot
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Inside a folder called gfx inside id1

hollow owl
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yeah

honest stag
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wait really? it's in id1 for me

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gfx doesnt have it

ancient depot
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Dusk will find palette.lmp in the root, while TB looks in gfx

hollow owl
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i'll try it now

ancient depot
#

It works for you because you have the PAK files

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Which have the palette within them inside a gfx folder

honest stag
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...huh
then tb shouldnt be working for me?

ancient depot
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Why's that?

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also note palette.lmp is only necessary for WAD2 files

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afaik dusk_transparent.wad is a WAD3

honest stag
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well gfx is empty
unless i misunderstood you

ancient depot
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PAK0.PAK has a gfx folder inside it

honest stag
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ah

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ohhhhhhhh

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makes much more sense

hollow owl
#

it didn't work but now i've got the pak file i can follow the tutorial i was watching

honest stag
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you put it into the gfx folder?

hollow owl
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but it is in breezip and i cant open the folder

honest stag
#

the pak file?

hollow owl
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yeah

honest stag
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try id1 instead

ancient depot
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The PAK file goes in id1

hollow owl
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yeah

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same thing saying it couldn't load the palette file or models

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should i get rid of the palette file that is in id1

honest stag
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what is the pathname for the pak file for yaa

ancient depot
#
//
// For editing
//

// Option 1
quake/
    id1/
        gfx/
            palette.lmp

// Option 2
quake/
    id1/
        PAK0.PAK
        PAK1.PAK (optional)

//
// For playing
//
mnt/
    local/
        mod_name/
            palette.lmp```
hollow owl
#

do i need the gfx folder if i have the pak0 file then?

ancient depot
#

It's optional if you have the PAK

honest stag
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im not sure but i think when i tried setting up trenchbroom i had issues with this because the pathname had spaces/non-english characters

#

that was definetly a problem with compiling maps later

ancient depot
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The path here is just C:\QuakeDev so hopefully that's unrelated

honest stag
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ah alright

hollow owl
#

i'll cut out the pallete file wit gfx for now to see if it changes

#

it might be trying to fetch the files from the lmp istead of tha pak

ancient depot
#

also double check that Quake has the right game directory, and that it wasn't accidentally set on another game profile

hollow owl
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triple checked

#

same problem again

honest stag
#

hmmmmmm
the map actually opens, but there are no models and all textures are black, correct?

#

or just not showing up

hollow owl
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no models an no textures

#

yeah

ancient depot
#

It's gotta be game directory related then

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Very odd

honest stag
#

here's what i propose
make everything from scratch
C:/1234/id1 and PAK0 inside of that
trenchbroom then points at 1234 for the quake game path

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if that doesnt work - i dont know what will

hollow owl
#

yeah i might have to do that

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i'm going from scratch

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i deleted the old folder

honest stag
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alright good luck

hollow owl
#

thanks

ancient depot
#

eventually we can put this out and hopefully the problem will disappear

hollow owl
#

the would be so good

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i restarted and it comes up with

ancient depot
#

Adding file system path C:\Users\Edward\AppData\Local\Temp\Rar$EXa4916.45518\defaults\assets
You shouldn't be running TrenchBroom from a rar file

#

Always extract software before running it

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I have a hunch that the $ in the temp file path is related

hollow owl
#

ok

ancient depot
#

If not, then there must be like

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Some kind of ghost haunting your PC that also happens to hate maps

hollow owl
#

supernatural intervention

ancient depot
#

oh hey you're a rat now

#

you can post images

hollow owl
#

epic

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yep my pc is ruled by the gods

ancient depot
#

lmao

honest stag
#

that's soooo odd

hollow owl
#

i extracted all of the file to a folder that i named trenchbroom

#

ran it through there and then it still would not load the entities and textures

ancient depot
#

So when you go to create a new map, your entry for Quake looks like this but with C:\QuakeDev, right?

#

and QuakeDev has the id1 folder inside it

hollow owl
#

not anymore i restarted with a new folder but it says C:1234\id1

ancient depot
#

It should be C:\1234

hollow owl
#

ok

#

if that has been the problem the whole time i'm gonna storm a us embassy

ancient depot
#

lmao

honest stag
#

wait, it wasnt?

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i mean the path didnt look like that?

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because that's probably the problem
probably

hollow owl
#

it was missing a \ before the 1234 part

ancient depot
#

"I'm seeing a small discrepancy in..."

hollow owl
#

same thing though not picking up models

#

and the palette file

honest stag
#

wait what do you mean "was missing a \"
that should be there regardless if you set a path

ancient depot
#

Yeah it should be exactly C:\1234

#

And the 1234 folder in your C drive should have the id1 folder inside it

hollow owl
#

it looked like C:1234 instead of C:/1234

ancient depot
#

Which should have PAK0.PAK

hollow owl
#

still got the same problem

honest stag
#

...hold on, how are you setting the game path exactly?

hollow owl
#

yeah the pak is in the id1 folded

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*folder

honest stag
#

trenchbroom should give you the option to just point at a folder

#

instead of typing it out

ancient depot
#

Yeah you can click the ... button

honest stag
#

if that's what you did

ancient depot
#

Note that it's a back-slash, not a forward-slash

hollow owl
#

i just used the ... function, pointed it to the folder and now it is set back to quakedev when that folder has been deleted wtf

honest stag
#

huh

#

wut

ancient depot
honest stag
#

you pointed it at 1234 and the game path set itself to QuakeDev?

hollow owl
#

wait it sent it to daikatana afterwards after i put it in quake and trechbroom wanted the quakedev file

honest stag
#

?????

ancient depot
#

Yeah that's what I mentioned before lmao

hollow owl
#

ive rearanged it lets see if it works

ancient depot
#

When you click Open preferences it goes to the first game in the list

#

You have to select the game again from the preferences window

hollow owl
#

yeah

#

i selected my id1 file on quake and it still ain't working

honest stag
#

daikatana making people suffer even in 3rd party software without being installed

ancient depot
#

Select the folder that contains id1, not id1 itself

hollow owl
#

ok

#

it loaded like half the models after i set the directory to 1234

ancient depot
#

It should have worked then

honest stag
#

half the models?

ancient depot
#

Since the later enemy models are in PAK1

honest stag
#

check textures

#

they should be working now

hollow owl
#

still no texture

ancient depot
#

Don't forget to import the wads

#

in the texture collections window

hollow owl
#

yeah

honest stag
#

does it give the "pallete.lmp" missing thing again?

ancient depot
#

Should look like that

hollow owl
#

it says loading after i dropped the dusk wad in

#

loading gfx/palette.lmp

ancient depot
#

No errors?

hollow owl
#

the textures haven't loaded up yet i don't think

ancient depot
#

It should be near instantaneous

hollow owl
#

might take time

honest stag
#

it's really fast usually yeah

#

are you sure it didnt give you the prompt to set a path?

hollow owl
ancient depot
#

Click the texture collections thing in the lower right

#

What does that look like?

hollow owl
honest stag
#

click the +

ancient depot
#

Click the + and choose the wad

honest stag
#

and select the dusk wad

hollow owl
#

thats after i put the dusk wad in

ancient depot
#

You mentioned that you dragged it in

#

It might not work with drag & drop

hollow owl
#

i might know give ma a second

honest stag
#

hm? you just need to click the +

ancient depot
#

Looks like TB supports drag and drop, but you must drag it into the texture collections window

#

If you drag it into the main window nothing happens

#

You should see this window after dragging the wad into texture collections:

hollow owl
#

ok figured it out it's because the dusk wad was in a rar file

honest stag
#

oh lmao

ancient depot
#

lmao yeah that'd do it

hollow owl
#

so i extracted and got that menu and put it as absolute

ancient depot
#

WinRAR will auto-delete the file if you do it that way

hollow owl
#

which path do i want?

ancient depot
#

Doesn't really matter, I'd usually suggest Relative to game directory

#

but most people seem to use Absolute

hollow owl
#

holy moly it worked you guys are actual legends thank you so much

ancient depot
#

(I presume because that's what dumptruck's tutorial does)

honest stag
#

onto mapmaking my dude

ancient depot
#

👌

hollow owl
#

yeah

honest stag
#

make everyone proud

hollow owl
#

i will

#

oh my god that was stressful

#

i feel like a glowing brain genius rn

honest stag
#

lmao you still need to learn how to compile maps

#

and that's a whole other story

hollow owl
#

oh yeah

ancient depot
#

shuffles away

honest stag
#

i already had like 100 issues with that so i can help to my abilities

hollow owl
#

at least i got to that point so

honest stag
#

we could try doing that right now

ancient depot
#

It's another thing that'll hopefully be less of a pain when we have our actual TB support rolled out

hollow owl
#

ill make a quick test room for dusk

honest stag
#

alright make sure it has some light entities

#

and player_info_start

hollow owl
#

yeah i got that

honest stag
#

did you already install all the compiling software from the tutorial?

hollow owl
#

not yet

honest stag
#

actually you can probably just follow the tutorial untill you hit an issue so yeah

#

good luck with it

hollow owl
#

thanks guys

#

weve been at this for like an hour oh my god

#

map time

#

with a map if it shows the void is there any issues?

honest stag
#

nah it's fine

#

for now at least

hollow owl
#

ok

honest stag
#

there is a default skybox present that's got you covered

hollow owl
#

epic

#

so what quake entities turn into dusk ones

#

because there are more weapons in dusk than in the quake entity list so are you restricted by that

honest stag
#

you dont need to worry about that because you can spawn any entity and just rename it do any dusk entity from an entities.txt file present in pinned messages

#

like monster_leatherneck will spawn a leatherneck even if it shows up as a cube in TB

hollow owl
#

ok

#

it's a shame there aren't more tutorials showing dusk in trenchbroom really

honest stag
#

well it's only been out for like what, 4 months
it's a niche thing for a relatively niche game, and it's in alpha

#

so that's understandable

hollow owl
#

yeah

#

how do you flip between 2d and 3d mode

honest stag
#

space i think

hollow owl
#

thanks

#

how do levels like end

#

is there a specific thing you need

honest stag
#

make a brush entity trigger_chagelevel(you can do that by rightclicking a brush and selecting "brush entity>trigger>trigger_changelevel)

#

that will end the level

hollow owl
#

ok

#

does it need to have an end because i just want to make a test room

honest stag
#

nah

hollow owl
#

ight

#

do all of the quake weapons turn into the weapons in dusk

#

if i place a rocket launcher will it turn into a mortar or a riveter or something

honest stag
#

they do but you can just use a specific dusk entity name

  • there is no quake equivalent to the pistol the sword and the stuff
    1 moment actually
#

i'll give you a full list of quake-dusk things

hollow owl
#

so how would you rename them into their dusk counterparts

honest stag
#

select the entity, and on the top right click the "entity" tab
in the "classname" line set the name to whatever entity you want

#

hey uhhh the dev wiki is down for me? @ancient depot

still raptor
#

Oof

honest stag
#

aw man sorry, i wanted to link you the page that had all the quake-dusk stuff

hollow owl
#

oh

honest stag
#

but again, dont worry about it cuz it's just there to play quake maps in dusk

hollow owl
#

so i would select any entity and change the class nam

honest stag
#

yes

hollow owl
#

ok yeah i get it

honest stag
hollow owl
#

i see

honest stag
#

also unrelated, i made some more detailwork to my map without actual gameplay progress, i'm still unsure if i want this map to take place in daytime or nighttime

hollow owl
#

wow that's really good

honest stag
#

not nearly as good as some stuff other people here made

hollow owl
#

if depends what kind of level youre going for

gritty forge
#

I like the skull thing

ancient depot
#

Yeah wtf, looks like it's down

hollow owl
#

i couldn't have picked a better time for wanting to mod

honest stag
#

the skull thing is actually a small detail i ripped from another map of mine that im still working on, except i made it way larger
there, inside of the railings

hollow owl
#

cool

honest stag
hollow owl
#

this is what ive got so far

honest stag
#

works just fine for a test map, drop a light entity too

hollow owl
#

yeah

#

do candles act as light sources?

honest stag
#

you mean dusk candles?

hollow owl
#

or is it just a prop

#

yeah

#

because i don't know if quake flames are light sources

honest stag
#

they do but we're going to need a quake light entity cuz they will be used way more often
dusk candles are a dynamic light source so they dont need to be baked into the map unlike quake lights, AND they are way more performance-heavy

hollow owl
#

ok

honest stag
#

just drop a "light" square

#

that should do the job

hollow owl
#

ok

honest stag
#

yep, that'll do it

hollow owl
#

i want to compile it now right

honest stag
#

alright now save the map

#

then just follow the tutorial, tell me if you have any issues

hollow owl
#

ok

#

im watching the tutorial and i have my map but i don't understand how the file is converted into a .bsp

honest stag
#

that's done by the compiling tools

hollow owl
#

where can i get those

honest stag
#

it should be talked about in the trenchbroom setup tutorial

#

check it out

#

the dumptruck one

hollow owl
#

ok

#

i'm watching it now

#

for the compiling im using the gui dumptruck is using i don't know what to put for the quake engine part when compiling

#

@honest stag

honest stag
#

dont worry about it, it's just there if you want to test your maps in quake right off the bat

hollow owl
#

ok

honest stag
#

dont put it in

hollow owl
#

so leave it blank?

honest stag
#

yep

#

uncheck the "run quake after compiling" thing too

hollow owl
#

yeah

#

i just compiled it

honest stag
#

alright sick, not try lauching it in dusk

#

y'know how to?

hollow owl
#

yeah

#

i gotta find the bsp file now

honest stag
#

it's in the output folder you selected, or the working folder if you dont find it there

hollow owl
#

there is a batch file in working called compile is that it

honest stag
#

are you sure you compiled it?

hollow owl
#

yeah i think so

#

ill try it agian

honest stag
#

check the "pause after compiling"

#

see what it reads

hollow owl
#

ok

honest stag
#

can i see the GUI screenshots? both the main screen and the settings

hollow owl
honest stag
#

do you have your tools installed into the "maps" folder?

hollow owl
#

what do you mean by tools

honest stag
#

top right corner
the GUI isnt the tools you know

#

the tools are the ericW's compiling tools

#

if you installed them

#

gui just helps you organize that stuff

hollow owl
#

oh im using the thing off of dumptrucks video

honest stag
#

well yeah it uses the GUI you have AND the ericW's compiling tools, keep watching

hollow owl
#

ok im getting the tools now

#

my tools folder wants to be in 1234 not id1 right

honest stag
#

doesnt matter

hollow owl
#

ok

honest stag
#

tools are by themselves

hollow owl
#

ight

#

do i need quakespasm

honest stag
#

nope

hollow owl
#

ok

#

ive got the tools in the folder time to compile

honest stag
#

just make sure the GUI has the tools folder set up right

hollow owl
#

yeah im rewatching the vid to get it right

honest stag
#

also word of advice - remove the space in the mapname

#

the compiling tools REALLY dont like spaces anywhere

hollow owl
#

ok

honest stag
#

that includes folder names, keep that in mind

hollow owl
#

ok

ancient depot
#

Sounds like the compiler GUI doesn't wrap path names in quotes then

hollow owl
#

these are what i want right

honest stag
#

get rid of the .1 too just in case lol

#

heu uhh

#

did you uhh unpack the tools?

hollow owl
#

ok

#

?

honest stag
#

from the archive?

hollow owl
#

yeah i extracted them into the tools folder ive learnt my lesson

honest stag
#

this should be working

#

alright set it off

hollow owl
#

ok

#

i need to remove the .1 part from the name

honest stag
#

just in case yeah

hollow owl
#

hmm

honest stag
#

i knew it
alright just drop everything from the ericW's folder into the tools folder
and set the filepath to that

hollow owl
#

ok

#

then set it to tools?

#

as the directory

honest stag
#

yep

hollow owl
honest stag
#

can i see what's inside of that folder?

hollow owl
#

is it just bin that i want

honest stag
#

oh actually yes

hollow owl
#

big brain time

ancient depot
#

oh you accidentally downloaded the source did you

honest stag
#

the normal tools have the bin folder too

ancient depot
#

github's UI is pretty shit with regard to downloads

hollow owl
#

i think it worked

honest stag
#

did it output a bsp?

hollow owl
#

nope my .bsp file is nowhere to be seen

honest stag
#

altough i actually made the mistake of downloading the source at first

hollow owl
#

the output should be my maps folder but it isnt there

honest stag
#

did you change the map filename or just the pathname?

#

in the gui

hollow owl
#

i changed both

#

i see the problem

honest stag
#

and they match?

#

also

#

the .map should be in the working folder i think

hollow owl
#

it reverted it back to the .1 thing

#

its been fixed compiling now

honest stag
#

alright hell yeah

hollow owl
ancient depot
#

there you go

honest stag
#

that's one part, it'll keep going now

hollow owl
#

aw hell yeah

#

got the bsp now i put it into the maps folder in the dusk sdk correct

honest stag
#

yeah there are full instructions in the pinned messages just in case

hollow owl
#

ok lets go

#

what is the .pts file

honest stag
#

dont worry bout it

hollow owl
#

ok

#

time to load up dusk

honest stag
#

however if you make any colored lights - the compiler will also put out a .lit file which will need to go alongside the .bsp

#

into the maps folder

hollow owl
#

ok

ancient depot
#

Yeah you just want the .bsp and .lit

hollow owl
#

there isn't a .lit so i should be alright

#

i also got derailed off of mod.io so i want to do that as well

#

im launching dusk now

honest stag
#

there are quite a bit of good maps
my favs are Lower, Ice-9, Undertow, Old Waters and all maps made by PoolboyQ

#

Aqua makes some top-tier stuff as well (he made derailed)

hollow owl
#

this is the first mod ive actually played

#

im getting onto my room now

honest stag
#

sick

hollow owl
#

it worked!!!!!

#

i fell of lmao

honest stag
#

eyyyyyyy nice

#

lmao type nbclip

#

like a cheat in doom

#

that gives noclip

hollow owl
#

yeah

honest stag
#

oh also

hollow owl
#

im gonna make my own level tommorow but im gonna do derailed

honest stag
#

you need the palette.lmp file inside of the mod folder, but outside of the maps folder

#

to make textures appear

hollow owl
#

ok

#

was wandering why i didn't see basketball

ancient depot
#

Yeah, we're changing it later so the game searches the gfx folder instead of the root

#

And also including the quake palette

hollow owl
#

yeah

honest stag
#

how are we going to point dusk to the quake or gfx folder?

ancient depot
#

You just make a gfx folder in your mod folder

#

put the palette in there

honest stag
#

ah gotcha alright

ancient depot
#

But I'm also working on natively detecting Quake & HL on steam

#

and making them available as mods if they're installed

honest stag
#

o_o dang

hollow owl
#

that would be great

ancient depot
#

It's not too hard, I have it like 90% done

#

it can detect where they are, but it doesn't add them to the mods menu yet

hollow owl
#

i don't even know what kind of mod i'm gonna make

#

we can add custom music right

honest stag
#

yep

hollow owl
#

bro... i'm using that to my advantage indefinetly

honest stag
#

i wish i had that luxury
all my maps were made before the music update and i never bothered to actually update them with it

hollow owl
#

oh

#

dusk doesn't like derailed

honest stag
#

how so

hollow owl
#

it's at a stated of running whilst crashing

honest stag
#

oh maps just take a while to load

#

especially big ones

ancient depot
#

If you mean it went not responding while loading

hollow owl
#

ok

ancient depot
#

that's common at the moment

#

give it time

hollow owl
#

its fine now

ancient depot
#

The long load times are caused by the game generating the light textures

#

Which is a slow process because it uses a built in Unity thing for it atm, which is not only slow but has no async support

hollow owl
#

is the music in derailed custom

ancient depot
#

So it halts the game

hollow owl
#

cause i like it

honest stag
#

@alpine depot my man, is that music in derailed custom?

#

or dusk ost, cuz i dont remember much of dusk ost

#

havent played vanilla in quite a long time

#

...basically since the sdk launched

hollow owl
#

haha

onyx marten
#

@ancient depot btw are there news on that lightmapping bug i reported a while ago?

ancient depot
#

it's still being worked on as part of the large upcoming patch

onyx marten
#

👍

#

in that case imma release my map today, i dont want to wait any longer

hollow owl
#

holy crap derailed is good

#

i'm gonna make a story board for my mod now

alpine depot
#

i used andrew hulshult's in the dark remix from doom 2

#

so yeah custom

onyx marten
vocal swan
#

oooooo

still raptor
#

oooh

#

nice skybox @onyx marten

onyx marten
#

oh shit i forgot to give credit for that one lol

still raptor
#

oh lol

onyx marten
#

thanks for reminding me lmao

#

so yeah if anyone plays it lemme know what you think!

ancient depot
#

this motivates me to finish the patch sooner so the load times don't murder me

onyx marten
#

yeah this map has atrocious load times

sharp trail
#

DU

#

DU DUSK

#

DUSKSTEIN

onyx marten
#

Die Sonne scheint

#

i uploaded the wrong zip because I'm a big dummy, the correct one is up now

gritty forge
#

I know custom weapons for Dusk are a ways off, but I'd like to see the Venom Gun in there someday.

#

Return to Castle Duskstein

stiff gust
#

Hell yeah

mortal narwhal
#

@ancient depot Will quickloading restart the music in the level?

#

when its implemented*

ancient depot
#

no

#

the current position of the track will be saved

mortal narwhal
#

nice

still raptor
#

yo @onyx marten your map is sick

onyx marten
#

Thanks man

still raptor
#

so when are you releasing dusk 2?

honest stag
#

big question

#

can duskdude climb 16 units without jumping? i never tested that

#

and i kinda may have made a fuck ton of 16 unit stairs in my prototype map

#

well i guess time to test that

#

ok he can thank god

long anchor
#

Does anyone know what the hell is this? I didn't do anything, just booted it up one day and this happened

honest stag
#

maybe you moved the quake files/palette?

onyx marten
#

@still raptor Once I'm able to tell a story in my mods. I just need some book item like in AD and heart particles

floral falcon
#

Is it possible to have a light source be toggled on and off?
I’m trying to make a light switch in dusk using func_button and a light entity but it doesn’t seem to work.

honest stag
#

right now - i dont think it's possible

floral falcon
#

No worries, thanks

still raptor
#

youll need light styles for that

#

which wont be added until a future patch

honest stag
#

hey is it possible to make some parts of enemies' textures transparent? @still raptor

#

like if i use the quake pink pixels or whatever

still raptor
#

i dont think so at the moment, but support for that could probably be added

honest stag
#

that would be really awesome

still raptor
#

you might just be able to make the textures transparent naturally

#

im not sure if the shader the enemies are using evaluate alpha or not

long anchor
#

should I show him?

#

@honest stag

honest stag
#

NO

#

it's a suprise

long anchor
#

aight

hollow owl
#

it is possible to have more than one level in a mod right

still raptor
#

yes

hollow owl
#

ok, is there a limit to how many you can have

still raptor
#

if there is it would be in the tens of thousands

#

so basically no

#

you can also have them lead into eachother

#

like as you finish one level it loads the next

hollow owl
#

thats what i was thinking of doing like how in dusk there is a door or hatch you go through to end a level and load the next

hollow owl
still raptor
#

cant wait to play

hollow owl
#

haha this is just the design phase lmao

hollow owl
#

i want to go for a cave then up to the surface

sharp trail
#

happened after i installed ice 9

still raptor
#

uhhh

#

interesting

fiery ledge
#

i think i had the same problem once, and it was because of a controller stick being pressed down on

halcyon eagle
#

I've also had this problem while just having a nintendo switch pro controller plugged in while running Dusk, that controller does not like unity titles

ivory magnet
#

Use the steam controller configuration tool

#

It's pretty much the go to thing for controller mapping nowadays

sharp trail
#

Oooooooooooo

#

Thats probably it

#

I have my controller sitting on top of my pc at an akward angle so thats probably it

hollow owl
#

it's a rave don't worry

heady spear
#

the menus want to have fun too

hollow owl
#

they want in

long anchor
#

Hey Duskdevs, is it possible now to change mage's fog color/texture? I thought it uses mage_green texture, but it's not. Is that a Unity effect of some sort?

ancient depot
#

It's a particle effect, so it cannot be changed currently

long anchor
#

Thanks

sharp trail
#

I thought about the philip particle cyan blue and remove all the black parts so that it was easier to see when playing endless but i guess it doesn't work yet. Is particle editing gonna be a thing any time soon?

ancient depot
#

It's a planned feature, as for when, I don't know yet

#

At the moment the priority is saves, getting load times down to acceptable levels and improving bsp support

long anchor
#

I wanted to ask about some feature yesterday but already forgot lol

rose nest
#

I’ve want try to make a map but i can’t for the life of me figure out how to install trenchbroom

onyx marten
#

@rose nest check out dumptruck_ds' quickstart tutorial (all of his tutorials really) on youtube

little arrow
#

Was going to ask the same question, saw on mod.io there was a video on how to rig trenchbroom for Dusk but it skims over some things. Like the location of dusk.wad or how they configured trenchbroom.

#

Because it seems like there should be support for models showing up in trenchbroom but not 100% sure how to rig it up for Dusk.

torpid agate
#

I believe the link to dusk.wad is pinned in the comments of this channel.

little arrow
#

Is there any method of getting the models to show up in the editor.

torpid agate
#

Not the dusk models. If you follow dump truck ds’s video, the quake models should appear in the editor tho.

little arrow
#

What if someone doesn't own quake.

torpid agate
#

Trenchboom accesses the models from the pak. Files in quake. I believe you can use the shareware version

little arrow
#

Interesting. I see that there is other methods for running quake maps like Valve. Does this mean that in theory, you can have Hammer build maps?

torpid agate
#

Yeah some people use hammer, or J.A.C.K and compile them as goldsrc bsps

little arrow
#

I'm much much more familiar with Hammer than I am trenchbroom.

little arrow
#

It seems like hammer doesn't recognize the wad as a wad3

#

Which I wonder if it's because it doesn't recognize the wad, or that hammer is just outdated in some manner.

little arrow
#

It seems like Wally crashes when trying to convert to a wad3 file on light_fixture this might be more complicated than I thought.

#

I think I'm looking too much into this, I'll test out JACK since it's praised highly.

torpid agate
#

Don’t buy the version on steam. Just use the free version.

little arrow
#

Yeah. Figured that from the comments.

#

It seems like JACK doesn't know how to use colors for the textures. Or I imported it wrongly.

#

Yeah I think JACK just doesn't know how to use the palette that comes with DUSK wad

#

So everything is black and wehite.

#

And now it suddenly works. I don't pretend to understand this.

#

By valve standards normally we want to use a texture like nodraw to ensure textures are not drawn outside of the world, is there a case like this in DUSK?

#

Or is it just it doesn't matter?

still raptor
#

dusk wad doesnt come with a palette per texture

#

thats why everything needs the quake palette

little arrow
#

I guess JACK was just being really wonky.

#

Also I assumed since I saw palette.lmp in the wad.

still raptor
#

yeah its just the quake palette

#

ideally youre right, we would use wad3

little arrow
#

But I still need to know if I need to nodraw textures outside. Or whatever the DUSK equivelant is.

still raptor
#

which lets you store a palette for each texture

#

uh yeah you can use nodraw i think

#

or skip or whatever, i forget which one it is

#

off the top

little arrow
#

Does dusk support nodraw or a texture that does such a thing?

still raptor
#

yeah, its about the compilation, more than dusk

#

as long as your compiler considers it, it compiles without those faces

little arrow
#

I never made a quake map, what is the equiv of nodraw for Quake, if you know?

still raptor
#

yeah skip removes the face from rendering

#

but it remains solid i believe

little arrow
#

It's good practice. Not sure why JACK isn't getting the quake textures.

still raptor
#

well its not in the dusk wad

little arrow
#

That isn't what I mean to say.

still raptor
#

oh whoops

#

my b

little arrow
#

Quake doesn't use WAD format, it uses PAK format. I don't think JACK supports this, if it does then I'm just being blind.

#

I mean I could also be dead wrong I never modded for Quake, but all I see is PAK format.

still raptor
#

well, quake has wads inside the paks

#

or rather, can

#

for example, pak0.pak from quake

#

has a gfx.wad

little arrow
#

What tool are you using to open that.

still raptor
#

pak explorer

#

but i believe you can use slade if im not mistaken

little arrow
#

I never considered slade.

#

That makes sense.

still raptor
#

yeah slade is super nice

#

i just do like zero doom modding so i dont have it installed lol

little arrow
#

I had to use it once or twice when I submitted my map for the vinesauce doom competition.

#

But I guess I purged that too.

#

I guess PakExplorer yells about a sharing violation when I try to crack open the pak file.

torpid agate
#

Slade is the best. Extracted all the rise of the triad midis using it

#

Super versatile.

little arrow
#

Hmm. It seems like JACK isn't getting the textures from gfx.wad, that's... Not correct.

#

I don't suppose anyone knows where JACK spits out BSP files, do they?

little arrow
#

Oh. I just need to... Run two tools to compile it?

#

Hmm. Yeah okay.

#

Is there a guide on what entity represents what in-game, or is it just guess and figure out?
Is there also a method of changing the color of a light.

still raptor
#

yes there is

little arrow
#

To which question.

still raptor
#

both

#

that txt has every entity in dusk

little arrow
#

This helps, but I'm wondering about other entities like object_light_post_1

still raptor
#

so you can rename any entity to that name and it will be correct

little arrow
#

Like is there a visual representation of what each object is?

still raptor
#

not yet

#

that will require just checking them out, but their names will give you a decent idea

little arrow
#

Naturally. How does one do colored lighting? I know in half-life mapping I can assign a color, but it would be a little finicky going back and forth between the two types.

still raptor
#

we are planning on releasing an fgd which will enable full dusk editing with models and everything

#

just do it the same way you do in hl

#

if youre compiling a half life bsp, that will just work

#

if youre compiling a quake one, it will generate a .lit file

#

which you package with your bsp

#

definitely use this for lighting if youre doing quake bsps

#

but yeah any light can get a _color key

#

and thatll bake that light in color

little arrow
#

Hmmm. I see.

#

I assume it's just R, G, B? Or is it something ridonk like R, G, B, BRIGHT?

still raptor
#

r g b

#

"_color" "0.827111 0.908589 1.000000"

#

would be the format

little arrow
#

Oh goodness. It's decimal format.

still raptor
#

you can use int i think

#

itll take either

little arrow
#

We're going to find out.

still raptor
#

0-255

little arrow
#

Can dusk auto detect new files, or do I have to re-launch for every time I make new files.

#

Also, success. Colored lighting works as an integer and not a float.

still raptor
#

it can auto detect

#

one, if youve replaced with the same map name, itll just load the new one

#

or if youve added new maps, you can click apply in the mod menu, or type the cheatcode nbrefresh

little arrow
#

Oh, that's good to know.

honest stag
#

i'm pretty sure you can also use a 0-255 color value in trenchbroom if you select "Byte" as the color range option instead of "Float"

#

or are we talkin about JACK here

little arrow
#

JACK

#

I'm a little put off by the fact I have to use JACK to compile it into a .map file and then use eric's tools to compile it into a .bsp file.

#

Unless I'm being redundant somehow.

honest stag
#

well that's how it always was for quake/half-life - the map editor doesnt compile maps, the actual .bsp conversion is done by the external tools
like ZHLT for cs 1.6/half-life maps
oh some people do that as well for dusk as it can run half-life maps

little arrow
#

Yeah alright.

#

Does the map titles run off the file name of the bsp, or what?

honest stag
#

pretty sure yes

little arrow
#

Alright. Making sure.

#

I'll have to mingle more with this, interesting. Learning the quirks and text showing up and stuff.

little arrow
#

Is it possible to level transition into other levels? Or does ending a level take you back to the main menu?

still raptor
#

yes

#

oh vriska is here

honest stag
#

it is possible
on the trigger_changelevel

still raptor
#

the true master

honest stag
#

you need a "map" key

#

and the property is the filename of the next level

#

they have to be in the same folder ofc

#

aw thanks

still raptor
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i dont think they do need to be in the same folder

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just as long as its in a maps folder

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which could be done as separate mods

honest stag
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wow i didnt know that
pretty cool but dont see where it could be used

alpine depot
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yeah i did that with derailed/urban turmoil, so long as the map names match up and the map file is present on your system then it'll go to that next map

still raptor
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basically, the way the fs in the sdk works is it mashes all the mods into one giant directory

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so all maps folders you have are one maps folder

honest stag
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oh shit you linked up derailed and UT? that's really cool

still raptor
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we were just playing UT the other day

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for reasons

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👀

honest stag
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someone is about to be hired

still raptor
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lol not quite

little arrow
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That's good to know.

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There isn't a big amount of levels and it would be neat to try my hand at it.

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Has anyone done a full blown episode yet.

honest stag
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dont think so

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heh i think most of us wanted to make an entire episode in the beginning
but everyone just kinda gives up on the idea eventually and makes individual levels
it's less limiting that way

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but i would totally play one, it would take a long time to make one however

little arrow
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How is it limiting.

long moon
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It can really remove some creative freedom when you're doing a lot of the same-ish thing

honest stag
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well you do have to have some consistency between levels, and the "shitty weapons and almost no ammo" part is only present in the beginning of the first level
otherwise you'll have to make every single level after it with the player having a lotta guns from the start

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since they are connected and stuff

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single levels however allow you to just do whatever the hell you want
speaking of that, me and VEVEN are making something pretty damn cool 👀

little arrow
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Yeah alright.

honest stag
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are you familiar with mapping or just started

alpine depot
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lol not quite

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:(

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please hire me i am good trenchbroomer

honest stag
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one day aqua
one day

alpine depot
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ill just have to make an entire map pack out of it first

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and use that as a resume

little arrow
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A little. I'm not experienced.

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I've worked on a rp map for Garry's Mod, and made a map for the vinesauce mapping contest. But that is it.

alpine depot
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i hate hammer with a burning passion

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trenchbroom is so much better

long moon
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hammers not so bad

alpine depot
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yes it is and i will stand by that forever

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though source 2 hammer looks nice, been looking at it a bit recently

long moon
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I used to hate it but been using it recently and its alright once you're in the swing of it

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I only found out they released tools today, not had a look

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what are they like?

honest stag
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who knows, we dont have vr
we're playing dusk

alpine depot
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I haven't looked at it too much at all really but you can do everything in one entire window now

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3D workspace like Unity or Unreal

little arrow
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I've grown use to hammer. I generally have no issue with it.

alpine depot
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so that's a major step-up

tepid python
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I only make high quality dusk mods

alpine depot
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excuse ME

little arrow
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Except if I'm using an ancient map that is cursed.

alpine depot
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I MAKE QUALITY DUSK MODS

honest stag
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func_vehicle is the shit my man

long moon
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well fugg i'm glad hammer's coming to the modern era

honest stag
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ice-9 is a really good map and it's a damn shame that only 55 of you have played it

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it's like top-5 for me right now

humble garnet
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question, does anyone have a good program to open wad2 cuz i wonna import dusk textures to source?

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gcfscape rly hates dusk wad i can open it with the notepad++ trick but the textures wont open or import at all

long anchor
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someone is about to be hired

lol not quite
yeah that's because Dave already hired me, there's not enough space for two trenchboomers

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About hammer

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well, I wrote this on the other discord server:

I still wonder how you guys work in hammer
I use Trenchbroom to make Dusk maps, and after that Hammer felt for me like someone hammered my arms
things you make with hammer are miracles

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it's not like I hate hammer, but I just can't understand how people do things in hammer efficiently

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guess that's because people had 2 decades to git gud with it

last talon
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I dunno. been so long but when I looked at trenchbroom its logic seemed alien to me :D

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even tho its simple as hell

humble garnet
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maybe people are using JACK, its simply better hammer for gldsource

last talon
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most likely. still functions the same afaik

humble garnet
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it does but with updates from the modern versions of hammer to the gldsource one, also has a quake compability

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i use jack for dusk

last talon
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cba to set it up yet. excuse being to wait for the SDK to be more complete

still raptor
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@humble garnet all the textures for dusk are stored in the games files raw in mnt/local/dusk

humble garnet
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hh_zeroFacepalm oh ffs ur right

little arrow
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@humble garnet Consider XWE if you still need to mingle with wads.

humble garnet
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thanks but zombinos allready recomended me "TexMex" and also i can get transparent textures from sdk files like 500_pts mentioned

little arrow
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Whats the beer entity?

barren moat
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yo

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im trying to install the mask mod and it wont work

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can someone help me out

last berry
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is the new blood dusk modding documentation down right now?

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I tried this url across multiple devices and can't access it

proven hull
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Yep, seems toast to me

mortal narwhal
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Does anyone know of a way to have func_illusionary not block your shots?

ancient depot
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down again? gimme a moment and I'll reboot the server

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@last berry wiki is back up

last berry
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thank you

frank mantle
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Haven't tried any mod levels for a month

frank mantle
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ok maybe I just shouldn't play them

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At least not until there's saving, because some of them on go easy are like the campaign on CM

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Which doesn't necessarily come from deliberate decisions on the map maker's part but whatever

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I wish explosion damage scaled with difficulty

alpine depot
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I'm so goddamn proud of that billboard

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and all of the other billboards

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but especially that one

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it has a special place in my heart

frank mantle
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I would play a map just for these, they win me over lol

alpine depot
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next map after this will contain a lot more billboards

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maybe i'll include a billboard factory

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just so i can cram more in

frank mantle
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Cool

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UT had a tad too much happening at once but it was cool nonetheless

long anchor
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Hey dude how to read your nickname

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Is "c" like just "c" or more like "ch"

gritty forge
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Perci

rose nest
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do i need to have quake to use trenchbroom?

gritty forge
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nope

rose nest
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gotcha

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i downloaded the trenchbroom master file but i can't for the life of me fiqure out how to lauch trenchbroom

gritty forge
rose nest
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👍

hollow owl
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how do you make something into water? does anything with the water texture become water or?

honest stag
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either use a water texture (those textrues start with a * symbol)
or make the brush a func_water (same way you would remake an entity into a dusk entity

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yes, anything with that texture becomes water

hollow owl
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ok thanks

hollow owl
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so is it anything below it aswell because wouldn't becom just a two dimensional texture that you would fall through

honest stag
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Its like a floating brick of water

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So no, its only the brush that uses a water texture

honest stag
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sdk dudes, is the "starts open" flag on doors functional in dusk right now?

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I'll test it anyway but it would save me a good chunk of time if you told me :>

alpine depot
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ye

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casual 2 hour late response

ancient depot
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Yeah, that flag's been supported from the start

long anchor
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duskdevs are still the best

frank mantle
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It's pɛrtsi

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Or however the heck you want, I would recognise it

long anchor
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alright

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thanks

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duskdevs are still the best
actually, except for the moment when i had to retexture horse's head

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I couldn't figure out the logic how the hell this texture is applied to model

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I think there is none

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I spent somewhere around 2 hours to retexture just the head

still raptor
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lol

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im so sorry

long anchor
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uh, that's ok

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I mean, the rest of the stuff is perfect

long anchor
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I wonder how did you guys make textures for Dusk

still raptor
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@iron needle Made all of them, and with different methods

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im sure he can explain more