#dusk-modding
1 messages · Page 55 of 1
@terse salmon those presets can be modified, so its completely relative
theres no real point in an answer, if you have questions about specific settings i can answer those
@still raptor really? i thought most of the menu display settings just tweaked the post-processor
i was generally curious about what modified preset dusk uses, since the preset controls these:
basically, what settings does it use of these?
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
if youd like to know those specific settings, sure, i can get you those
also for the record, dusk does not use the standard post processor thing that unity has builtin
@still raptor thanks, that's really interesting! yeah, it uses an old-school fx asset iirc?
were these quality settings modified specifically for the game for performance?
Not particularly no
because it doesnt matter, theres not many dynamic lights in dusk
does anyone know the file name for the black phillip projectile texture
The black phillip projectile is a particle and not a sprite iirc, so you can't replace that
Not yet anyway
oh
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
you just need quakes palette file, not quake itself iirc
damn, I cannot wait for saving
@ancient depot I'm trying to make lightshafts for my level. Is it possible to have a half transparent func_illusionary in Dusk?
I think he's asleep rn
let me check
try using "renderamt" and a value between 0-255
that should set the transparency of the object
you can also try "rendermode" 0-5
normal is 0
https://cdn.discordapp.com/attachments/221778127083405313/710259860310065152/unknown.png
from left to right is a func_illusionary with renderamt 155 and rendermode going from 0 to 5, left to right
it seems that rendermode 5 is well, additive
so if you want volumes of light, rendermode 5 is your friend
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?
hmm
sounds like you pretty much have everything rightm, is it possible the path is wrong
\music\yourfile.ogg
It should be "music/filename.ogg", to be exact
Could be? I did the whole path... you know, C:....etc.
Yeah that'd be why
It needs to be a path relative to your mod folder, not a full path
Otherwise how would it work on other people's PCs
np
Hmm, still getting nothing... the music file should be in the mod file no?
Also important to note that the path is case sensitive
If your music file is Music.ogg, it must be Music.ogg in your map, music.ogg won't work
Yeah:
/mymod
/music
music.ogg
/maps
mymap.bsp (references "music/music.ogg")```
yeah, thats what I have set up
Ok, I think I figured it out... stupid error
I don't know how I did it, but I managed to sneak a \ into the path
still nadda, lovely
Fixed, thanks again!
👌
does anyone know where i can find the quake palette files for trenchbroom?
Wouldn't the shareware version of quake have it
There's a pallet on the quake wiki
does this file have all the textures and etc?
The textures get merged into the bsp
If you're intending to make maps rather than play them, you'll need wad files for textures
i want to make a basic map in trenchbroom but i don't have any of the quake games
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
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
ok thanks so much i will try this
np
I'm about to head to bed but don't hesitate to ping me if you have further questions
ok thanks
would i do that in the trenchbroom files? i am viewing it with winrar and i can't add any new files to trenchbroom
like where would i put the directory structure
@ancient depot
@hollow owl You can put it anywhere
Do clip brushes work in dusk yet? I’m trying to set up some invisible walls in my map.
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 so i can create a folder in my program files with that structure and trenchbroom will be able to find it?
ok thanks i will make it now
No worries the rendermode workaround didn’t work so I’ll try func _clip now
also renderamt is actually the reverse, 0 is invisible and 255 is completely visible
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
You can try making a map with the Quake profile and set that folder as the game directory
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)
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
Yeah, the palette has to be called palette.lmp and be in id1 -> gfx or trenchbroom won't recognize it
i'm going to try and make a folder with the structure that you said and paste it into the trenchbroom files in quake
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
It's an L, not an I
I think someone made that mistake before actually lmao
It's short for lump
it is an lmp file not an imp file i just thought it said imp
Strange, it should just work then
it doesn't detect the palette file in the directory
i would ss it but we can't post images on this channel
You can post images once you get rat rank, until then you can upload it to imgur or something
and post a link here
you don't need an account to upload there
at least, you didn't used to in the past
unless that's changed recently
weird
and C:\QuakeDev is the game path set in TB?
I mean this part
ignore the awful quality screenshot lol
That should say C:\QuakeDev
Once that's set up it should work
so would be C:QuakeDev if i have it in my local disk next to program files
Yeah
i did that successfully but in the error box in trenchbroom it says it couldn't find the models
Yeah that can be ignored
ok i still don't have textures though
Do you have the wad files loaded?
bruh i just realised that lmao thanks
i need to put the dusk wad in now
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
You should be able to load wads from anywhere
hm
So you've added the wad to texture collections?
i have added it to a folder named wads that is in the quakedev folder i made
ill put it in manually maybe
I'd recommend watching part 1 of the texturing part of dumptruck's videos
He goes into how to get the wads loaded
starts at 0:42
it just came up with it not being able to load the palette file from the gfx folder
i got this
Loading palette file gfx\palette.lmp
Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
it says it as 1kb
Try setting the game directory to C:\QuakeDev\id1 maybe
wtf
Yeah so it's somehow still not finding it
hey MrHeat, do you have Quake PAK files?
- Downloaded the latest TrenchBroom 2020.1 build
- Made an
id1folder somewhere, with agfxfolder inside it - Put
palette.lmpin thegfxfolder - Opened TrenchBroom and selected
New map... - Clicked
Open preferences... - Clicked on the
Quaketab and set the game directory to the folder containing theid1folder - Apply -> OK
- Chose
Quakeand clicked OK - Switched to the
Facetab in the editor on the right - Opened the
Texture Collectionsmenu at the bottom - Clicked the
+in the lower left and selected my wad file - Clicked OK
no that's my problem
oh i can link them here then
really that would be awesome
I feel like you may have accidentally set the game path for Daikatana instead of Quake
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
it's gonna take a while to load here so yeah wait
not the one you highlighted
Make sure you only upload PAK0.PAK and not PAK1.PAK
The latter would be piracy
yeah
Nah this is a quakeless setup
ah alright
no my problem is that i don't
drop those into the id1 folder
i dont know if not having quake 1 is alright but pak0 should do the job anyway
Yeah you don't need Q1
not having pak1*
PAK1 is just the episode 2, 3 & 4 stuff
does it want to be in my gfx folder, maps or on its own
id1
Inside a folder called gfx inside id1
yeah
Dusk will find palette.lmp in the root, while TB looks in gfx
i'll try it now
It works for you because you have the PAK files
Which have the palette within them inside a gfx folder
...huh
then tb shouldnt be working for me?
Why's that?
also note palette.lmp is only necessary for WAD2 files
afaik dusk_transparent.wad is a WAD3
well gfx is empty
unless i misunderstood you
PAK0.PAK has a gfx folder inside it
it didn't work but now i've got the pak file i can follow the tutorial i was watching
you put it into the gfx folder?
but it is in breezip and i cant open the folder
the pak file?
yeah
try id1 instead
The PAK file goes in id1
yeah
same thing saying it couldn't load the palette file or models
should i get rid of the palette file that is in id1
what is the pathname for the pak file for yaa
//
// 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```
do i need the gfx folder if i have the pak0 file then?
It's optional if you have the PAK
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
The path here is just C:\QuakeDev so hopefully that's unrelated
ah alright
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
also double check that Quake has the right game directory, and that it wasn't accidentally set on another game profile
hmmmmmm
the map actually opens, but there are no models and all textures are black, correct?
or just not showing up
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
if that doesnt work - i dont know what will
alright good luck
thanks
eventually we can put this out and hopefully the problem will disappear
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
I have a hunch that the $ in the temp file path is related
ok
If not, then there must be like
Some kind of ghost haunting your PC that also happens to hate maps
supernatural intervention
lmao
that's soooo odd
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
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
not anymore i restarted with a new folder but it says C:1234\id1
It should be C:\1234
lmao
wait, it wasnt?
i mean the path didnt look like that?
because that's probably the problem
probably
it was missing a \ before the 1234 part
"I'm seeing a small discrepancy in..."
wait what do you mean "was missing a \"
that should be there regardless if you set a path
Yeah it should be exactly C:\1234
And the 1234 folder in your C drive should have the id1 folder inside it
it looked like C:1234 instead of C:/1234
Which should have PAK0.PAK
still got the same problem
...hold on, how are you setting the game path exactly?
trenchbroom should give you the option to just point at a folder
instead of typing it out
Yeah you can click the ... button
if that's what you did
It should look exactly like this, btw
Note that it's a back-slash, not a forward-slash
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

you pointed it at 1234 and the game path set itself to QuakeDev?
wait it sent it to daikatana afterwards after i put it in quake and trechbroom wanted the quakedev file
?????
Yeah that's what I mentioned before lmao
ive rearanged it lets see if it works
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
daikatana making people suffer even in 3rd party software without being installed
Select the folder that contains id1, not id1 itself
It should have worked then
half the models?
Since the later enemy models are in PAK1
still no texture
yeah
does it give the "pallete.lmp" missing thing again?
Should look like that
No errors?
the textures haven't loaded up yet i don't think
It should be near instantaneous
might take time
it's really fast usually yeah
are you sure it didnt give you the prompt to set a path?
nothing there
click the +
Click the + and choose the wad
and select the dusk wad
thats after i put the dusk wad in
i might know give ma a second
hm? you just need to click the +
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:
ok figured it out it's because the dusk wad was in a rar file
oh lmao
lmao yeah that'd do it
so i extracted and got that menu and put it as absolute
WinRAR will auto-delete the file if you do it that way
which path do i want?
Doesn't really matter, I'd usually suggest Relative to game directory
but most people seem to use Absolute
holy moly it worked you guys are actual legends thank you so much
(I presume because that's what dumptruck's tutorial does)
onto mapmaking my dude
👌
yeah
make everyone proud
oh yeah
shuffles away
i already had like 100 issues with that so i can help to my abilities
at least i got to that point so
we could try doing that right now
It's another thing that'll hopefully be less of a pain when we have our actual TB support rolled out
ill make a quick test room for dusk
yeah i got that
did you already install all the compiling software from the tutorial?
not yet
actually you can probably just follow the tutorial untill you hit an issue so yeah
good luck with it
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?
ok
there is a default skybox present that's got you covered
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
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
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
space i think
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
nah
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
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
so how would you rename them into their dusk counterparts
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
Oof
aw man sorry, i wanted to link you the page that had all the quake-dusk stuff
oh
but again, dont worry about it cuz it's just there to play quake maps in dusk
so i would select any entity and change the class nam
yes
ok yeah i get it
i see
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
wow that's really good
not nearly as good as some stuff other people here made
if depends what kind of level youre going for
I like the skull thing
Yeah wtf, looks like it's down
i couldn't have picked a better time for wanting to mod
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
cool
works just fine for a test map, drop a light entity too
you mean dusk candles?
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
ok
yep, that'll do it
i want to compile it now right
alright now save the map
then just follow the tutorial, tell me if you have any issues
ok
im watching the tutorial and i have my map but i don't understand how the file is converted into a .bsp
that's done by the compiling tools
where can i get those
it should be talked about in the trenchbroom setup tutorial
check it out
the dumptruck one
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
dont worry about it, it's just there if you want to test your maps in quake right off the bat
ok
dont put it in
so leave it blank?
it's in the output folder you selected, or the working folder if you dont find it there
there is a batch file in working called compile is that it
are you sure you compiled it?
can i see the GUI screenshots? both the main screen and the settings
do you have your tools installed into the "maps" folder?
what do you mean by tools
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
oh im using the thing off of dumptrucks video
well yeah it uses the GUI you have AND the ericW's compiling tools, keep watching
doesnt matter
ok
tools are by themselves
nope
just make sure the GUI has the tools folder set up right
yeah im rewatching the vid to get it right
also word of advice - remove the space in the mapname
the compiling tools REALLY dont like spaces anywhere
ok
that includes folder names, keep that in mind
ok
Sounds like the compiler GUI doesn't wrap path names in quotes then
from the archive?
yeah i extracted them into the tools folder ive learnt my lesson
just in case yeah
i knew it
alright just drop everything from the ericW's folder into the tools folder
and set the filepath to that
yep
nope
can i see what's inside of that folder?
is it just bin that i want
oh actually yes
big brain time
oh you accidentally downloaded the source did you
the normal tools have the bin folder too
github's UI is pretty shit with regard to downloads
i think it worked
did it output a bsp?
nope my .bsp file is nowhere to be seen
altough i actually made the mistake of downloading the source at first
alright hell yeah
there you go
that's one part, it'll keep going now
yeah there are full instructions in the pinned messages just in case
dont worry bout it
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
ok
Yeah you just want the .bsp and .lit
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
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)
sick
oh also
im gonna make my own level tommorow but im gonna do derailed
you need the palette.lmp file inside of the mod folder, but outside of the maps folder
to make textures appear
Yeah, we're changing it later so the game searches the gfx folder instead of the root
And also including the quake palette
yeah
how are we going to point dusk to the quake or gfx folder?
ah gotcha alright
But I'm also working on natively detecting Quake & HL on steam
and making them available as mods if they're installed
o_o dang
that would be great
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
yep
bro... i'm using that to my advantage indefinetly
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
how so
it's at a stated of running whilst crashing
If you mean it went not responding while loading
ok
its fine now
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
is the music in derailed custom
So it halts the game
cause i like it
@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
haha
@ancient depot btw are there news on that lightmapping bug i reported a while ago?
it's still being worked on as part of the large upcoming patch
new map from the dipshit that brought you classics like enclave https://dusk.mod.io/duskstein
oooooo
oh shit i forgot to give credit for that one lol
oh lol
this motivates me to finish the patch sooner so the load times don't murder me
yeah this map has atrocious load times
Die Sonne scheint
i uploaded the wrong zip because I'm a big dummy, the correct one is up now
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
Hell yeah
@ancient depot Will quickloading restart the music in the level?
when its implemented*
nice
yo @onyx marten your map is sick
Thanks man
so when are you releasing dusk 2?
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
Does anyone know what the hell is this? I didn't do anything, just booted it up one day and this happened
maybe you moved the quake files/palette?
@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
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.
right now - i dont think it's possible
No worries, thanks
hey is it possible to make some parts of enemies' textures transparent? @still raptor
like if i use the quake pink pixels or whatever
i dont think so at the moment, but support for that could probably be added
that would be really awesome
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
aight
it is possible to have more than one level in a mod right
yes
ok, is there a limit to how many you can have
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
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
Basic sketch for first level on my mod. It's a cave if you couldn't tell lmao
cant wait to play
haha this is just the design phase lmao
i want to go for a cave then up to the surface
i think i had the same problem once, and it was because of a controller stick being pressed down on
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
Use the steam controller configuration tool
It's pretty much the go to thing for controller mapping nowadays
Oooooooooooo
Thats probably it
I have my controller sitting on top of my pc at an akward angle so thats probably it
it's a rave don't worry
the menus want to have fun too
they want in
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?
It's a particle effect, so it cannot be changed currently
Thanks
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?
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
I wanted to ask about some feature yesterday but already forgot lol
I’ve want try to make a map but i can’t for the life of me figure out how to install trenchbroom
@rose nest check out dumptruck_ds' quickstart tutorial (all of his tutorials really) on youtube
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.
I believe the link to dusk.wad is pinned in the comments of this channel.
Is there any method of getting the models to show up in the editor.
Not the dusk models. If you follow dump truck ds’s video, the quake models should appear in the editor tho.
What if someone doesn't own quake.
Trenchboom accesses the models from the pak. Files in quake. I believe you can use the shareware version
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?
Yeah some people use hammer, or J.A.C.K and compile them as goldsrc bsps
I'm much much more familiar with Hammer than I am trenchbroom.
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.
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.
Don’t buy the version on steam. Just use the free version.
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?
dusk wad doesnt come with a palette per texture
thats why everything needs the quake palette
I guess JACK was just being really wonky.
Also I assumed since I saw palette.lmp in the wad.
But I still need to know if I need to nodraw textures outside. Or whatever the DUSK equivelant is.
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
Does dusk support nodraw or a texture that does such a thing?
yeah, its about the compilation, more than dusk
as long as your compiler considers it, it compiles without those faces
I never made a quake map, what is the equiv of nodraw for Quake, if you know?
It's good practice. Not sure why JACK isn't getting the quake textures.
well its not in the dusk wad
That isn't what I mean to say.
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.
well, quake has wads inside the paks
or rather, can
for example, pak0.pak from quake
has a gfx.wad
What tool are you using to open that.
yeah slade is super nice
i just do like zero doom modding so i dont have it installed lol
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.
Slade is the best. Extracted all the rise of the triad midis using it
Super versatile.
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?
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.
yes there is
To which question.
This helps, but I'm wondering about other entities like object_light_post_1
so you can rename any entity to that name and it will be correct
Like is there a visual representation of what each object is?
not yet
that will require just checking them out, but their names will give you a decent idea
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.
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
Hmmm. I see.
I assume it's just R, G, B? Or is it something ridonk like R, G, B, BRIGHT?
Oh goodness. It's decimal format.
We're going to find out.
0-255
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.
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
Oh, that's good to know.
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
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.
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
pretty sure yes
Alright. Making sure.
I'll have to mingle more with this, interesting. Learning the quirks and text showing up and stuff.
Is it possible to level transition into other levels? Or does ending a level take you back to the main menu?
it is possible
on the trigger_changelevel
the true master
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
i dont think they do need to be in the same folder
just as long as its in a maps folder
which could be done as separate mods
wow i didnt know that
pretty cool but dont see where it could be used
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
basically, the way the fs in the sdk works is it mashes all the mods into one giant directory
so all maps folders you have are one maps folder
oh shit you linked up derailed and UT? that's really cool
someone is about to be hired
lol not quite
That's good to know.
There isn't a big amount of levels and it would be neat to try my hand at it.
Has anyone done a full blown episode yet.
dont think so
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
but i would totally play one, it would take a long time to make one however
How is it limiting.
It can really remove some creative freedom when you're doing a lot of the same-ish thing
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
since they are connected and stuff
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 👀
Yeah alright.
are you familiar with mapping or just started
one day aqua
one day
A little. I'm not experienced.
I've worked on a rp map for Garry's Mod, and made a map for the vinesauce mapping contest. But that is it.
hammers not so bad
yes it is and i will stand by that forever
though source 2 hammer looks nice, been looking at it a bit recently
I used to hate it but been using it recently and its alright once you're in the swing of it
I only found out they released tools today, not had a look
what are they like?
who knows, we dont have vr
we're playing dusk
I haven't looked at it too much at all really but you can do everything in one entire window now
3D workspace like Unity or Unreal
I've grown use to hammer. I generally have no issue with it.
so that's a major step-up
I only make high quality dusk mods
excuse ME
Except if I'm using an ancient map that is cursed.
I MAKE QUALITY DUSK MODS
func_vehicle is the shit my man
well fugg i'm glad hammer's coming to the modern era
ice-9 is a really good map and it's a damn shame that only 55 of you have played it
it's like top-5 for me right now
question, does anyone have a good program to open wad2 cuz i wonna import dusk textures to source?
gcfscape rly hates dusk wad i can open it with the notepad++ trick but the textures wont open or import at all
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

About hammer
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
it's not like I hate hammer, but I just can't understand how people do things in hammer efficiently
guess that's because people had 2 decades to git gud with it
I dunno. been so long but when I looked at trenchbroom its logic seemed alien to me :D
even tho its simple as hell
maybe people are using JACK, its simply better hammer for gldsource
most likely. still functions the same afaik
it does but with updates from the modern versions of hammer to the gldsource one, also has a quake compability
i use jack for dusk
cba to set it up yet. excuse being to wait for the SDK to be more complete
@humble garnet all the textures for dusk are stored in the games files raw in mnt/local/dusk
oh ffs ur right
@humble garnet Consider XWE if you still need to mingle with wads.
thanks but zombinos allready recomended me "TexMex" and also i can get transparent textures from sdk files like 500_pts mentioned
Whats the beer entity?
is the new blood dusk modding documentation down right now?
I tried this url across multiple devices and can't access it
Yep, seems toast to me
Does anyone know of a way to have func_illusionary not block your shots?
thank you
Haven't tried any mod levels for a month
ok maybe I just shouldn't play them
At least not until there's saving, because some of them on go easy are like the campaign on CM
Which doesn't necessarily come from deliberate decisions on the map maker's part but whatever
at least the world has this now and it's great
I wish explosion damage scaled with difficulty
I'm so goddamn proud of that billboard
and all of the other billboards
but especially that one
it has a special place in my heart
I would play a map just for these, they win me over lol
next map after this will contain a lot more billboards
maybe i'll include a billboard factory
just so i can cram more in
Perci
do i need to have quake to use trenchbroom?
nope
gotcha
i downloaded the trenchbroom master file but i can't for the life of me fiqure out how to lauch trenchbroom
👍
how do you make something into water? does anything with the water texture become water or?
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
yes, anything with that texture becomes water
ok thanks
so is it anything below it aswell because wouldn't becom just a two dimensional texture that you would fall through
Its like a floating brick of water
So no, its only the brush that uses a water texture
sdk dudes, is the "starts open" flag on doors functional in dusk right now?
I'll test it anyway but it would save me a good chunk of time if you told me :>
Yeah, that flag's been supported from the start
duskdevs are still the best
alright
thanks
duskdevs are still the best
actually, except for the moment when i had to retexture horse's head
I couldn't figure out the logic how the hell this texture is applied to model
I think there is none
I spent somewhere around 2 hours to retexture just the head
I wonder how did you guys make textures for Dusk