#dusk-modding
1 messages ยท Page 57 of 1
no idea why lmao
for some reason obs can't capture the game properly
anyway
phys objs save almost properly
their angles reset
yeah, that's to be expected
in order to fix it I ignored their rotation
all of this'll get fixed once more of the BSP stuff is redone
it will fluctuate
yeah, so it's a case of "wait for bsp overhaul"
are you guys going to roll another hotfix with this dll or you'll try to fix vram problem
This dll is the vram hotfix
but yeah, we'll put out a patch with it
I consider it highly important since atm the game is unplayable on low end GPUs if you load a big map
yeah like I said it'll fluctuate
last time i checked with this new dll it was 2.2
lmao
uh oh
saved mid flip
loaded
i'm not sure how saving mid flip in regular game works but anyway
lol, which .dll should I try? the newest one?
@onyx marten yeah the most recent one
its still there. tabbing out doesnt crash the game anymore tho
that's so weird
@onyx marten what if you set the steam launch options to -force-glcore or -force-d3d11
maybe your gpu doesn't like vulkan or something
woah that's alotta bugs
beat my devtime
par on worldspawn
it's mentioned in the worldspawn entry on the wiki
gotcha thanks
note that setting par to anything other than the format mentioned on the wiki will result in undefined behaviour
there's no guarantee that will continue to work in the future
oh my
god
the preview is so cursed
i'm afraid
this mod is like that meme
finally, Johnium
Finally, Small John
you can steal Johnium if you want
Big John's weapons when
func_big_john
We need Big John's gun as a modded weapon in the future
func_big_john needs to me an emote
Yes.
No.
so, how do i set up trenchbroom when i dont own quake
does anybody know, or do i just need to have the quake files?
yeah i cant really do anything with the WAD file like the two-minute trenchbroom video shows, i'm totally stumped
i feel like i'm either missing steps, or trenchbroom was updated since that video was made, or something. maybe i just need to buy quake once i have a disposable income.
ah, neat
theres a download there
so once i download that, do i set that folder as TB's quake directory?
put it in a folder structure somewhere as follows /id1/gfx/palette.lmp
ah okay
and then point trenchbrooms quake config at the parent folder
๐
so will i just use the entity browser like normal despite it not having the models it's looking for, and do my best to figure out what quake entity names correspond to what dusk equivelants?
theres a wiki page for that
also check the pinned messages in this channel for entities.txt
thats a complete list of all available entities
aha, right, i downloaded that earlier and was wondering if that's what it was for
thank you!
just rename any entity to the name in the file, and it will be that entity when you play the map
now i just need to figure out how to actually use trenchbroom because i was expecting the controls to be like Hammer's, but nay
you can use hammer if you prefer!
wait really?? alright rad, i'll just need to figure out how to do exactly what i've just done with TB but with hammer, since i've only used it with L4D2's stuff pre-loaded
oh, oh fuck, this is way more involved than setting up TB--
okay so im just gonna figure out TB iushdfiudngfd
yo if you have any more questions about setting up shoot them
it has some underwater stones like actually compiling maps
alright, cool
Is there a mod that makes the enemies ragdoll when killed? I think that'd be a funny mod
Dusk originally had ragdolls for enemies, but it wasn't era-authentic
Anyway, a mod like that would require scripting, which we don't have yet
is there a projected release window for the next Dusk SDK update?
They always update patchnotes in steam discussions
Hello i have a question. Is there some way that i can change the leathernecks or the rats "idle" sound. I know there already a Flac file called "idle" for that rat but that plays when the rat is charging the player. I asssumed that the leatherneck can have the "peacful state sound" because he has one but i didn't find it in the files.
That's a known bug, some enemy sounds don't currently get replaced because they're set up differently in the code
hey, just a shot in the dark- is there a known graphical glitch with the sdk since i'm getting large swaths of like, static whenever i load in a level
yes
@winged knot Your graphics card wouldn't happen to have poor Vulkan support, would it?
You can probably fix it by adding -force-glcore to your launch options
Or -force-d3d11 if you'd prefer DirectX over OpenGL, we support both
Anyone have a copy of the transparent wad?
Many thanks
I moved my tools to my external folder and accidently deleted the file
And all my textures are black
in the editor?
what folder does trenchbroom point to as the quake game path?
Oh
Its probably because its on the other drive now
There we go
Linked it and its fixed
thanks
I also need the FDG
official fgd when 

@unique ocean
Many thanks
Is it just me or is aiming a bit off in the SDK?
Oh V-sync was on
That explains it
This sound familiar to anyone?
quack 2
No. Just Quack.
Qunk
This too.
Where did you get these high quality ranger sounds?
Well, these are set at higher sample rates.
and as a result sound poorer
yeah i need the crust
oh my god someone made a terry wad
you legend i love you
for a real terry wad experience you should have made it an actual trap
like y'know, a promising map that dives into terry madness 2 minutes in
Let's go, baybeeee
the fucking explosion sound in that mod lmao
I'm out of the loop entirely wtf is a Terry and why is he in Dusk
It's based on the infamous trend of terrywads in Doom
Basically they're troll levels generally blaring loud as hell sounds in your ears, trap you into unwinnable situations with unkillable enemies or unavoidable instant death traps, etc. etc.
however the shtick is that generally speaking they try to trick you into believing that the wad is a legit wad you would want to play for real
Some of them go overboard and have gore and such, effectively making them the level creation equivalent of those shock sites people might trick you into going to back in the 2000s on the internet, or in the more mild cases a rickroll or what have you
Where did you get these high quality ranger sounds?
@urban tide I made them by impersonating the sound and high passing my voice over the original sound.
and as a result sound poorer
@still raptor Not always.
The high quality sounds could actually fit better with Dusk, considering Dusk has high quality audio.
certainly not always, just in this case
How come?
I found the original version of this sound and edited it to sound the way it did in Quake.
Here it is once again with even better eq.
Fun fact: This is actually an angry cat.
because a lower sample rate can mask poor qualities to the clip, or editing
think of it like a CRT's scanlines
Well, let's just treat these high sample rate ones as if Quake was made in the 21st Century.
right, i still think for example, that train1 sounds way too harsh
Hell, I could make a separate pack that drops the sample rates down to 16kHz.
because your increased fidelity reveals less desirable properties of the audio
its like putting something under a magnifying glass
sure its clearer
but youll notice more flaws
But hearing them with other sounds going on can also mask these flaws. Hearing a sound on its own is actually quite different from hearing it with a bunch of others simultaneously.
Here. 16kHz. Is this better?
hm, yeah id say i prefer the second version
So 16kHz is better? Okay. I will consider making a separate pack with 16kHz samples, they aren't highest quality, but they are an improvement over the original nonetheless.
its definitely subjective
and obviously depending on your audio setup, will sound vastly different as well
Yeah, I was about to tell you that.
I have ATH-M20Xs
yeah thats definitely a more typical setup
This I managed to recover part of. It is an artillery cannon. The cocking part I couldn't find.
cool
That one is good, right?
dunno, obviously it being used in the game vs listening to it one off are very differnt, like you said
could be cool
youll just have to try and see
I mean, I have tried it. I think it is really good. Well, I haven't tried it in Dusk... I tried it in Quake, I even released it on ModDB, though I am currently working on an update.
got a link? id try it out
It won't sound the same as the ones you just heard. I haven't updated it at all. I only got to release it, just warning you. It was released in October, but people really enjoy it.
And maybe you'll love it even more when I finally release the update. I am hoping to have it ready before Summer ends.
Though, don't count on it. I'll have you know I am not a very reliable person.
hey its mods, its very understandable
I think a fair bit of quake sounds are from sound ideas.
Yes, but not many.
Ah. Do you know where the grenade launcher projectile bounce ding sounds come from? Always loved how those sound.
Sound idea?
wip shit

there is a big gimmick to this and you'll either love it or hae it
hate*
no spoilers tho
Hotfix coming soon
Patch Notes
* The game will now use OpenGL instead of Vulkan by default. You can opt into Vulkan using the -force-vulkan launch option.
* More efficient lightmap atlas generation code, now uses less VRAM and can generate several atlases.
* Temporary incomplete fix for the rotation of certain objects not restoring correctly in savegames.
* A garbage collection and resource cleanup cycle will now be run during the load screen.
* Mipmaps are no longer erroneously generated for lightmap atlases.
* Water is no longer considered for navmesh generation, fixes enemies walking on water.
Everything except the first and last things in the list are in the patched NewBlood.dll posted a little while back
yes
Ah. Do you know where the grenade launcher projectile bounce ding sounds come from? Always loved how those sound.
@gritty forge I only know that it is the axe hitting the wall sound slowed down.
TY
more efficient lightmap atlas generation
that done manually or with a specific library?
he did it manually afaik
it's manual, yes
...mind sharing? lul
it's really nothing complex
sort by height, increase x position, set to 0 and increase y when it goes over the max atlas size
when there's no room left, make another atlas
quake bsp lightmaps are made up of hundreds to thousands of really small (mostly square) textures, so this works really well with them
with minimal wasted space
thx, it's not too different than what I'm doing
my biggest issue rn is having to stream out some textures, but I might just end up deciding to flush all out
what are you making?
full speed at 40 drawcalls, 15fps at 100, 7 at 200, budgets here are THIN
porting sm64pc to the GCW Zero
draw call count is the name of the game here
ah yeah
rn I'm trying to shove as much as possible in a single atlas so I can draw an entire map in a single hit if possible
underpowered hardware so deffo minimum drawcall is the place to be
I didn't expect it to be this annoying tho like holy crap
whenever text appears on the screen the fps drops from 30 to 7
it's mental
yikes
oof
1ghz MIPS cpu eh
my current idea is pidgeon holing textures into atlases that fit their pipeline state
along with really slow storage
yeah, GC860 gpu with foss MESA drivers
biggest issue isnt slow storage, it's the memory bandwidth limitations
yeah, i said storage, meant memory
obviously you arent loading the atlas from storage every time its used lol
I've used this for Fade2Black previously, and even streaming the textures when used it still performed really well
to the point where rendering a single room previously was 2fps, and the batched entire map did fullspeed
damn nice
It's fun tho, I guess. Really missed doing this, university was quite the timesink
does anybody have good tips for lengths/widhts in trenchbroom for dorways?
i go with 64/64
You usually wanna make doors taller than wider (unless it's 2 doors side by side). Maybe 48x64?
I keep getting a error at the end of my compiling
Which is odd because I believe I have everything set up right
Nevermind I fixed it somehow
Does colored lighting work in trenchbroom yet?
in trenchbroom? yeah you can set em up in trenchbroom and quake and dusk support em too. add _color to a light entity
๐
Oh yea that looks GOOD
nice map bro
Now THAT looks a lot better then before!
sweet
That looks awesome
thanks
btw are func_breakables changed at all?
Gascans don't seem to instantly detonate them
well, is the health of the breakable higher than the damage of the gas can?
oh yeah looks nice
i think its like 60?
Thank
don't think so
Not yet, but water has been fixed
they dont walk on top anymore
i imagine doors being fixed will happen reasonably soon
dropped a map .bsp in the wrong place, tabbed out, dropped it in the maps folder, tabbed back, got this
crashed
oh actually tabbing in and out at any point gives me this
oof
@honest stag what if you try in opengl mode
maybe it's a vulkan thing
-force-glcore in launch options for opengl
-force-d3d11 for DirectX 11
shit, cant try that right now but i will
Very important comic dusk progress:
key
Nice, an SDK update. Is this just the hotfix posted earlier or is there something else in it?
It's the hotfix from earlier, yeah
Unless you're talking about the DLL
In which case, it's all of that plus a fix for enemies walking on water
rip jesus enemies
Patch notes
nerfed jesus
Hmm, just tried "Lower" with the new update and experienced some pretty serious frame drops which weren't there before. haven't played since the last bigger update which introduced saved though
when the sdk is done, would it be possible to port a gun from jedi academy into the game?
yeah
I'm still imagining Unreal Tournament, Doom and Quake weapons ported to DUSK
it would be cool to have just one level that features enviroments and weapons from other games
like a mixed bag kind of thing
Probably.
Im getting weird black bars on custom maps
Nevermind changed it to ds11 and it works perfectly
anyone got tips for making caves?
rock
Hrrms
yes
rock
Requesting "NBSuicide" command to instakill the player so I don't have to rivet myself to death to load the newly compiled level
just click on it from the menu
Reloading the map through suicide is faster
just press f1
does that actually work? cuz it usually reloaded the unupdated level for me
it should
as far as I know it should be like impossible for it to not load the updated level
that dusk segment in the 2020 video was omega hype
it legit was
props to you guys for showing off pooboy's and aqua's maps
was that the reason you were playing them recently lmao
yeah now I'm remembering that and going hmmmm
fucking rad tho and I'm really happy my mapping is so cool that it gets featured
this just means I gotta grind harder on my next map to make it even better ๐
NB's really kicking ass this year now like damn
yeah we credited you in the youtube description i think
if we havent, we plan to
i forget if dave did it or not
it's not there yet
you lucky basturds, congrats
however you guys didnt feature func_vehicle so that's a dislike from me
oh right i forgot to do the thing
1 moment
is it -force-glcore or -force -glcore for the steam launch options
oh hey it doesnt crash
nice
oh you don't need the launch option anymore since the latest patch reverted the vulkan stuff
so it's already opengl by default now
oh whoops, alright then
but yeah, good to know that was it
vulkan still "works" but we'll keep it disabled unless you opt in
unity's implementation of it seems to be uber buggy
Hows custom model support going?
Hmm, just tried "Lower" with the new update and experienced some pretty serious frame drops which weren't there before. haven't played since the last bigger update which introduced saved though
I think that's because I left giant fucking leak in skybox
Sorry for that incompetence of mine
Ah, gotta try some others then, thanks for letting me know!
Guess i should update description to let people know that it's outdated and has issues
So this is just out of curiosity and more of a general mapping question, so feel free to ignore it if you don't feel like going into it, but can you elaborate on how the mapping leaks contribute to poor performance?
well, it doesnt in the dusk sdk
it will in the future
basically, the leaks effect occlusion calculations, so youll end up rendering faces that are not necessary
Ah, so the poor performance I'm experiencing is likely due to something else currently?
My rig is a potato currently tbf
so youll end up rendering faces that are not necessary
there's something oddly satisfying in how sealed maps look
leaky boi
not leaky boi
yep
so bloody brilliant
so, i misspoke a bit
it WILL effect performance because when the map is baked, it will bake with a bunch of unnecessary faces
but its not because of the dusk sdk
but rather just how the bsp process works
you can see how in those screenshots, it renders the outside of those rooms
and what if you seal your map with giant skybox all around the actual level?
well, thats like a bandaid
Ah, thanks for clarifying. Not a lot of experience with mapping but curious.
yeah, its an interesting topic
basically, sealing the map allows the compiler to say "hey, we dont need the back faces of these brushes, because the player can never see them
so it just removes them, like in the bottom shot
a leaking map, the compiler will assume the player can see the outside, and include those faces
so you end up rendering a lot more geometry, tanking performance
and what if you seal your map with giant skybox all around the actual level?
in that case, does size of the skybox like this "affect performance"?
not particularly no
But that's not how you're supposed to do skyboxes reeee
only does if you've got vis implemented and are compiling bsps with it, in which case you'd want to make your map as watertight as you can
But that's not how you're supposed to do skyboxes reeee
yeah I know
Hey peeps! I need help with my dusk sdk launcher. Whenever i put anything except for the dusk folder in sdk>mnt>local my game launches into infinite black screen. Has anyone had this problem?
can you show what's in your local folder?
Mike stoklasa welder model and Doug Walker horror model
the folders for those mods orrr
Let me fire my pc I'll send screens
this is the way it should look like
odd, that should make it work
do any of those folders contain a description.xml file?
a mod could contain an invalid one, which might cause problems
Let me check
oh yeah the broken description files do exactly that - make the game launch into a black screen
forgot they even exist
Yeah we're replacing them with ini eventually
but I'm delaying that change until we have a mod migration tool so people can automatically update their mods when we make changes like that
you can delete just the xml if you want the mod
yeah, also could you send that xml here?
I'd like to take a look at it and see what's wrong
Yeah
ye then it's that one
there's nothing wrong with it

does the mod contain a preview.png?
oh wait no
I see the issue
<content>Textures and Sound</content>
it should be
<content>Textures Sounds</content>
It's not exactly obvious since description.xml is undocumented, but content isn't a text field
It's an integer where Textures, Sounds, etc represent setting a bit on it to 1
i think that's why it broke the same way for me when i tried making one
well i guess i know now, thank
once it's changed to info.ini or whatever we decide on, we'll document it so that should no longer happen
can also show an in-game warning when a mod has it incorrect
This SDK is fun
yes
the guy just don't sleep over it
Zom is credit to team
Praise Zom
All hail Zom
Does Dusk use a custom color palete or is is just an existing one?
its brown but not as brown
Is the color palete available or not yet?
Uhh, i forget if it was posted here
i know @ancient depot generated it at some point
That was moreso an experiment to see if I could create a decent one, Dusk doesn't really have a colour palette per se, the game merely uses a lot of colours that you may find in Quake
The game itself is truecolour
So there isn't really a colour palette to provide in the first place
well im glad to see the wiki not going down anymore
however it's flooded with nonsense pages again
When are custom sounds being implemented? I have a great Idea for some levels including this sound.
Ideally next patch
Deleted the spam and banned the related IPs
Most of the spam came from one IP address, so fuck that person and their entire bloodline
nooooo not the bloodline!!!
inb4 they get mad and ddos the wiki again because now they can't get spam traffic from a wiki like 3 people use
thx mang
@ancient depot hey great job on sdk update, i feel much more inclined to try user maps now with the quicksaving and faster load time
Yeah, the load times in particular were really bothering me during testing
Ideally next patch
POG
ZOM POG ZOM POG
next patch? the same one that has custom models POG
I can only get so much POG
Is it possible to use a custom map for multiplayer in DuskWorld?
not yet
Cool, thank you. I'm going to try making some maps once that's available.
Cool, thank you. I'm going to try making some maps once that's available.
Ayo where do I get the HL maps and Doom music
Fighting eldritch abominations that somehow doomed the entire planet is kinda bumming me out
should crossbow destroy breakables?
or something's broken like with riveter and mortar
it should
yeah likely
the crossbow applies damage in its own script
separate from explosions
and bullets
afaik these worklights can be toogled on\off?
dusk.wad won't load on trenchboom, how to fix? I've got the palettes in mapping folder steamapps/common/Dusk/mapping. Used trenchboom to locate dusk folder on quake.
ive done it b4 but forgot lolz
Put the palette in a folder structure like id1/gfx/
Then point tb at the folder containing id1
how do i play the quake maps on dusk
theres a guide on steam
It seems as if func_breakable is the worst offender
Final boss of Dusk 2 is func_breakable
i started mapping dusk earlier today and was wondering, has anyone actually made a proper fgd for dusk yet or should i just do that myself
oh tb flat out refuses to load the palette data so i cant see any textures anyway whatever
Thank you friends from another friend
@dim oxide follow the instructions i just left
i figured it out
and as for an fgd, yeah theres no proper one, but we're working on it
i hadnt pointed TB at a game directory cause i dont have quake installed so i thought it wouldnt matter
it would make sense to me that it could just assume that the id1 folder i gave it would be the right one, but nope
yeah you dont technically need quake installed, but tb very specifically likes a certain folder structure if youre using the quake template
that said, we'll release the config for a dusk tb setup eventually
yeah i made my own dusk tb setup for now
@dim oxide there is a custom fgd
I don't remember who made it tho
Was it func_bread?
credits on the file say autolycus and xaerox
oh
as a side note, does anyone else get black lines flashing across the screen in the sdk? reminiscent of vsync issues but just massive black lines
i dont see them in the main game but in sdk theres something funky going on with the rendering
I think autolycus and xaerox are the ones who made the original fgd file
//Quake game definition file (.fgd)
// for Jackhammer 1.0 and above
yeah i think so too
as a side note, does anyone else get black lines flashing across the screen in the sdk? reminiscent of vsync issues but just massive black lines
i dont see them in the main game but in sdk theres something funky going on with the rendering
I have random white pixels all around the screen sometimes
but i'm too lazy to test if they're present in "regular" dusk
you might try different rendering cores to see if that gets fixed for you
hmm
-force-glcore in launch options for opengl -force-d3d11 for DirectX 11
i think you can try forcing vulkan as well
i forget what the param is though
seems to me i'd have the same issues in "regular" dusk then but who knows? last time i wrote directx code was ages ago
but yeah i'll try, thanks~
to be clear, the sdk and regular dusk use like multiple years apart engine builds, so thatd probably be a big factor
multiple years
is that how long it took you to make that bsp support magic?
holy shit
i assumed it was some chainsaw-grade code to interpret bsp as unity asset files but yeah whoop
Quick question- Has anyone ran into an issue where a custom map starts, but as soon as it loads in, it displays the "press any key to enter the horror" screen, even though the hud and movement is functional?
a custom map I've made that has worked before
All I did to it between the current compilation and this latest one was turn a couple of brushwork props into func_breakables
maybe that was it?
i know what's the problem probably
Enlighten this newbie, please
lemme ask - did you just click on a brush and rename it to func_breakable?
like is that the way you made your func_breakables
I clicked the brush
hit "tie to entity"
selected func_breakable
which I had done to a few desks the previous time the map worked
cuz simply renaming a worldspawm entity to something else will make shit break
to make any brush entity, i recommend right clicking it and then "create brush entity" and select something, like a trigger_once
then simple click the newly made brush and rename it to a func_breakable
now to fix the current problm - select all the func_breakable brushes you made like that and right click
then tap "make structural"
never heard about the "tie to entity" thing
It's 100% because the steps you've described are for trenchbroom and I was using JACK
launching TB now and doing what you said
oh whoops
no worries I should've mentioned that I'm using JACK
Anyone know how func door rotating works?
Also is it possible to make the door spin forever?
Well, I'm partially there
Do I need to make each individual door its own rotating group?
func_rotating will allow you to have a perpetually rotating object once it's added
func_door_rotating atm requires the door brush to be at 0,0,0 because in quake maps you can't change pivots like you can in HL
we'll have a solution for that coming soon though
wow thats really cool
It is
sick
woah damn that looks awesome
That is UNREAL
very nice
@long anchor >not making part of the text func_breakable and destroying them on timers like the bullet holes in the doom ending text
Any clue why having a rotating door opens another door unrelated to the trigger?
You have have some targets named incorrectly, or you may have grouped the brushes in your editor
Unless that door happens to be touching the other door at spawn time
the power of func_door_rotating
looks like a sick arena room to me
@ancient depot I'll do it
as long as it's a dusk map, yeah
Fixed it
omg
Ik it's small af but it'll get bigger i swear
๐ณ
NOT IN THAT CONTEXT
are dick jokes allowed in thks server
"save data is stored in the balls"
I mean dave did say that
Said the same thing to me when I asked about the sound files
He's very helpful
Iirc quake and hl compilers bakes map lighting
they cant, but there is a workaround that (could) exist i couldnt get working
remember the "lightproxy" thing?
yeah that
oo
I forgot about that
Mage got stuck
haha unswag mage
Does anyone want to test my dumb dusk map
is this still relevant @bold orbit
Ik it's small af but it'll get bigger i swear
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Should lightproxy work on brush entities?
As long as they aren't a detail brush, yeah
er actually no, since brushes are lightmapped
so I don't think they're attached to the lightproxy system
Ok thanks
give it a shot though, I could be wrong
I asked cause it didn't work
the entity system in the current build is being replaced so I forget if I set it up to support that
ah okay
Weird
So if it's lightmapped
Should be as simple as setting lightproxy to another object's targetname
(I still hate how it's target and targetname instead of target and name)
(but we have to keep that for quake/hl compatibility)
Yeah that's bit confusing at first
So if I use func_door to make falling rocks, I can light those rocks with regular lights
Oh it works
Nice
Are you gonna make like meteors falling on the player
Nope but that's a really nice idea
Make it fast, break breakables under them to form craters
Also put some gascan teleports for big boom
I want sfxs on levels badly
Also the ability to make screen shake or something like that
I only make meme maps something like actual cool looking designs are nothing for me
Aren't you one of the guys who made The Chapel?
im still waiting for the chapel to be completed

I only made func maps
You taught people how to make fake explosions with gascans
it was EmiruFin who made the chapel
I'm so enthusiastic about making new maps for Lower rn
glad to hear mang
So far second maps is about as big as the first one, and it's not even a half of the planned
glad to hear mang
I just hope I won't take a sudden 2 months break like it was in March or something
I'll only make a new map when there's a new func_
Yes the map test request still stands
post
Posted
haven't opened the sdk in a while but i'm getting black bars on my screen
PM me screenshot
I sent the bsp not a whole mod folder so make sure you put it in a proper maps folder
the black bars are not map related
ah
that happens for me too
i didnt try it but i was reccomended to try -force-glcore or -force-d3d11
In case anyone else will wonder that - select the brush and click the same texture that it has already
^
how does light_environment work? when i compile the map and run it in dusk it generates as a key light, same as a normal light would
steamapps > common > Dusk > ld1 > gfx
Pallets suppose to be in gfx or ld1?
Used quake directory to Id folder
Dusk.wad loads in but textures are missing
What am I doing wrong bois?
Ok I did everything correctly then but the wads are in missing textures, I've used some different wads like Dusk and Quake, they are all in missing texture
Sorry to pester you dawg lol
Yo could you check the panel below the editor?
There should be an error message there
Also if a palette didn't work we can try and use a .pak file instead
(also try putting the pallete into id1)
Could not read texture 'xhair9.D': Palette is not initialized This says it for all other textures, where can I get the pak?
@honest stag My bad for delay
Using palette.lmp, tried it in ld1 and gfx
@gritty forge can you show us the preferences window for quake
and the path your trenchbroom is pointed towards
ye so it looks in <directory trenchbroom thinks the game is in>/id1/gfx/palette.lmp
keep id\gfx where they are
Tried it with Quake directory
Ok
ohh shit it was ld1
ok it fixed thanks man i appreciate it
was id1 all this time
ld1*
now its id1
LOL
looking gooooood
i would say it feels a bit visually noisy tho
I have to mess with the lighting
Put more focus on the walls rather than the whole room
Its supposed to start deactivated as well with the turrets
I just enabled it to show it in motion
fuck thats sick @unique ocean
@unique ocean thats so fucking awesome keep doing this this looks insane omg don't rush this i want to play it when it's done omg it's so awesome
Thatโs fucking majestic
man that hallway actually inspired me to do something real quick
Holy shit that makes my map look like childs play @unique ocean
How to use lights? I've placed them around map but still dark.
Make sure they have brightness
And make sure the map is actually compiling and not giving a leak error
Thx
Thanks everyone, Its a a bit of a small map, I'm trying to experiment with the feel of the level
mmmm
green
i asked this before but uh
light_enviroment causes the "sky" to give off light
what counts as the sky in dusk then
brushes with skybox textures
They render invisiblee ingame but give off light
as seen here
those are the values
I was quite frustrated when I made that folder
:c
They render invisible? Do scrolling skies not work in dusk?
The brushes
The skybox's texture can be changed
but sky lights are rendered invisible despite being visible in the editor
And by "Sky Lights" I mean worldspawn brushes with a skybox texture and the _sunlight2 value
Little view of my custom map for DUSK.
Heres a little preview of the map so far
yeah looks good
it already feels like a real dusk level
almost everything is allowed in dusk
Hdusk when
I bet that is already on someones list
H-orny
nah it isn't me it's some guy I met in VC one time
put bread on it
makes sense
wait so you're making more than one map
cool
make bread, like, super secret secret
like beer books
which one
Dementium 2
It's funny because my dumb maps are probably going to be a better Dementium 2 remake than the steam Dementium remake
almost everything is allowed in dusk this
Edit the images directly and add them back to the wad
@gritty forge
ty ty
i need help on playing the quake maps on dusk
i did the sdk beta thing
but
idk how to install it
i cant find the guide
I don't know shit but have you tried importing quake map into trenchbroom then save it as dusk map?
i managed to load the maps in but they have no music or textures
did you include the palette
i found the palette file and i put it in
it works now but theres no music
im gonna try to put the soundtrack in a music file
see if that works
it didnt work
Hm so putting the sound files into a music folder within the quake folder won't work? Are the tracks names correct?
its just track1 track2 and all that
Hm yeah that should be correct
How to load base game maps on trenchbroom? just retexturing for fun
So the palette was the key to getting textures to appear in mods. I thought it was because I was using Quake textures that the game didn't know how to load. Nice.
You can get around needing external textures/wads by using -nowadtextures when you compile
The trade-off is that your map takes up more space
did you put the palette file into the mod folder, but ouside of the maps folder?
Yessss
oh whoops the one he made was in JACK, but that's compatible with TB so whatever
anyone know if its possible to apply teleporter particles to trigger_teleports
your best bet is probably using a small func_breakable at the destination and then applying the laser material effect to it
or some other similar one
however i dont know how will you trigger the breakable exactly
maybe a trigger inside of the info_teleport_destination? or can info_teleport_destination trigger other entities?
well you'll figure it out im sure
Now that I think for it thats basically my motto for the SDK while its still being developed
lmao same for all of us
Wait let me see If I can teleport teleporter objects
ah thanks zom
it'll break into teleport particles
While you are here
Idk if this is a bug for fixable, but if you have objects grouped together as func_breakables it breaks in the middle of the box instead of on the individual brushes
if you want multiple func_breakables to break at once and have each of them have separate particles, just link them all via targeting in order
Thats what I'm doing
oh whoops
just thought I would report what I saw incase there was a possiblity of it being fixed or not
first time we got breakables i accidentally grouped 2 breakables on different ends of a map so the actual break was somewhere in the void and it freaked me out for a while
I don't believe it's possible to fix that
because in the compiled map, all knowledge of them being individual objects is lost
at most we could add some kind of feature for spawning particles around the entire brush model
i dont think it's a good idea to do that either
if you have a complex breakable that has a lotta brushes, it'll just make a fuckton of particles where 1 would be enough
like i dunno a breakable wheelchair that poolboy made a while back
So if you want the brushwork gloomwood table I can give you that
An obj will take longer
Because knowing how quake splits brush work on compilation I would very much rather just make the gloomwood table again from scratch in Maya
It'd probably be more accurate to the table than my brushwork abomination
It can't
But I can turn a Quake bsp into a maya model given time and Mexican Coca-Cola
So yeah @unique ocean do you want the brushwork or the model? (You won't be able to use the model one in dusk until they patch place_model into the sdk)
Yes please
Can someone please show me a list of functions like water/lava flow, breakable windows etc
I don't see it in manual unless Im blind
Flowing water isnt possible, breakable windows are just func_breakable with or without transparency. If you want transparency set rendermode 1 and renderamt 0-255(?), not sure about the numbers anymore
@gritty forge
thx
@unique ocean is that a yes to the brushwork or the model?
Hey guys,I wonder if there's some cool custol levels and crazy mods I could download
I still haven't finished the game so I ain't doing it now,just wandering for curiosity sake
@bold orbit Yea
@unique ocean is that a yes to the brushwork or the model?
@bold orbit
Are you guys using substance painting or Photoshop to aply brushs/textures?
Brushwork is when you use level geometry to create a model in a level
Not Photoshop
if you're being serious about the question
Aiight gimme like 30 minute to finish my shift
you're getting both let me make this not look like dogshit
@unique ocean
Does throwing soap at func_breakables work?
Wait why am I asking I can just test this
I had to convert it to standard but it works
@bold orbit
I have found a good use for it
wash em heretics
Now Dave can hate all of us equally
Sadly it does not
aww
Showers don't have lights, no
hrm
how are you supposed to shower in the dark smh
Table more like.... Gayble
oh you meant the shower being lit
I thought you meant like a dynamic light on it
that looks like a bug
Anyone have a workaround for soap breaking walls
out of context? funniest message I've read all year
you might have to lightproxy it
So we have the table in dusk and 3d printed
Now all that's left is to put it in MA and have someone build it IRL
@unique ocean the only thing i can imagine is an elaborate setup of trigger_teleport, killtarget and func_breakable
and it might not even work
props SHOULD get teleported by trigger_teleport, right? so what if you use trigger_teleport that's connected to a destination, and the destination is connected to a func_breakable, which has a "killtarget" to the trigger_teleport
so you kinda get a "breaking" effect
So drop it to a kill plane and then immediately drop it back?
The particles would be where the kill plane is then
Nvm
I misread your earlier message
Though "killtarget" was "trigger_damagethreshold"
@honest stag how would I restrict the trigger to the Soap
@ancient depot someone commented on enclave that its completely underwater, havent looked into it yet, but could this be caused by an update?
No need to restrict it, just put the teleport destination right at the wall
Who will walk into walls anyway
hello um, im a total beginner to mods and im sorta still learning the basics on how to design a level and everything and im having an issue with creating a lighting or a light source in particular
do i just use the light entity in trenchbroom? if so i did that but when testing it out the map it was nothing but darkness
any help appreciated
dont forget that your maps need to be compiled with light
if i may ask, how do you compile your map?
oh i did compile with light
may i see how the light entity looks in TB and it's properties?
well some of the issues may include - light source not being strong enough/too far away from a surface
something went wrong with a compile
something screwed up in the properties of the entity
did you change anything in them by the way?
no not at all
i just placed the light source where i wanted it to be and it wasnt even anywhere out of bounds(?)
hm, then it shouldnt be a problem with them
also light entities are invisible, all they do is light up things around them
yeah im aware of that
but like i said once i launched the mod everything was dark still
odd
did you place it close to a surface?
a default light entity should light up things quite far and well, that's really odd
sorry if my explanation doesnt make sense im just new to this and im not that well versed with terms and stuff haha
nah it's all good
alright how about we take a deeper look at the light/map when you are able to check them out
sounds good to me


