#dusk-modding

1 messages ยท Page 58 of 1

forest eagle
#

do i just send the .map file your way?

honest stag
#

sure, i'll take a look at it and try to compile myself

forest eagle
#

also worth mentioning i followed most tutorials i saw pretty closely

even a quake trenchbroom introduction :P

#

alright cool

dim oxide
#

lights wont work if you forget to include palette.lmp

honest stag
#

they should work anyway tho
it's the textures that dont work right?

#

wait, do you have textures on your map blackjack?

dim oxide
#

no, if you dont have palette then all the lights will just illuminate blackness

#

cause the textures render full black

#

so you'd have lit up brushes but with no color

#

so a fully lit brush would still be pitch black

bold orbit
#

-nowadtextures

dim oxide
#

im gonna guess, in order:

#
  1. missing palette file (add the file)
  2. light compilation fail (check the output from compilation)
  3. some actual problem with the textures (-nowadtextures)
honest stag
#

i thought they use a checkerboard texture in dusk if there is none applied

dim oxide
#

i had forgotten palette.lmp myself just the other day and it makes every texture pitch black

#

it might become checkerboard if you actually dont apply any texture at all, i havent tried that

honest stag
#

oh i guess i misread that

dim oxide
#

but a missing palette.lmp will also make enemies and objects and such render pitch black

bold orbit
#

Try -nowadtextures without pallet see what Happun

forest eagle
#

@honest stag i have the textures and everything

#

the palette as well

honest stag
#

when you shine your flashlight in a map, do you see the actual textures you applied?

#

or the checkerboard stuff

forest eagle
#

yee i see textures

honest stag
#

yeah it's not the palettle then
alright drop me the .map when you can

forest eagle
#

sent

dim oxide
#

ohh i know what it can be

#

make sure no folders contain spaces or periods

#

if you store your maps inside the trenchbroom directory, it by default unpacks to something like trenchbroom2.rc1/

#

the light compiler cant handle spaces or periods in the search path

honest stag
#

we figured it out

#

for some reason the light compiler didnt work

unique ocean
#

@honest stag I'm more concerned with random props breaking it

#

Like a bucket or something

honest stag
#

that would be an issue yeah

unique ocean
#

Dusk SDK checklist:
-Suit functionality
-Toggleable lights
+SOAP

#

another one for the list

pallid bay
#

Might be an odd place to ask this, but I'm kind of interested in learning how to make 3D models and textures, possibly eventually in a kind of low-fi 90s style, what would be the best way to go about it?

bold orbit
#

For models

#

Use a model editor like Maya or Blender and start practicing with some basic shapes and make simple things like beds, cups, chairs

#

For textures

#

Take a regular texture and downscale it

#

128* or 64* depending on the size of the original

#

If you're confident in your drawing ability, take some shots at making your own textures. Again, start small and start simple

alpine depot
#

-Toggleable lights
my guess is that's going to come with light styles

#

what do you mean by suit functionality?

bold orbit
#

I also second this inquiry

small gate
#

@pallid bay if you want really low poly modelling, you can also give subdivision modelling focused apps a try, like Wings3D

#

but if you plan on doing more than that, spend the extra effort on Blender because that'll give you better long term pay offs

#

learning how to do the coffee and donuts on Blender (search youtube) is a good starting point, you can scale back from that when you're more confident with the toolset

bold orbit
#

^^^

still raptor
#

wings3d is incredibly based

#

chad program right there

pallid bay
#

Yeah, I'd much rather learn to do things properly before I make them stylised

#

Also should probably learn to draw, I suppose

honest stag
gritty forge
#

A little more detail to textures.

#

Model is nice, though.

bold orbit
#

Only the top and back of the slide are moving

#

Maybe have the rest of the slide move as well?

honest stag
#

uhhh yeah that's uh
that's going to be problematic cz i fucked up the model from the start lol

#

i should probably just make it from the ground up

unique ocean
#

@bold orbit @alpine depot
suit functionality as in the hurt floors being blocked by the suit

alpine depot
#

ahh ok

unique ocean
#

I have a Idea for the Riveter model

#

I may boot up blender and try it

gritty forge
#

Good luck.

eager kelp
#

i wanna use this model as a pistol replacement later on
how can i improve it?
Reminded me of the pistol from Team Fortress 2, I wonder is someone made a mod of it yet?

#

Cool model by the way!

honest stag
#

thx man

elder latch
#

Hey everyone, can I ask for help with setting up Trenchbroom here or is this channel only for discussing mods

honest stag
#

that's like 50% of the messages here so shoot

elder latch
#

I tried setting up Trenchbroom according to the Tutorial on New Bloods Wikipage and for some reason I can't seem to be able to add the dusk.wad file to the texture browser. I'm currently unsure if its me doing something wrong or perhaps me not using a steam version of quake 1 (I used the orginal shareware copy)

#

basically; trenchbroom dosen't let me add the file

honest stag
#

did you make sure to select the quake game format when starting a new map in trenchbroom? also how are you going about actually adding the fil

#

e

elder latch
#

I made 100% sure to bolth select quake 1 as my map type and to also add the correct path ( in my case: C:\QUAKE) when I try and add the wad file I simply try to drag and drop the wad file into the texture browser (like shown in the tutorial)

honest stag
#

having quake doesnt matter, in fact you dont even need quake

elder latch
#

but isn't quake required for the FGD File?

honest stag
#

instead of drag and drop, try pressing the + underneath the texture browser
i dont think you really need it, you can just download the shareware .pak and that's that

elder latch
#

ohhhh simply adding a new texture group fixed it

#

thanks

#

CoconaSweat a bit embarrassing that I missed it

honest stag
#

hold on you should be draggin it into "texture collections" not texture browser

#

just in case

elder latch
#

Oh thanks ^^

long anchor
#

it's good to see that more people get into modding

elder latch
#

btw. is there an "official" FGD file for Dusk or would I have to make my own

bold orbit
#

Thats the closest we currently have

#

would it be possible for someone to pin it so when newcomers come in looking for it, it'd be right there?

elder latch
#

poggers Thank you good sir

#

exactly what I needed

#

oh yea and one (probably last) question; is calculating the visibility using qvis / vvis / vis required or does Dusk use its own method for that

honest stag
#

Vis doesn't work right now
Best you can do is seal a map in tb so it cuts out faces that are always invisible to the player after compiling
Check dumptuck_ds on youtube for a guide to sealing maps and basically everything tb related

elder latch
#

ah okay

bold orbit
#

Also the scale of your map isn't completely controllable at the moment

honest stag
#

it's pretty close tho

elder latch
#

thinkeyes Also just as a lil side question; is there a wiki for dusk modding? (similair to the valve developer wiki)
since I feel kind of stupid having to ask to many questions

bold orbit
#

Closest rn is the FAQ on the dusk wiki

#

As far as I know

elder latch
#

mhm okay.. im asking since there seems to be some differences between quake and dusk mapping
(for example; I can't get the light_enviroment working and there dosen't seem to be any skybox textures either)

tepid python
#

and you can check out other people's .maps to find what you want probably, that's atleast how i've solved my issues

elder latch
#

ah okay i'll try that ^^

still raptor
#

You can get pretty much anything quake has working

#

Aside from func_train atm

#

But that's coming

bold orbit
#

Choo chooooooo

abstract glade
#

music mods anyone?

tight fractal
#

There might be a few

#

Youโ€™d have to go searching tho

plain frost
#

So when are we going to be able to edit entities?

gritty forge
#

pope francis entity pls

honest stag
#

in what way do you want to edit entites?

#

if you want to change enemies' health or boss' names then it's already possible

still raptor
#

theres cool stuff coming, just have patience ๐Ÿ™

long anchor
#

we have

gritty forge
#

What do you mean, the cool stuff is already here

long anchor
#

sfx and dynamic music

#

these two things and I don't need anything else yet

honest stag
#

custom models and scripting
those two things and i dont need anything else yet

tepid python
#

Just another func_ to abuse into a map

bold orbit
#

Give us the cursed heresy known as "re-loading" father

honest stag
#

turn dusk into a realistic military simulator a-la arma

bold orbit
#

No arma is too far

sharp trail
#

does anyone know a good "sketching programm to make map plans

honest stag
#

Pen&paper

#

Microsoft paint

bold orbit
#

imagination

ivory magnet
#

Pen a & paper

long anchor
sharp trail
#

I also would have resorted to pen

#

and paper but i don't have any

#

I swear

bold orbit
#

drawing tablet is cheatin g

long anchor
#

then i'm a big cheater

elder fjord
#

has someone made a bullet time mod for dusk

#

that would be cool

runic nimbus
#

somebody rat rank me so i can stream?

verbal peak
#

gotta earn it

runic nimbus
#

how does one earn?

verbal peak
#

participate in chat. you get it automatically

runic nimbus
#

oh i see. cool. gotcha

lament fox
#

Doosk. A mod for Dusk that turns it into Doom.

#

Classic Doom of course.

ashen charm
#

i somehow just naturally assumed someone was already working on that

elder fjord
#

same

bold orbit
#

Doooosk

gentle gazelle
#

DUUD

#

Self explanatory

#

Let's just rip off Doom mods.

#

Linear Dusk. Nuts.dwad. Brutal Dusk.

upper pond
#

Peaceful dusk

#

nothing bad happens

wet ruin
#

Dawn: Full Bright rendering Dusk

pallid bay
#

Ukranian Overkill instead of Russian Overkill

mortal narwhal
#

Who would win, DUUD or KSSK?

long anchor
#

D

lament fox
#

Umm, I can't go to the hard difficulty in Dissolution of Eternity. It pushes me around. Is it a glitch?

honest stag
#

is it a custom map?

lament fox
#

No.

#

It's from Quake.

#

Oh whoops, wrong channel.

gritty forge
#

@pallid bay That would be rad as heck

wintry coral
#

is there a way to get rats and mages in trenchbroom? wiki only shows those entities for halflife

honest stag
#

to add a dusk entity into your map, add any entity and then rename it to any dusk entity from this file right here
they wont show up in TB but will show up on your map

ancient depot
#

The FGD will be coming soon after the next patch so that issue will finally vanish

honest stag
#

P O G

long anchor
#

P O G

honest stag
#

are custom models still planned for the next patch?

wintry coral
#

that worked perfectly. thanks @honest stag!

honest stag
#

np

ancient depot
#

@honest stag yes

honest stag
#

yes
YES
PO

#

G

ancient depot
#

to give further details, it's support for IQM (Inter-Quake Model) files

#

which are a skeletal model format

#

there's a blender exporter for it available, for pretty much any version you'd ever use

honest stag
#

ah alright good
ill look into the specifics of it tho

ancient depot
#

Inside the IQM you can add animations with the names Idle, Walk, Attack, Pain and Death

#

Which the game will use

honest stag
#

ohhhh that sounds really useful

#

just those 5? possible to add others?

ancient depot
#

For guns it's Select, Idle, Attack and Trick

#

With scripting you can add others

honest stag
#

trick is the rotate thing equivalent in dusk right

ancient depot
#

yeah

#

it's the flip animation when you press R

honest stag
#

ye alright, that's hella great
i jsut hope the format isnt as limited as .mdl cuz tryin to get that working was a painful experience

ancient depot
#

.mdl is super limited in comparison yeah

honest stag
#

aw it seems like it was last updated in 2014

#

and for blender 2.7, not 2.8

#

but i'll try and figure it out

#

yeah it doesnt seem to work

#

ill ask around the quake people tho

ancient depot
#

Where did you look?

#

Including the 2.8 plugin

honest stag
#

oh gotcha, i found some ancient ass website

#

there we go, all good

#

im trying to export but nothing seems to happen

#

does it require armatures?

#

lemme ty

#

try

ancient depot
#

I don't believe it requires them if you don't have animations

honest stag
#

well it exported it only when i added an armature

#

without animations that is

#

so i guess it's needed?

ancient depot
#

odd, might be

honest stag
#

eta on the patch? haha jk.... unles?? no... haha... unless?

ancient depot
#

||either tonight or tomorrow morning, most likely the former||

honest stag
#

WHAT

long anchor
#

POG

honest stag
#

WHAAAAAT

#

oh shITTTTTTTT

long anchor
#

gotta finish Lower then

honest stag
#

Lemme get back to work on some of my models then

ancient depot
#

we also support light on worldspawn now

#

as in, ambient light

#

that one was way overdue

#

funnily enough I discovered how to get that working while trying to figure something out for gloomwood

long anchor
#

lol

honest stag
#

i can only get so hard ok

#

...wait it didnt work before?

long anchor
#

we also support light on worldspawn now
as in, ambient light
wasn't it supported already?

honest stag
#

i thought it did

long anchor
#

^

honest stag
#

my like second ever map used it as the primaty lighting effect

#

i can dig it up actually

#

wait no that's not even needed
veven rememeber the test map i gave you for trespasser?

#

that one used light on worldspawn

#

and it worked fine

long anchor
#

yeah

#

wait no

#

wasn't it fullbright because it lacked any light ents?

honest stag
#

that aint how it works i think

long anchor
#

okay then

ancient depot
#

light was supported at one point but it was completely broken

honest stag
#

if i just didnt compile it with light.exe it would be fullbright

ancient depot
#

yeah

honest stag
#

but i just slaped light on worldspawn

long anchor
#

oh

ancient depot
#

light is like

#

extra light

#

on top of the lighting

#

so if you run light.exe on your map and it's too dark, you can change the light value in worldspawn to brighten it a bit

honest stag
#

kinda like using _sunlight2 but for all areas, not just outside

long anchor
#

extra light
on top of the lighting
you mean extra light for things that actually emit light?

ancient depot
#

for everything

#

It's like sunlight yeah

#

So if something is normally pitch black, it'll appear as bright as whatever light is set to

#

it's like a minimum light level

#

hold on I have a video for it

#

currently you can only control brightness with light though, not colour too like in this video

honest stag
#

also a couple questions about the models
which direction should they be facing lol
weapon models that is

ancient depot
#

You can use mrfixit.iqm which is included in the IQM SDK as reference

#

There's a program called Noesis you can use to preview the models

#

I believe if the model is oriented correctly, it should appear facing you in Noesis

#

Guns should be facing away from you

honest stag
#

alright gotcha, thanks for telling
ill get that noesis thing

#

that video is damn magic btw

long anchor
#

lightproxy'd brush entites be like

ancient depot
#

funny you mention that because it's using basically the same system as lightproxy lol

honest stag
#

lmao what is that even

ancient depot
#

model was accidentally exported wrong

honest stag
#

particle changing is still a no-go im assuming?

ancient depot
#

I'm gonna attach it to a bone with a special name

#

if the bone is missing, the particles will be disabled

honest stag
#

Oh that's pog
...modifying the bone to modify particles? Haha jk ...

ancient depot
#

you could move it around that way yeah

long anchor
#

but you still can't actually change it

ancient depot
#

Yeah not yet, that's a complex feature

#

particles are a very visual thing, so I'm gonna make a mini "particle editor" program for that

honest stag
#

And what if there's 2 bones with that name? Will that work for double particles in different places?

ancient depot
#

It'll use the first one it finds, unless you'd prefer if it duplicated

#

I can do that

honest stag
#

It would be pretty awesome if it would duplicate, but i can only think of like 3 specific uses for that

long anchor
ancient depot
#

waiting for someone to replace every model with bigjohn.iqm

honest stag
#

i bet 5 bucks on that happening withing 12 hours of the patch dropping

ancient depot
#

it'd look all kinds of fucked up with rats

#

tposing big john rat

#

(rats have no animations)

long anchor
#

am I blind or Jusk got deleted

ancient depot
#

I don't think jusk was ever on mod.io

honest stag
#

unless we specifically add that?

long anchor
#

really

honest stag
#

the rat animations that is

ancient depot
#

pretty sure it's on moddb

#

I can probably tweak the rat ai code to try and play Idle & Walk if they're present

honest stag
#

Idle - normal rat
walk - rat transforms into a giant rat

ancient depot
#

idle - normal toilet
walk - giant soap

honest stag
#

y
es

long anchor
#

the guy who made Jusk left the server :C

honest stag
#

aw
someone will take his place im sure

ancient depot
#

rip

long anchor
#

do it Vriska

#

Be a more legendary legend

honest stag
#

also uh what's the animation framerate for iqm?

#

just in case

ancient depot
#

it can be whatever you want

honest stag
#

oh that's hella pog

ancient depot
#

dusk's model animations are 30fps iirc

long anchor
#

hey uhm

#

is there

#

any way

#

to make retexturing more efficient

ancient depot
#

depends what you mean by more efficient

long anchor
#

when we got new patch

honest stag
#

veven my man ill make you a custom model with good uv maps just for you to be comfy texturing

ancient depot
#

oh you mean the UV maps being shit lmao

long anchor
#

depends what you mean by more efficient
I mean make it more obvious for myself how texture wraps the model

ancient depot
#

nothing we can really do about that

long anchor
#

yeah that

#

heh lol

#

veven my man ill make you a custom model with good uv maps just for you to be comfy texturing
broooo

honest stag
#

bro

#

trying to figure out how to view textures in noesis

ancient depot
#

drag the texture onto the viewport

honest stag
#

oh really? lemme try

#

ill be fuckin damned, it works

ancient depot
#

what I'm not sure how to do in noesis is load multiple textures

honest stag
#

i wonder if i can drag multiple ones

#

oh lol

long anchor
#

oh, I guess i should actually learn how to comit texture art

ancient depot
#

a model loader script can do it, but the IQM loader included with noesis doesn't afaik

honest stag
#

oh my god multiple texture loading, so i can just ignore all the "single texture plz" bullshit like with .mdl?

#

am i getting this right?

ancient depot
#

yes

honest stag
#

YES

#

HOLY SHIT YES

ancient depot
#

Noesis can export a multi-textured model to a .mdl with a single texture though afaik

#

It's a very useful tool

honest stag
#

god daaaamn
i just had to bake several textures into 1 in blender

ancient depot
#

That is, if you can get it to load the multiple textures in the first place

#

yeah I just checked the code for noesis' iqm loader, it completely ignores materials

#

that's why it doesn't load the texture by default

honest stag
#

ohhh alright
i guess that's just the viewing, and it should be fine in-game?

ancient depot
#

yeah

#

oh actually it doesn't ignore materials after all

#

I wonder why it doesn't load then

#

maybe it expects a certain file name

honest stag
#

yeah i can understand that whitehell

ancient depot
#

does it work if you put all the textures in the same folder as the iqm

honest stag
#

i havent tried with an object that has more than 1 texture, gimme a sec ill try with the flak cannon

#

odd, im trying to apply my baked, uv-mapped texture and part of the flashlight model breaks completely while the rest isnt showing up properly

#

i know ugly uv map

ancient depot
#

DM me the files and I'll see how dusk loads em

honest stag
#

it should be rotated fine cuz it was facing away btw
well i intend it as a weapon

long anchor
#

something like in doom 3? it does light part and you can smash someone's skull with it

still raptor
#

oh zombie is getting the modding basement excited

long anchor
#

sure

tepid python
#

hell yeah

honest stag
#

kinda yeah
remember my silent hill thing? it's for that

honest stag
#

... i was just trying to figure out how to connect edges between separate meshes without making ngons
wtf

#

also can someone tell me how :(

long anchor
#

NOT FOR CHILDREN

bleak dome
#

not for childern

potent girder
#

not for children means it's not for people under the age of 13

bleak dome
#

oh cool

honest stag
#

Ok this thing with missing faces is driving me nuts
can any blender bender help me out plz :(

#

actually i guess this is an iqm-specific problem
shit

#

.... i can see the face from INSIDE the object but not from the OUTSIDE

#

help me god

#

found the problem

#

fuck me it was 1 click away

long anchor
#

god abandoned you the moment you downloaded blender

honest stag
#

what pisses me off is that i encountered this problem before

#

oh my god im pissed lol

bold orbit
#

Zomb, is map scaling this update or the next one?

honest stag
#

why tho :(

#

it's like the uv map isnt translated to iqm correctly

#

it's driving me nuts

bold orbit
#

It's one map and not multiple, right?

honest stag
#

yeah

#

one map, single image texture

bold orbit
#

And you're exporting everything?

#

What are the export options

honest stag
#

well i didnt check the "vertex colors" option but wtf is that even
i'll check it and try again

#

that's the only one

#

Nope, same result

#

lemme show

#

i'll try the image without materials

#

same exact thing

#

im so lost with this

#

i made sure to apply all transforms too

#

so it's not a scaling issue or something

bold orbit
#

What material is chosen

#

What material options are there

honest stag
#

hm

bold orbit
#

Could it be you're exporting the material but not the uv map

honest stag
#

i think i might have figured out the issue actually.

#

if that's the problem i will actually flip my shit

#

lemme try

#

hey guys, welcome to another edition of "blender pissed on my fucking wife", today we figure out that exporting a non 1:1 image/uv map for a texture will cause shit to fuck up

bold orbit
#

2.8

honest stag
#

ugh
in blender's defence that's kind of an iqm fuck up i think

#

maybe

#

....and now for some reason baking a texture made it split up into 2 differnt images.

#

right./

#

you know what fuck it, the model loader will be able to use multiple anyway so what do i fuckin care

#

you win blender

bold orbit
#

From my experience, simple shit that 2.7 does fine makes 2.8 shit itself and corrupt your hard drive while calling you a coward

honest stag
#

ugh that does feel like it :(
i wish texturing was more simple

#

and yet i hear everyone say that 2.8 is super newbie friendly

bold orbit
#

Key word is "newbie"

#

It's easier to use and model

#

But from my experience it's the opposite when you want to take the object out of 2.8

ancient depot
#

@bold orbit map scaling's not in this one

#

@honest stag that looks to me like the UVs are upside down

#

what if you flip the texture

#

alternatively

honest stag
#

i fixed it btw
turns out the texture was streched

ancient depot
#

in Noesis go Tools -> Data Viewer -> Model 1 -> Global UV flip

#

change it to 1

honest stag
#

like the uv itself was 1x1 scale, but i changed the texture to 1024x1024 and it's fixed

#

but thanks for the tip

ancient depot
honest stag
#

oh my god that gif

ivory magnet
#

i'm stealing that

honest stag
#

flipping uv didnt help

#

i dont get it

#

.... is it because the model isnt alligned on the x-z?

#

i will flip my shit if that's the case

#

lemme set it all to 0-0-0

bold orbit
#

Hello darkness my old friend

#

Oh how I've come to talk to you again

honest stag
#

what makes me so goddamn confused is that after ALL of this im back to square one

#

exact same thing

ancient depot
#

Try exporting it to .obj or something and see how that works out

honest stag
#

yeah ill try that

ancient depot
#

It'd help to narrow down if it's an IQM exporter issue

honest stag
#

i'll try to export as .obj as you said and load it up in unity

ancient depot
#

Noesis can also view .obj

#

(just quicker than booting up unity)

honest stag
#

i dont trust that thing
but alright

ancient depot
#

lmao, fair

honest stag
#

exporter issue

#

everything is perfect in this

#

so one thing i noticed is this

#

1 moment

ancient depot
#

very interesting

#

so does that obj display right in noesis?

#

if so you can try exporting it from obj to iqm through that

honest stag
#

...forget what i said cause .obj and .iqm look identical in wireframe modes

#

alright that's a good idea

#

obj displays right yes

still raptor
#

hmm

#

so the exporter is a little fucky on 2.8 id guess

#

probs fixable

#

but yeah noeisis can output to iqm

bold orbit
#

Noesis middleman

honest stag
#

that's after exporting from .obj to .iqm via noesis

#

it seems like the iqm master importer has it's own compiler for doing the same .obj into .iqm conversion

#

lemme try and work it out

bold orbit
#

IMAGINE ALL THE PEOPLE

honest stag
#

can someone help me understanding how to use the compiler? what does this want me to do

sharp trail
#

can we have a flute

honest stag
#

i used it

#

ok time to test

#

well now it just doesnt apply the texture at all

torn sinew
#

so, anyone got any cursed or holy mods for dusk i could download?

honest stag
#

and now i loaded the .obj in noesis again and it also has a borked texture untill i flpped it???????

#

why???

#

actually no it's still broken wtf.

#

and now it's back to normal???

#

oh my god this is so cursed

ancient depot
#

@honest stag tick the flip uv option when exporting in noesis

honest stag
#

alright i'll try that too

#

oh
my god.

#

it works.

#

thank you/

#

this was s o painful

#

so the process is
export from blender to .obj
go into noesis
export to .iqm with "flip UV's" ticked

bold orbit
#

THE NIGHTMARE ENDS

honest stag
#

lmao now i'll try and export my flak cannon
as well as animating it

gritty forge
#

Sweet. And I love that flashlight.

honest stag
#

thx man

ancient depot
#

Note that because .obj doesn't support animations, you'll need to use another inbetween format

#

.dae is probably your best bet there

#

(COLLADA)

honest stag
#

oh jesus
alright, i'll try

honest stag
#

oh god i've been doing the flak cannon thing for an hour and i havent even started animating yet
jeez
well the good thing is that porting in .dae doesnt require me to have a texture as it's already there

#

but uh
this is how i have to point it in blender to have it facing the camera backwards in neosis
am i doing this right?

#

how can i view .dae animations in neosis?

#

can i even do that?

drowsy dirge
#

Collada anims?
Are they per vertex or bone anims?

honest stag
#

bone anim i think, just moving up and down for a test

drowsy dirge
#

Just moving the model up and down?

#

Do you have an armature or the like?

honest stag
#

by bones yes

#

ye

drowsy dirge
#

Oh by bones

#

do you have the vertex weights set up right?
(Sorry if i'm asking obvious questions, i'm just trying to rule out things)

honest stag
#

im a complete newbie to this so that's fine
well i just clicked "automatic weights" when settng up bones, was i supposed to assign vertex weights too?

#

or is that what i did by "automatic weights"

drowsy dirge
#

Oh no automatic weights will create the vertex weights for you

honest stag
#

alright gotcha

drowsy dirge
#

I'm gonna read about neosis and find out what it is so I can see if theres something else that might be causing it

honest stag
#

im just gonna try and screw around with it

drowsy dirge
#

What is Neosis?

honest stag
#

model viewing thing
dont know much about it

drowsy dirge
#

Do you mean Noesis

honest stag
#

oh whoop

#

s

#

yes

drowsy dirge
#

This is a really cool thing you've told me about I didn't know this kind of stuff existed

#

This definitely seems like a cool program

#

i'll see if I can get it for my debian system later

honest stag
#

lmao just got told about it today, but it does seem cool

drowsy dirge
#

I can't find anything unique about its Collada support online

#

It should probably allow you to play back animations through the same interface that the animations were encoded in

#

I dont know though

#

Ive never used the software

#

I did find out that apparently it tries to export all animations into a single animations

#

if you loaded from DAE

#

Oh yes
When I talk abou Collada, that's the format for DAE files
I briefly dabbled in trying to write a collada parser

#

but I gave up when I found out about assimp

honest stag
#

oh lord this is getting too confusing for me
im trying to figure out how to set up a rotation initally in blender so it's corrent at the end point for dusk cuz when exporting from blender to .dae it's rotated differently
and then after exporting from .dae into .iqm it's rotated differently too

drowsy dirge
#

Do you export with Y and Z swapped?
Blender is very strange and uses Z for the vertical axis whereas most games use Y since OpenGL makes Y "up"

#

So when exporting OBJ files for instance, I have to swap Y and Z coordinates

#

for my game engine

honest stag
drowsy dirge
#

It's horizontal in the image on the left and vertical in the image on the right, right?

#

Yeah that's an artifact of the Y/Z thing.

#

SUPER annoying

#

there's probably a program/script/config in blender or in the community that changes blender's default behavior

honest stag
#

and like how do i even rotate this right initially for it to be correct here

drowsy dirge
#

looks like the model normals got mucked

#

or is it the geometry itself which got mucked?

honest stag
#

nah i'll fix that, the rotation is what bothers me

#

like the default view angle should be behind the gun

drowsy dirge
#

Ah.

#

It's probably doing some auto-conversion to X axis

#

swapping X and Z

#

which... yeah would be pretty annoying

honest stag
#

ok i think i know what i need to do
god i hope it works

drowsy dirge
#

๐Ÿคž

honest stag
drowsy dirge
#

I figure you rotated the gun sideways in blender?

honest stag
#

yeah
i think this noesis thing can change 1 base rotation axis so i just rotated it a bit afterwards

#

animating this will be wonky

drowsy dirge
#

i'd suggest researching to see if you can force blender's camera to be oriented differently

#

with Up being a different direction

#

because yeah I agree with ya

honest stag
#

yeah that would be useful, good call

drowsy dirge
#

Do you know how video game cameras work
Like how OpenGL does perspective projection?

honest stag
#

uh nope lol

drowsy dirge
#

Model * View * Projection
Each oen is a 4x4 matrix comprised of 16 floats

bold orbit
#

Now comes for the biggest dilemma I have for my map

#

Do I replace the brushwork models with the actual models

honest stag
drowsy dirge
#

Materials messed up, normals, textures, or...

honest stag
#

i wish i knew honestly
it was fine in .dae so i guess it just didnt export right in iqm?

drowsy dirge
#

Most programs have a "Recalc normals" function
if that doesn't work, try to see if you can invert the faces, then recalc normals again
(Triangle vertex winding determines the direction that a triangle faces in OpenGL/D3D/VK)

#

Also @bold orbit
Are you making BSPs?

honest stag
#

well i already did some normals fixing beforehand for .dae and it was all good
but i guess .iqm doesnt like that at all?

bold orbit
#

Yes

#

Let me get the video

#

And show you

drowsy dirge
#

I really don't know to be honest
Keep me informed @honest stag
@bold orbit BSP brushes define spaces within a map either as subtracted or added to the solid portion of the space

bold orbit
#

Hey Zom, should I use the actual models for the Dementium map or stick with brushwork

honest stag
#

unless zomb adds the place_model support - stick with brushwork i'd say
this is hellish so far

#

or whatever is the function for custom models in quake called

#

hey uh zombie
will we get other model formats other than .iqm in the future
plz
p l z

bold orbit
#

Vriska

#

I need to ask you

#

Do you really want MDL.

honest stag
#

at this point i would honestly rather have mdl
this constant exporting is taking a toll on me

bold orbit
#

Vriska MDL has it's own set of worms

honest stag
#

oh im aware

#

i added some custom quake models

#

i ran into problems REAL QUICK

tepid python
#

bsp models pls

#

i want to shoot my map

honest stag
#

lmao gun that shoots maps

#

maybe .iqm just has some sort of a limit on texture size or something i dont even know at this point

drowsy dirge
#

Ah so you've confirmed that the normals are Ay ok?

honest stag
#

ye

drowsy dirge
#

that's good because fixing normals can be living hell

#

fixing textures is just a photoshop job

#

or gimp job

honest stag
#

oh yes im not experienced but definetly familiar with that

#

wasnt a fun process

#

for now i just need to figure out as to why in the world my texture isnt applying

#

...oh it was the wrong file

#

whoops im a dummy

drowsy dirge
#

Oh you want to talk not fun?
I wrote an OBJ parser a long time ago
except I wrote extensions to the format for adding per-vertex color because I thought it'd be really cool

#

It took me ages to work out all the bugs

#

sometimes I still find one

honest stag
#

oh jesus

drowsy dirge
#

yes I literally invented a file format

#

took like 2 months of dev time to make it viable

honest stag
#

oh my god

#

it works

#

i cant believe it

#

i screwed up the lighting a bit when baking the texture but that's all good

#

at least it all works

bold orbit
#

MOTAR

honest stag
#

and now...
i wait for the patch

#

maybe ill animate it actually

drowsy dirge
#

also wait a minute I just realized

#

i didnt recognize it at first

#

isnt that the UT99 frag shotgun

honest stag
#

the flak cannon yeah

drowsy dirge
#

that'

#

s my favorite gun in any video game short of the quake 1 rocket launcher

honest stag
#

hell yeah i love it, it's really good

bold orbit
#

Pew pew acorn gun

drowsy dirge
#

something about the shape reminds me of the F3/NV/4 laser rifle

bold orbit
honest stag
#

looks cool imo
what's with the border of the screen jerking tho lol

drowsy dirge
#

likely separate images chained together, but rendered at different resolutions

bold orbit
#

Yes

#

I used snipping tool

honest stag
#

oh lord
a snipping tool to record an animation

#

that's new

bold orbit
#

The file name is

#

Imbadatthis.mp4

#

Because

#

imbadatthis

gritty forge
#

ha

#

I'm digging the 1998-styled model and textures of that rifle.

onyx marten
#

@ancient depot someone commented on enclave that its completely underwater, havent looked into it yet, but could this be caused by an update?

ancient depot
#

I don't believe so

ancient depot
#

Just a heads up, ran into some obscure Unity bugs which screwed me over a bit, so the upcoming patch will only support enemy model replacements (guns coming in a hotfix) also the leatherneck, turret & nargle models can't be replaced yet

#

other than that there's now trigger_changemusic and support for light on worldspawn

alpine depot
ancient depot
pallid moth
#

kill me / 10

last talon
#

leaked footage of NG+

bold orbit
#

OOPS! ALL BIG JOHNS

honest stag
#

hey question - model replacements will afftect hitboxes right?

#

i hope?

#

also i think there should be a guide on how exactly to export models and the quirks of it as it is kinda confusing
and people will probably be quite interested when Dave inevitably posts on twitter about it lol

ancient depot
#

@honest stag hitboxes aren't affected, that'll be a separate feature

honest stag
#

ah alright

ancient depot
#

(hitboxes in dusk aren't specified by the model, so I decided to keep that separate in the SDK for more customization)

honest stag
#

ohhhh ok good call then

ancient depot
#

also, about textures

#

you need to name your materials after the texture path

#

for example, name your main material textures/monsters/badguy.png

honest stag
ancient depot
#

yes

honest stag
#

so if they all use one texture, i can just point them to the same one?

ancient depot
#

If you open the model in a hex editor or notepad++ etc you should see stuff like this at the very bottom

#

and yes

#

or at the top

#

depending on the exporter

honest stag
#

alright gotcha

ancient depot
#

after I fix some bugs and get the rest of the model replacements working I'm gonna put out an IQM "editor" so you can tweak values in the model after exporting

#

just in case texture paths are wrong etc

honest stag
#

that would be very very useful thank you
also can animations be previewd in noesis? i tried looking but couldnt find anything

ancient depot
#

they can

#

if there are any animations in the model it'll automatically start playing them when you open it

#

there'll also be playback buttons available

honest stag
#

huh
dang, i guess i messed up or something

ancient depot
honest stag
#

odd
i exported a file with a buncha animations as .dae and couldnt see them
i'll look into it

#

what other formats could i export as that save animations?

ancient depot
#

you could try fbx but it'd have to be a version noesis supports

#

the list of which I'm unaware

honest stag
#

alright, ill try that

ancient depot
#

there's also valve smd

honest stag
#

uh so im trying to name all materials the same name cuz i will bake them onto the same texture anyway and it just keeps adding numbers to keep them different

#

wat do

ancient depot
#

can you assign everything to a single material with that name?

honest stag
#

i dont think that would be possibe but let me try

honest stag
#

also i managed to get animations working finally? thank god?

#

but i dunno about the material
still trying

honest stag
#

the animation skeleton fucks up pretty hard when exporting to .dae sometimes

#

ugh what a pain

#

for some reason the bones are above the model

#

ugh it seems like i can only export 1 animation at at time in .dae? i dont know?

#

i managed to export 2 anims in fbx so i guess that's the better option

ancient depot
#

hm yeah looks like dae is a bit messy

honest stag
#

fbx works perfectly but sometimes the rotation is wrong, easily fixable so no big deal

#

and i couldnt find a way to link all materials into 1
is it really important since i use a single texture anyway?

ancient depot
#

probably not

long anchor
#

Hey zom remember those problems that some sounds can't be replaced now

#

is it going to be fixed in new update?

ancient depot
#

not this one, I ran into a bunch of bugs, fixing them took up a lot of the time I was going to use for that

#

so I'm moving that to the hotfix with gun model replacements

long anchor
#

so it's pretty soon

#

ok nice thanks

ancient depot
#

๐Ÿ‘Œ

gritty forge
#

Is SDK finished?

ivory magnet
#

No

gritty forge
#

Ok

ancient depot
gritty forge
#

Barney no

ancient depot
#

also @honest stag to export animations in the IQM you type the list of actions as a comma separated list

#

also you may find GLTF to be a more reliable inbetween format btw

#

in order to get Barney ingame I converted the Half-Life model to GLTF with Noesis, imported that into Blender, scaled/rotated/moved the model and renamed the animations & materials, then exported to IQM

long anchor
#

yo trespasser dude

#

also barney shoots with his johnson

ancient depot
#

his big johnson

long anchor
honest stag
#

oh that makes sense

#

oh i love the trespasser dudes lol
oh my god it's barney

#

gltf? alright i'll try it out

ancient depot
#

but yeah you do seem to require an armature, but other than that I had zero issues

#

might be worth submitting a bug report on the IQM github with your model

honest stag
#

hm? alright let me try a different one then

ancient depot
#

also I found that using Noesis to convert things to IQM is a dead end

#

turns out its IQM exporter is super incomplete

#

So Blender is the way to go

#

(Noesis will merge all animations into a single one, so Dusk won't play them)

honest stag
#

dang
well if i can make it work then at least it removes the middleman

#

ohhhhhh shit

#

I lost my selection animation for some reason :(
i was really proud of it too

#

well shit

ancient depot
#

no .blend* backup files?

#

pretty sure blender generates those

honest stag
#

i'll look for them

#

YES IT'S THERE

#

thank god

ancient depot
#

๐Ÿ™

long anchor
#

zom saves the day

honest stag
#

huh
it all works perfectly fine

#

didnt even have to flip the uv's

#

well
that's hella awesome
i wonder why the flashlight model is so broken tho

#

it's way simpler compared to the flak cannon and was made using the same ways as the flak cannon, in fact even more basic

ancient depot
#

weird

honest stag
#

ill try and export it again

#

yeah still broken

#

oh well

ancient depot
#

odd

#

I wonder what's wrong with that model to cause that

#

The whole model is triangulated right?

honest stag
#

well at least if i only use if from the first person perspective the player wont see the broken front

ancient depot
#

Like those missing parts aren't quads or something

honest stag
#

nah it's just the texturing, i managed to fix broken parts

ancient depot
#

ah

honest stag
#

they were flipper normals, so those faces were being rendered from inside

#

flipped*

ancient depot
#

oh that makes a lot of sense

#

lmao I never even considered that

honest stag
#

yeah the solution was 1 click away the entire time

#

but the textures...

#

oh ignore the red line

long anchor
#

no I won't

gritty forge
honest stag
#

lmao you monsters

long anchor
#

heh heh

honest stag
#

i just dont get it lol

#

let me try splitting that circle face into triangles

long anchor
#

imagine if it works

honest stag
#

i hope so
but it also wouldnt make sense for multiple reasons so i will be pissed

#

nope, didnt work

long anchor
#

sad

honest stag
#

hmmmm

#

just did a bunch of things at once

#

it's a bit dark but whatevs

gritty forge
#

Nice flashlight

honest stag
#

thx, it looks better when it's not pitch black tho

honest stag
#

ugh only took me like 2 days

gritty forge
#

modeling sucks

honest stag
#

It does

ancient depot
#

did you end up figuring out what you did that fixed it?

honest stag
#

i rebaked the texture but i doubt it was the solution

#

so yeah it was a combination of rebaking the texture even though not much changed and slightly adjusting 1 piece of the uv map, then rexporting the model

long anchor
#

Update POG

bold orbit
#

The pogdate dropped?

honest stag
#

YES

bold orbit
#

POG DOG

still raptor
#

glhf

#

post results here

#

and we'll put em in the update news

long anchor
#

uh oh ambient light screwed up map lighting

#

rework time

#

yeehaw

#

uuhhh

#

hey duskdevs

#

did you make any fixes/tweaks for regular lights?

#

asking cause I set light on worldspawn to 0 but lighting still feels kinda off

#

also cigar is now brown for some reason

still raptor
#

lol

last talon
#

they have asserted their dominance

long anchor
#

it's so scary oh god

still raptor
#

yeah there will probably need to be a hotfix or two

last talon
#

that map looks pretty sick tho

long anchor
#

map on first/second or third screen

#

thanks anyway

honest stag
#

get fuckin reagy
rrady* im sleepy but im about to fuckin upload my model
it's the best model
veven showem

long anchor
#

uh? wha

#

oh oh

bold orbit
#

SHOW US VEVEN

#

It's been 6 minutes

alpine depot
#

lol cant wait to change music on the cow-babe boss fight finally

#

dunno what to change it to tho

long anchor
#

we're having some technical problems sorry lol

honest stag
#

we have

#

we have uncovered a fucking ancient vacuum cleaner god

#

give us like

#

i dont know 15 minutes at best

bold orbit
#

Change the cow babe music to Black Betty

#

Rayman Legends cover

#

do it

long anchor
bold orbit
#

EIGRA DEM BOAH BEH
BOMBALOMB

alpine depot
#

ooh i know! im gonna change the boss music to the music played in one of the old builds where the duke brothers were the final boss and didnt even have their signature attacks yet

#

cuz the music's in the files still so it's an easy pro gamer move ๐Ÿ˜Ž

bold orbit
#

Solid move

alpine depot
#

it sounds so good even though it's a really short loop

#

ooooo the action music from the mines would fit the plaza fight as well

#

SO MANY IDEAS NOW AHHH

bold orbit
#

The source material of my maps don't have very DUSK like boss music so I think I'm just going to steal from friggin call of duty zombies

#

Aqua you better include death from above somewhere

alpine depot
#

i intend on changing the conductor boss fight in derailed to play that music

#

wait, can i give the changemusic trigger a targetname?

honest stag
#

meanwhile in the modelling part of the modding community
"this fucker is too big and he's floating and he's completelty white god help us"

#

i made something so ugly i love it
and veven made it alive by making it make really cool but funny death noies

#

i can wait for it to work

#

actually the only part that doesnt work is the texture

ancient depot
#

yeah it looks like idle animations aren't playing so enemies are tposing

#

I'll fix that lmao

alpine depot
ancient depot
#

maybe? I forget

alpine depot
#

since all the other triggers work if you give them targetnames

ancient depot
#

I implemented that entity at like 7am with no sleep

honest stag
#

so i have a question about models
so if im replacing a goat model and i want it to be properly textured, i just need to replace the goat texture with mine?

ancient depot
#

I remember nothing

#

no, the material name in the IQM defines the texture it uses

long anchor
#

zom I can't apply custom texture save us

#

oh

honest stag
#

ok so it should be applied when i load it into noesis?

ancient depot
#

no

long anchor
#

Hey Vriska

ancient depot
#

noesis won't load them

honest stag
#

oh fuck wait i get it
it's the goddamn single material thing isnt it

#

ok let me try something

long anchor
#

yeah

bold orbit
#

7am

honest stag
#

zomb we're having trouble

#

can apply texture

#

cant

long anchor
#

^

#

should there be a full path even?

#

maybe we need to use just texture name?

honest stag
#

the entire model is single-material, material points to the texture, but it;s white

plain frost
#

Hm, so we can replace models now?

ancient depot
#

full path

#

as in

bold orbit
#

We're a bunch of baby birds screaming at momma bird because everything new is breaking XD

ancient depot
#

textures/monsters/poop.png

long anchor
#

so file extension too huh

ancient depot
#

the name of the material should be that path

#

yeah

honest stag
#

ok well we did that but it didnt work
we'll try again

ancient depot
#

in a later patch once the new resource system is in the extension will be optional

#

can you screenshot the relevant areas? Also check the model in a hex editor in case the names aren't exporting as what you wrote

#

I'm not at my PC right now but DM me the files and I can also take a look in the morning

honest stag
#

ok lemme look

#

huh

ancient depot
#

lmao wtf

honest stag
#

should i delete the last part?

#

actually i cant save it then can i

ancient depot
#

use a hex editor (instead of notepad++) and replace the v after png with a null byte

#

if you delete that part instead of replacing it you'll corrupt the file

honest stag
#

dang i dont have one lmao
lemme find one

ancient depot
#

you could try replacing the "vacuum" at the end with spaces

still raptor
#

HXD

ancient depot
#

you could also (big brain) rename the actual texture file

honest stag
#

yeah that's the problem

bold orbit
#

BIGGEST OF BREN

honest stag
ancient depot
#

yeah DM me the files and I'll look into it then

#

that's real odd

#

for now the hex edit trick will work

honest stag
#

i'll try figuring this out since you're not at your pc

alpine depot
#

yooo lmao targetname does work on the trigger

#

fuckin epic

ancient depot
#

good because I didnt test that nor do I remember supporting it lmao

long anchor
#

hey guys

honest stag
#

are you gamers ready
noo-noo from teletubbies went into his edgy phase and wandered into dusk
he's now ready for blood
model-animation-textures by me
amazing sounds of a dying vacuum cleaner (and all other sounds) by veven

#

pop it my man

#

blow them away

long anchor
#

i'm sad to announce that i have a very bad case of the disease called zuggit

ancient depot
#

is the first model replacement gonna be a fucking teletubby LMAO

honest stag
#

watch and find out

long anchor
#

a moment

#

that defined

#

a generation

alpine depot
#

didnt vulkan rendering support come in the last patch or something like that?

ancient depot
#

technically

alpine depot
#

because my map is lagging HARD right now

#

and there's some occasional flickering on the screen

ancient depot
#

we dont use vulkan anymore though

#

its opengl now

#

try -force-d3d11

alpine depot
#

right, thats the command i was looking for

#

my music works perfect though lmao, it's awesome

#

gonna make a badass arena map now just to get some of that DYNAMIC music playing

#

this is great lmao

ancient depot
#

the triggers are reusable btw

#

if you change music with another trigger and then walk into the old one itll still work

still raptor
#

come to think of it

#

did we add a way to stop music?

ancient depot
#

dont think so

still raptor
#

lmao

ancient depot
#

you could have an empty audio file lol

still raptor
#

yep

#

thats what i was thinking

#

0kb mp3

#

or whatever

#

not mp3 because its cancer

honest stag
still raptor
#

lmfao

#

whos idea was this

#

why does this exist

bold orbit
#

Vacooom

honest stag
#

i just
didnt know what enemy to replace and with what

#

and i thought that the goats kinda sound like vacuum cleaners

#

so here we are

still raptor
#

lol

honest stag
#

the sounds veven made are amazing

still raptor
#

now your egypt theme can be made a lot better though

#

because you dont haave to use the shitty dusk models

#

ohhh

#

you could finally make scarabs

honest stag
#

honestly yeah i could

#

good idea

long anchor
#

Uh oh here comes texturing again

#

Yo sick

#

Cool pew pewer

honest stag
#

where did the image go

ancient depot
#

what image yoba

honest stag
#

lol

bold orbit
long anchor
#

Restore image Shotty

#

Oh

#

Is it THAT image?

#

I cant see, me inet is crawling

honest stag
#

nope

bold orbit
long anchor
#

b r e a d

honest stag
#

fuck dude it's 2 am, i spent 10 hours of my life modelling an edgy vacuum clenaer and now im rewatching a viedeo with it over and over and laughing
what is my life anymore

bold orbit
#

Vriska at least your entire impact in videogames isn't summed up by a typo of "built and bread for shooting"

honest stag
#

lmaooo

gritty forge
#

BREAD

fallow sleet
#

bred

bold orbit
#

Yes the bread is the funee word

#

OH I KNOW WHAT IMAGE YOU WERE TALKING ABOUT!

honest stag
#

is there no way to import an iqm model into blender?

#

i wish i could fuck around with the default ones

ancient depot
#

I dont think there's an IQM importer, but I could look at writing one

honest stag
#

what if i use the compiler that comes with the iqm exporter?

#

i has an iqm into obj feature i think

#

lemme try that

#

ah shit no it doesnt

long anchor
#

If you guys could see what crazy ideas we came up with

honest stag
#

yeah a toaster rat

#

insane stuff

long anchor
still raptor
#

now you can make beer and book enemies

long anchor
#

Oh my

tepid python
#

time to learn blender

long anchor
honest stag
#

lmao

long anchor
#

Now imagine what kind of stuff will happen with scripting

bold orbit
#

Where is this beer book server

honest stag
#

it's a secret

tepid python
#

once scripting is a thing i'll make something serious but until then it'll be func maps, actually did this update add a new func_ or just model support

honest stag
#

trigger_changemusic

#

you make all the funcs yourself why are they needed lmao

#

we already have the majestic func_vehicle

alpine depot
#

ahhhh oh my god the cowbabe boss is so much better now

#

and the plaza fight is fucking EPIC