#dusk-modding
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sure, i'll take a look at it and try to compile myself
also worth mentioning i followed most tutorials i saw pretty closely
even a quake trenchbroom introduction :P
alright cool
lights wont work if you forget to include palette.lmp
they should work anyway tho
it's the textures that dont work right?
wait, do you have textures on your map blackjack?
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
-nowadtextures
im gonna guess, in order:
- missing palette file (add the file)
- light compilation fail (check the output from compilation)
- some actual problem with the textures (-nowadtextures)
i thought they use a checkerboard texture in dusk if there is none applied
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
oh i guess i misread that
but a missing palette.lmp will also make enemies and objects and such render pitch black
Try -nowadtextures without pallet see what Happun
when you shine your flashlight in a map, do you see the actual textures you applied?
or the checkerboard stuff
yee i see textures
yeah it's not the palettle then
alright drop me the .map when you can
sent
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 I'm more concerned with random props breaking it
Like a bucket or something
that would be an issue yeah
Dusk SDK checklist:
-Suit functionality
-Toggleable lights
+SOAP
another one for the list
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?
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
-Toggleable lights
my guess is that's going to come with light styles
what do you mean by suit functionality?
I also second this inquiry
@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
^^^
Yeah, I'd much rather learn to do things properly before I make them stylised
Also should probably learn to draw, I suppose
i wanna use this model as a pistol replacement later on
how can i improve it?
Only the top and back of the slide are moving
Maybe have the rest of the slide move as well?
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
@bold orbit @alpine depot
suit functionality as in the hurt floors being blocked by the suit
ahh ok
Good luck.
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!
thx man
Hey everyone, can I ask for help with setting up Trenchbroom here or is this channel only for discussing mods
that's like 50% of the messages here so shoot
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
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
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)
having quake doesnt matter, in fact you dont even need quake
but isn't quake required for the FGD File?
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
ohhhh simply adding a new texture group fixed it
thanks
a bit embarrassing that I missed it
hold on you should be draggin it into "texture collections" not texture browser
there should be a "show" button in the red circle
just in case
Oh thanks ^^
it's good to see that more people get into modding
btw. is there an "official" FGD file for Dusk or would I have to make my own
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?
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
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
ah okay
Also the scale of your map isn't completely controllable at the moment
it's pretty close tho
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
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)
and you can check out other people's .maps to find what you want probably, that's atleast how i've solved my issues
ah okay i'll try that ^^
You can get pretty much anything quake has working
Aside from func_train atm
But that's coming
Choo chooooooo
music mods anyone?
So when are we going to be able to edit entities?
pope francis entity pls
in what way do you want to edit entites?
if you want to change enemies' health or boss' names then it's already possible
theres cool stuff coming, just have patience ๐
we have
What do you mean, the cool stuff is already here
custom models and scripting
those two things and i dont need anything else yet
Just another func_ to abuse into a map
Give us the cursed heresy known as "re-loading" father
turn dusk into a realistic military simulator a-la arma
No arma is too far
does anyone know a good "sketching programm to make map plans
imagination
Pen a & paper
drawing tablet
drawing tablet is cheatin g
then i'm a big cheater
somebody rat rank me so i can stream?
gotta earn it
how does one earn?
participate in chat. you get it automatically
oh i see. cool. gotcha
i somehow just naturally assumed someone was already working on that
same
Doooosk
DUUD
Self explanatory
Let's just rip off Doom mods.
Linear Dusk. Nuts.dwad. Brutal Dusk.
Dawn: Full Bright rendering Dusk
Ukranian Overkill instead of Russian Overkill
Who would win, DUUD or KSSK?
D
Umm, I can't go to the hard difficulty in Dissolution of Eternity. It pushes me around. Is it a glitch?
is it a custom map?
@pallid bay That would be rad as heck
is there a way to get rats and mages in trenchbroom? wiki only shows those entities for halflife
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
The FGD will be coming soon after the next patch so that issue will finally vanish
P O G
P O G
are custom models still planned for the next patch?
that worked perfectly. thanks @honest stag!
np
@honest stag yes
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
ah alright good
ill look into the specifics of it tho
Inside the IQM you can add animations with the names Idle, Walk, Attack, Pain and Death
Which the game will use
trick is the rotate thing equivalent in dusk right
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
.mdl is super limited in comparison yeah
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
Where did you look?
The latest stuff is here https://github.com/lsalzman/iqm
Including the 2.8 plugin
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
I don't believe it requires them if you don't have animations
well it exported it only when i added an armature
without animations that is
so i guess it's needed?
odd, might be
eta on the patch? haha jk.... unles?? no... haha... unless?
||either tonight or tomorrow morning, most likely the former||
WHAT
POG
gotta finish Lower then
Lemme get back to work on some of my models then
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
lol
we also support light on worldspawn now
as in, ambient light
wasn't it supported already?
i thought it did
^
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
that aint how it works i think
okay then
light was supported at one point but it was completely broken
if i just didnt compile it with light.exe it would be fullbright
yeah
but i just slaped light on worldspawn
oh
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
kinda like using _sunlight2 but for all areas, not just outside
extra light
on top of the lighting
you mean extra light for things that actually emit light?
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
also a couple questions about the models
which direction should they be facing lol
weapon models that is
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
alright gotcha, thanks for telling
ill get that noesis thing
that video is damn magic btw
lightproxy'd brush entites be like
funny you mention that because it's using basically the same system as lightproxy lol
have some custom model dev bloopers
lmao what is that even
model was accidentally exported wrong
particle changing is still a no-go im assuming?
I'm gonna attach it to a bone with a special name
if the bone is missing, the particles will be disabled
Oh that's pog
...modifying the bone to modify particles? Haha jk ...
you could move it around that way yeah
but you still can't actually change it
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
And what if there's 2 bones with that name? Will that work for double particles in different places?
It'll use the first one it finds, unless you'd prefer if it duplicated
I can do that
It would be pretty awesome if it would duplicate, but i can only think of like 3 specific uses for that
waiting for someone to replace every model with bigjohn.iqm
i bet 5 bucks on that happening withing 12 hours of the patch dropping
it'd look all kinds of fucked up with rats
tposing big john rat
(rats have no animations)
am I blind or Jusk got deleted
unless we specifically add that?
really
the rat animations that is
pretty sure it's on moddb
I can probably tweak the rat ai code to try and play Idle & Walk if they're present
Idle - normal rat
walk - rat transforms into a giant rat
idle - normal toilet
walk - giant soap
y
es
the guy who made Jusk left the server :C
aw
someone will take his place im sure
rip
it can be whatever you want
oh that's hella pog
dusk's model animations are 30fps iirc
depends what you mean by more efficient
when we got new patch
veven my man ill make you a custom model with good uv maps just for you to be comfy texturing
oh you mean the UV maps being shit lmao
depends what you mean by more efficient
I mean make it more obvious for myself how texture wraps the model
nothing we can really do about that
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
drag the texture onto the viewport
what I'm not sure how to do in noesis is load multiple textures
oh, I guess i should actually learn how to comit texture art
a model loader script can do it, but the IQM loader included with noesis doesn't afaik
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?
yes
Noesis can export a multi-textured model to a .mdl with a single texture though afaik
It's a very useful tool
god daaaamn
i just had to bake several textures into 1 in blender
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
ohhh alright
i guess that's just the viewing, and it should be fine in-game?
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
yeah i can understand that 
does it work if you put all the textures in the same folder as the iqm
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
here's the image
i know ugly uv map
DM me the files and I'll see how dusk loads em
it should be rotated fine cuz it was facing away btw
well i intend it as a weapon
something like in doom 3? it does light part and you can smash someone's skull with it
oh zombie is getting the modding basement excited
sure
hell yeah
kinda yeah
remember my silent hill thing? it's for that
... i was just trying to figure out how to connect edges between separate meshes without making ngons
wtf
also can someone tell me how :(
NOT FOR CHILDREN
not for childern
not for children means it's not for people under the age of 13
oh cool
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
god abandoned you the moment you downloaded blender
what pisses me off is that i encountered this problem before
oh my god im pissed lol
Zomb, is map scaling this update or the next one?
ugh :(
why tho :(
it's like the uv map isnt translated to iqm correctly
it's driving me nuts
It's one map and not multiple, right?
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
hm
Could it be you're exporting the material but not the uv map
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
2.8
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
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
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
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
@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
i fixed it btw
turns out the texture was streched
like the uv itself was 1x1 scale, but i changed the texture to 1024x1024 and it's fixed
but thanks for the tip

oh my god that gif
i'm stealing that
:) im ok
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
i cry everytime
what makes me so goddamn confused is that after ALL of this im back to square one
exact same thing
Try exporting it to .obj or something and see how that works out
yeah ill try that
It'd help to narrow down if it's an IQM exporter issue
i'll try to export as .obj as you said and load it up in unity
i dont trust that thing
but alright
lmao, fair
yup
exporter issue
everything is perfect in this
so one thing i noticed is this
1 moment
very interesting
so does that obj display right in noesis?
if so you can try exporting it from obj to iqm through that
...forget what i said cause .obj and .iqm look identical in wireframe modes
alright that's a good idea
obj displays right yes
hmm
so the exporter is a little fucky on 2.8 id guess
probs fixable
but yeah noeisis can output to iqm
Noesis middleman
:(
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
IMAGINE ALL THE PEOPLE
can someone help me understanding how to use the compiler? what does this want me to do
can we have a flute
i used it
ok time to test
well now it just doesnt apply the texture at all
after using the compiler that came with the iqm exporter
so, anyone got any cursed or holy mods for dusk i could download?
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
@honest stag tick the flip uv option when exporting in noesis
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
THE NIGHTMARE ENDS
lmao now i'll try and export my flak cannon
as well as animating it
Sweet. And I love that flashlight.
thx man
Note that because .obj doesn't support animations, you'll need to use another inbetween format
.dae is probably your best bet there
(COLLADA)
oh jesus
alright, i'll try
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?
Collada anims?
Are they per vertex or bone anims?
bone anim i think, just moving up and down for a test
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)
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"
Oh no automatic weights will create the vertex weights for you
alright gotcha
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
im just gonna try and screw around with it
What is Neosis?
model viewing thing
dont know much about it
Do you mean Noesis
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
lmao just got told about it today, but it does seem cool
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
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
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
hm, really?
well i had to do this for it to be correctly rotated in .dae
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
yea
but after that, when exporting from .dae into .iqm...
it's this
and like how do i even rotate this right initially for it to be correct here
looks like the model normals got mucked
or is it the geometry itself which got mucked?
nah i'll fix that, the rotation is what bothers me
like the default view angle should be behind the gun
Ah.
It's probably doing some auto-conversion to X axis
swapping X and Z
which... yeah would be pretty annoying
ok i think i know what i need to do
god i hope it works
๐ค
well, it works? phew
I figure you rotated the gun sideways in blender?
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
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
yeah that would be useful, good call
Do you know how video game cameras work
Like how OpenGL does perspective projection?
uh nope lol
Model * View * Projection
Each oen is a 4x4 matrix comprised of 16 floats
Now comes for the biggest dilemma I have for my map
Do I replace the brushwork models with the actual models
thanks a lot .iqm
thanks a lot
Materials messed up, normals, textures, or...
i wish i knew honestly
it was fine in .dae so i guess it just didnt export right in iqm?
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?
well i already did some normals fixing beforehand for .dae and it was all good
but i guess .iqm doesnt like that at all?
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
Hey Zom, should I use the actual models for the Dementium map or stick with brushwork
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
at this point i would honestly rather have mdl
this constant exporting is taking a toll on me
Vriska MDL has it's own set of worms
lmao gun that shoots maps
so i applied a different texture
maybe .iqm just has some sort of a limit on texture size or something i dont even know at this point
Ah so you've confirmed that the normals are Ay ok?
ye
that's good because fixing normals can be living hell
fixing textures is just a photoshop job
or gimp job
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
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
oh jesus
yes I literally invented a file format
took like 2 months of dev time to make it viable
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
MOTAR
also wait a minute I just realized
i didnt recognize it at first
isnt that the UT99 frag shotgun
the flak cannon yeah
hell yeah i love it, it's really good
something about the shape reminds me of the F3/NV/4 laser rifle
I can't animate for shit but it'll look like this
looks cool imo
what's with the border of the screen jerking tho lol
likely separate images chained together, but rendered at different resolutions
@ancient depot someone commented on enclave that its completely underwater, havent looked into it yet, but could this be caused by an update?
I don't believe so
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
AHHHHHHH
kill me / 10
leaked footage of NG+
OOPS! ALL BIG JOHNS
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
@honest stag hitboxes aren't affected, that'll be a separate feature
ah alright
(hitboxes in dusk aren't specified by the model, so I decided to keep that separate in the SDK for more customization)
ohhhh ok good call then
also, about textures
you need to name your materials after the texture path
for example, name your main material textures/monsters/badguy.png
like this? lol
yes
so if they all use one texture, i can just point them to the same one?
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
alright gotcha
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
that would be very very useful thank you
also can animations be previewd in noesis? i tried looking but couldnt find anything
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
huh
dang, i guess i messed up or something
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?
you could try fbx but it'd have to be a version noesis supports
the list of which I'm unaware
alright, ill try that
there's also valve smd
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
can you assign everything to a single material with that name?
i dont think that would be possibe but let me try
also i managed to get animations working finally? thank god?
but i dunno about the material
still trying
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
hm yeah looks like dae is a bit messy
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?
probably not
Hey zom remember those problems that some sounds can't be replaced now
is it going to be fixed in new update?
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
๐
Is SDK finished?
No
Ok
Barney no
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
his big johnson

oh that makes sense
oh i love the trespasser dudes lol
oh my god it's barney
gltf? alright i'll try it out
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
hm? alright let me try a different one then
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)
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
๐
zom saves the day
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
weird
odd
I wonder what's wrong with that model to cause that
The whole model is triangulated right?
well at least if i only use if from the first person perspective the player wont see the broken front
Like those missing parts aren't quads or something
nah it's just the texturing, i managed to fix broken parts
ah
yeah the solution was 1 click away the entire time
but the textures...
oh ignore the red line
no I won't
lmao you monsters
heh heh
this is how this face looks like on the uv map
i just dont get it lol
let me try splitting that circle face into triangles
imagine if it works
i hope so
but it also wouldnt make sense for multiple reasons so i will be pissed
nope, didnt work
sad
hm what if
hmmmm
i fixed it and i dont have the slightest clue how
just did a bunch of things at once
it's a bit dark but whatevs
Nice flashlight
thx, it looks better when it's not pitch black tho
modeling sucks
It does
did you end up figuring out what you did that fixed it?
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
Update POG
The pogdate dropped?
YES
POG DOG
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 these weird cut offs on lights
also cigar is now brown for some reason
JAMES' T-POSING NOW
oh no
lol
they have asserted their dominance
it's so scary oh god
yeah there will probably need to be a hotfix or two
that map looks pretty sick tho
get fuckin reagy
rrady* im sleepy but im about to fuckin upload my model
it's the best model
veven showem
lol cant wait to change music on the cow-babe boss fight finally
dunno what to change it to tho
we're having some technical problems sorry lol
we have
we have uncovered a fucking ancient vacuum cleaner god
give us like
i dont know 15 minutes at best
EIGRA DEM BOAH BEH
BOMBALOMB
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 ๐
Solid move
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
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
i intend on changing the conductor boss fight in derailed to play that music
wait, can i give the changemusic trigger a targetname?
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
yeah it looks like idle animations aren't playing so enemies are tposing
I'll fix that lmao
will this work if i give it a targetname?
maybe? I forget
since all the other triggers work if you give them targetnames
I implemented that entity at like 7am with no sleep
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?
ok so it should be applied when i load it into noesis?
no
Hey Vriska
noesis won't load them
oh fuck wait i get it
it's the goddamn single material thing isnt it
ok let me try something
yeah
7am
the entire model is single-material, material points to the texture, but it;s white
Hm, so we can replace models now?
We're a bunch of baby birds screaming at momma bird because everything new is breaking XD
textures/monsters/poop.png
so file extension too huh
ok well we did that but it didnt work
we'll try again
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
lmao wtf
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
dang i dont have one lmao
lemme find one
you could try replacing the "vacuum" at the end with spaces
HXD
you could also (big brain) rename the actual texture file
yeah that's the problem
BIGGEST OF BREN
yeah DM me the files and I'll look into it then
that's real odd
for now the hex edit trick will work
i'll try figuring this out since you're not at your pc
good because I didnt test that nor do I remember supporting it lmao
hey guys
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
is the first model replacement gonna be a fucking teletubby LMAO
watch and find out
didnt vulkan rendering support come in the last patch or something like that?
technically
because my map is lagging HARD right now
and there's some occasional flickering on the screen
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
the triggers are reusable btw
if you change music with another trigger and then walk into the old one itll still work
dont think so
lmao
you could have an empty audio file lol
closer look at the edgy vacuum cleaner
it also has a mouth
Vacooom
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
lol
the sounds veven made are amazing
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
where did the image go
what image 
lol
This image? Ala level design twitter?
nope
Is it this one?
b r e a d
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
Vriska at least your entire impact in videogames isn't summed up by a typo of "built and bread for shooting"
lmaooo
BREAD
bred
is there no way to import an iqm model into blender?
i wish i could fuck around with the default ones
I dont think there's an IQM importer, but I could look at writing one
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
If you guys could see what crazy ideas we came up with
Beer books members rn be like:
now you can make beer and book enemies
Oh my
time to learn blender
Beer books members rn be like:
lmao
Now imagine what kind of stuff will happen with scripting
Where is this beer book server
it's a secret
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
