#dusk-modding

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bold orbit
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Click new game

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Custom maps

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[mapname]

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Sdk version

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It's a beta opt

ancient depot
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The dev console isn't currently in the public SDK build, but there is a console

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Here's an old version of it

crimson quest
ancient depot
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What's the name of the texture

honest stag
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oh wow

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oh hey they all do that actually
what i did to fix it is make the back face of the brush the same texture as the wall

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oh not all of them sorry, just the writings

crimson quest
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{god_for_demons

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Huh ok, I'll try that

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Ah didn't do anything

honest stag
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by the way - that's a really cool fence you made

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i do remember somehow fixing this, god what did i do to it

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it was like 4 months now

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....oh i cant just open the map

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1 moment

crimson quest
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Thanks, Kinda just getting my brushwork juices flowing again

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Btw this is a zoo map I'm making of all the entities

honest stag
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oh hey i actually was making the same one lol
yours looks better already tho

crimson quest
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At least for my own use but feel free to contribute once I get it mostly done

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Really... I'd be down to collab

honest stag
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try this

crimson quest
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Aight

honest stag
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well my "zoo" map was literally just for personal use too
i can just give the .map to ya in 1 moment

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i just made it for mosnter model replacement testing

crimson quest
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Neat, ty

honest stag
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the buttons open the doors which are trasnparent by default

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so like the monster just sits there unless you open him up

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i didnt light up the map yet tho

crimson quest
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I'll post mine in a few days once I get all or most of the entities spawned, but I've modified some of the fgd sizes and offsets on a few, but we'll see how much that messes things up

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Neeeat

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I like those little railings on the edges of the map

honest stag
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lol thanks

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dunno why i added them even since it was supposed to be a map just for me

crimson quest
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Funnn this is genuinely very useful. Really quick way of revisiting enemy properties
Though when I press any button, all of the cages open up.

honest stag
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huh

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wait lemme check something

crimson quest
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Ahhh that might have been just the only button that wasn't assigned correctly

honest stag
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which mosnter was it?

crimson quest
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bigjohn

honest stag
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oh wait i see what;'s the problem

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since you have the .map, just remove the targetname from the bigjohn's button

crimson quest
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change it to targetname 1, right?

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ah

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ok remove it

honest stag
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cuz the button next to it actually targets "2" which is the next cage name

crimson quest
honest stag
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yeah i use it too actually, i just didnt add it yet

crimson quest
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Currently all of the enemies ignore the walls and move through them, is there some sort of trigger needed to set them off upon opening each door?

honest stag
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the ones on my map?

crimson quest
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Yeah

honest stag
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huh that is
really really weird?
they should be stuck in their cages as they dont update their navmeshes

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so they should think the door is always there

crimson quest
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Ah yeah maybe it's just a problem in my compiler, idk
next time you work with it, hmu

honest stag
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what do you compile with?

crimson quest
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qbsp

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and light

honest stag
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so ericw's tools?

crimson quest
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Yeah

honest stag
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cuz i use the same
i actually didnt test the map yet but lemme try and compile it myself

crimson quest
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aight

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bigjohn seems to be fine but non boss enemies seem to be the issue

honest stag
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huh
im so confused im looking at the map and dont get what's wrong lol
alright loading it up

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wtf they do
uhhhhhh

crimson quest
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XD

honest stag
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i've never had an issue like that

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the bonemonk is fine too

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wtf

crimson quest
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lol

honest stag
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oh well the bone monk doesnt have a navmesh

crimson quest
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howcome?

honest stag
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flying enemy

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doesnt need one

crimson quest
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ah makes sense

honest stag
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also some of the last ones dont leave the cage either

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uhhhhh

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like the doors themselves arent any different

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from each other

crimson quest
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Yeah odd

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I mean there's got to be a simple solution, many other maps use doors to block those enemies

honest stag
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yeah i made a bunch of maps now and everytime i have a door - enemies cant go through them

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and here it's the opposite

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but only SOMETIMES?

crimson quest
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Eh
I mean maybe just compare it with your other maps and see what's different

honest stag
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huh wait it looks like sometimes they walk through ONE of the doors

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like the gator at the end

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im
kinda lost

crimson quest
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Welp gonna go to bed now but ttyl on this

honest stag
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good night mango

crimson quest
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Still need to fix my texture thing but I'll keep tweaking what you suggested

drowsy dirge
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I have a couple questions after reading the dev.newblood.games dusk FAQ

  1. Does Dusk intend to eventually implement all entities from Half Life and Quake? If not, which ones does it intend to implement? From the trenchbroom tutorial it also seemed like Dusk actually uses some of the enemy entity tags to spawn its own NPCs, so is that what they mean?

  2. Can I create my own, custom palette.lmp if I don't like Dusk's default color palette for my maps? (What tool would be used to do that?)

  3. In the two minute trenchbroom tutorial, 500_pts shows loading quake's settings before then dragging-and-dropping Dusk's wad into the editor and using absolute paths. Does this mean he is loading both quake's wad and Dusk's wad in trenchbroom?

  4. Do I have to build all my custom textures into a .wad before Dusk can use them in my mods?

  5. Can I build my dusk mods into a wad?
    Pardon my spanish inquisition. I'm genuinely intrigued.

still raptor
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  1. yes pretty much

2)yes absolutely, just follow the format of the palette file on quake's wiki

3)yes, i loaded both quake's texture wad and dusks texture wad

4)so while technically you dont have to do that, i would suggest doing that for now, as support for external textures isnt like fully there yet (you can compile for qbsp3 , its missing a lot of features, but you can use external textures there)

5)not currently, your best bet is to make them available as a file directory that includes sounds, models, maps etc

drowsy dirge
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ah thanks.
Since you're here, do you have that text file listing all the tags that Dusk supports shown in your video?
I didn't see it in the FAQ section

still raptor
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thats for quake ones

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as for the full list

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the file is in the sdk directory

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entities.txt

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also available here

drowsy dirge
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I think that's all my questions for now
You're very helpful
Thanks!

tepid python
still raptor
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oh no

hoary juniper
gritty forge
gritty forge
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Is it possible to replace the final boss model with Stephen weyte holding a tree branch

honest stag
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Nope
Nyarls model cant be replaced

gritty forge
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damn

bold orbit
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yet

mint cosmos
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Hey

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I want to make a dusk total conversion mod

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Who do i talk to for help?

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I'm free come monday.

gritty forge
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I ve started modding with unity a few days too

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maybe we could learn it together : )

mint cosmos
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Im down

gritty forge
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do you mind that i don't have a microphone?

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Well my parents won't allow me talkin to strangers

mint cosmos
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I have a whole concept in mind and im currently working on the arena layout. And i dony mind

gritty forge
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thanks

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i ve gotta go eat breakfast, its nearly 6am., i woke up at 9pm and im startin to feel hungry, lets take a loot on it later : )

honest stag
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the main "tools" for proper total conversion mods will come later (scripting n shit)

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totally can make some maps and models beforehand tho

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maps are very functional right now, models... kind of a mess but working

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i can help out with setting up the map tool and importing models, feel free to dm

wooden pier
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We don't deserve Vriska

tepid python
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here's the 100th mod

honest stag
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i set that up for ya my man

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with 4 freakin mods in a row lol

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congratz

tepid python
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your tutorial helped with the texture issue I was having

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but next time record at 720p atleast

honest stag
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lmao sorry

long anchor
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lmao

drowsy dirge
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wait, you can do model replacements?

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dream realized

eternal plank
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There's already a bunch of them in the dusk mods page

drowsy dirge
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is there one that replaces rat with fatrat

eternal plank
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No but there's one that replaces them with the Jerma rats

drowsy dirge
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then this needs to be amended

honest stag
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I have a video with the specifics of dusk model replacing

bold orbit
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Table time?

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Table time.

eternal plank
drowsy dirge
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vriska where

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can we just use quake's model format

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IQM

bold orbit
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Yes

honest stag
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there is an underwater stone that has to do with textures tho

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the video is b a d

drowsy dirge
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ooo thank u

gritty forge
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Big chungus in dusk is something I never knew I needed

solid isle
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and you wont

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die

gilded saddle
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i don't know who it was but someone was making a China Lake GL viewmodel replacement

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a long time ago

honest stag
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yeah i wish we could replace weapon models right now but we gotta wait a bit

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for the next patch

kindred epoch
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ok i gotta ask, does anyone know where the Nyarlathotep voice lines are in the SDK? i can't find them anywhere

honest stag
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im not sure if those can be replaced right now

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or if they are present in the sdk

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but maybe im wrong

kindred epoch
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dangit

bold orbit
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Nargle cannot be comprehended let alone modified

kindred epoch
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i just wanted to yoink the lines so i could layer them on the boss music for this thing i'm doing but r.i.p

long anchor
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that may be the only solution until we get custom sfx thing but you'll have the same lines over and over again

eternal sail
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Those lines aren't there yet, only the bossfight sounds. I checked.

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๐Ÿ˜ฆ

crimson quest
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Wow I kinda like the result
@wooden pier How did you make stuff low res in aseprite?

gilded saddle
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you could rip the sfx file from the non sdk game files. not sure of how you'd do that.

long anchor
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turn down the volume, record his intro lines, slice it into individual pieces?

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Hey Trenchbroom pros, got a dusk unrelated question here

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What prevents me to use Trechbroom as tool for HL mapping?

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can't I just make an fgd for HL, use it, and save it as regualr .map, and then just compile it using HL compiling tools?

honest stag
still raptor
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LOL

long anchor
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Dusk Bikerโ„ข

ancient depot
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func_vehicle withdrawal symptoms

gritty forge
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If we would be able to create drivable vehicles in DUSK, this motorcycle would be one of them

honest stag
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oh you bet it's the prime func_vehicle candidate unless i make something better

tepid python
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Func_vehicle2

drowsy dirge
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is func_vehicle a real thing in quake bsp

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is that how they did the trains in half life

gritty forge
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nah func_vehicle was a counter strike thing

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I think the train is half_life is just a modified func_train

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It's called func_tracktrain I think

crimson quest
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This is gonna sound like a dumb question, but what's the entity name for a blue key?

drowsy dirge
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isn't it func_blue_key or some

crimson quest
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Yeah, every key I've tried doesn't spawn:
key_blue_card
key_blue_key
key_blue_magic

honest stag
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try looking under/above the floor where the key is supposed to spawn @crimson quest

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if it's there - your map isnt sealed and you need to seal it up

drowsy dirge
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Closed geometry?

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Why would you need to have closed geometry

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for an entity to spawn in the correct location

honest stag
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i dont know, but i've run into this exact issue many times before with keys specifically

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and only sealing the map helped

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well not really many times myself, but it happened to me and others

drowsy dirge
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And since it uses bsp brushes
I mean since BSP is basically CSG
How would you even have non-closed geometry

honest stag
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uh...
well just make an unsealed map and compile it

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most of my maps are leaking cuz im lazy

alpine depot
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there's a very high chance that a brush is just pushing the key out of the map immediately on spawn, happened to me when i was making urban turmoil

drowsy dirge
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a so...

honest stag
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that too

alpine depot
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i dont think a leak has any ill effect for entities aside from performance issues

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but i dont think vis is implemented yet so it's not like a leak is gonna butcher your performance anyways

honest stag
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i remember in trespasser it kept causing issues untill my man veven went around and sealed the map

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then the key stoped despawning

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basically wouldnt hurt anyway as VIS will be supported eventually

drowsy dirge
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no vis?

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man

honest stag
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not yet

honest stag
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the non-sdk version

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lemme verify files

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starting the .exe work tho

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works*

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but now it's not starting i think either

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ugh

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ok yeah it launched, but this is weird

eternal plank
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Dusk machine ๐Ÿ…ฑ๏ธroke

alpine depot
eternal plank
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Holy shit that looks sick

drowsy dirge
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๐Ÿ˜ฎ

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I love it

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I want to consume this product

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please tell me i'll have to pay a monthly fee

solar berry
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I need to get better at mapping for Dusk

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Just still trying to figure a way to make the gun thingies louder

drowsy dirge
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you use trenchbroom right

solar berry
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Yeah I do, but I've used Doom Builder 2 too much, I guess I'll have to watch dumptruck_ds' videos on Trenchbroom mapping

alpine depot
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"please see diana in reception for all business inquiries- she might have already been turned into a demonic horror, but at that point that's a you problem"

long anchor
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i dont think a leak has any ill effect for entities aside from performance issues
I had problems with teleporting enemies when my map was leaky

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mainly because they just kept falling through the floor and/or couldn't interact with trigger

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So I say if you have any entity related problem there is a high probability it's because your map isn't sealed

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i remember in trespasser it kept causing issues untill my man veven went around and sealed the map
then the key stoped despawning
oh yeah that

honest stag
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yo dev men, i have a question about future model replacements
how does one control the muzzle flash position?

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or will control

long anchor
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iirc they said that same thing but for enemies work via adding additional bone or something?

honest stag
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ah alright that makes sense

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good to know that before i animated any of my stuff

long anchor
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hey that's only assumption

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I am no dusk dev

long anchor
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When someone asks "where is lower 2" I'm just like

honest stag
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lmao
also really good use of func_door

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seriosuly nicely done

long anchor
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I'm changing that to breakable tho

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for reasons

honest stag
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mind sharing?

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the reasons i mean

long anchor
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purely because of gameplay

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I want player to fall and immediately be able to fight

honest stag
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ah gotcha

still raptor
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lol

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cant wait for lower 2

honest stag
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a.k.a even lower

long anchor
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^

gritty forge
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can't wait for Lower 1 episode 2

long anchor
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actually this naming makes more sense ^

honest stag
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name it lowerer

long anchor
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lowerererererererererer

drowsy dirge
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Lower 2 the empire strikes back

honest stag
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lowest

drowsy dirge
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lowester

gritty forge
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can't believe he missed the low lower lowest

long anchor
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it's in early access everything is a subject to change

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buy it tho Shotty

true wraith
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Heyo, anyone know how to convert my .map to bsp?

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I watched the 2 minute dusk config video, but I cant find the tools they use to convert the file

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Got it nvm

alpine depot
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so uh, how does func_door_rotating work again?

honest stag
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place the door at 0.0.0 and then add a property called uh "origin" i think

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actually i have a rotating door in a map

alpine depot
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i know we have to do some black magic with the or- OH GOD IT'S LIKE THAT

honest stag
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lemme see exactly what

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alright yeah the door is placed at 0.0.0 and the property origin controls where it actually is

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distance and speed are self-explaining

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how far it goes and how fast it goes there

tepid python
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My map has 21 one of them

alpine depot
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is there a way to move a brush immediately to 0 0 0

honest stag
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jesus dude

alpine depot
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or will i have to kinda eyeball it

honest stag
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eyeball it

alpine depot
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frick

honest stag
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there's uh a lot of eyeballing

eternal plank
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Trenchbroom has the big Blue line where 0 0 0 is right?

alpine depot
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argh im gonna have to eyeball a 5344x5344 brush

honest stag
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yeah it's where the lines cross

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oh jesus man

eternal plank
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argh im gonna have to eyeball a 5344x5344 brush
Godspeed

alpine depot
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why do i do this to myself

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๐Ÿ˜”

eternal plank
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"alright yeah the door is placed at 0.0.0 and the property origin controls where it actually is"

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I mean, this is a very weird way of doing doors

tepid python
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gl if you want more then 1 rotating door

alpine depot
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this should be plenty

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speed is how many degrees it rotates per second right?

eternal plank
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Gotta set the speed right too

alpine depot
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oh god i just plunged my map into eternal darkness

honest stag
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I think speed might actually be uh a percentage or something
Because i cant explain it's behaviour any other way

alpine depot
honest stag
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Like 100 bring a full distance in 1 second

alpine depot
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i'll figure out rotating doors some other time

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lol

eternal plank
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What in the hell

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How did you mess up the entire lighting

alpine depot
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i-i dont know and i'm scared of my powers

wooden pier
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@crimson quest Made transparent canvas 256 by 256. Draw an inscription. Lower the resolution to 64 by 64 in the Gimp.

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You're done

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Sorry, I was out of town to answer

honest stag
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change it to "i eat sand"

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that's cooler

last talon
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Sunn O(((

long anchor
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i don't like sand

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it's coarse and rough and irritating and it gets everywhere

wooden pier
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Sand is rare to me

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All the coasts next to me are rocky

long anchor
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aw you didn't get it :c

wooden pier
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Nah it was old meme i suppose?

long anchor
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yep

wooden pier
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There's something familiar

long anchor
wooden pier
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Oh STAR WARS EPISODE 2

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Classic

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Thanks now I want to make a reference

last talon
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THE NOOBS AND PROS TOO

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I KILLED THEM

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cant remember which episode all that memeworthy shit was in tho

long anchor
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^ this one is 3rd

long anchor
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@wooden pier can I get your "sand eating the ocean" scribblings but with transparent background?

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you'll love what i want to make with it

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Actually no, don't do it, i have a better idea

long anchor
honest stag
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fucking lmao

long anchor
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not as good as Aqua's ads but hey

long anchor
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@ancient depot sorry to bother. Does makewad support texture prefixes? I have a bunch of images with transparent background, but adding { in the beginning didn't do the thing - transparent parts are still black as void

ancient depot
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@long anchor When it comes to prefixes, there's nothing to support, since it's just a regular file name

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It's the game that treats it as having meaning

long anchor
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hmmm

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i'm not sure how discord treats png with transparency but here's the original

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oh it's good nvm

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so

but why texture on the right turns black after wadding it

still raptor
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You need to make sure the pixels you want transparent use the transparent palette index

long anchor
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oooh that's why

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okay thanks

still raptor
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yeah

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the quake palette uses that weird pink

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that color in the bottom right

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if you replace all the transparent parts with that, you should be good

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or if youre using HLbsp i believe it uses a vivid blue

long anchor
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or if youre using HLbsp i believe it uses a vivid blue
I remember times when I played HL maps and couldn't understand why some maps use railings with vivd blue gaps instead of transparent one

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thanks for the help

wooden pier
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LOL @long anchor
One ticket to the Sand eating festival please

long anchor
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faife dolla Shotty

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no dollars - no ticket

wooden pier
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๐Ÿ’ต ๐Ÿ’ต ๐Ÿ’ต

long anchor
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two more

wooden pier
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๐Ÿ’ต ๐Ÿ’ต

long anchor
wooden pier
honest stag
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can i pay in rat fatrat

long anchor
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yes

wooden pier
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i stole it

wooden pier
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What is the difference between dusk.wad and dusk_transparent.wad?

long anchor
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If they are the same as mine then dusk.wad doesn't have transparency on transparent textures

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which means that dusk_transparent.wad has transparency on transparent textures

eternal plank
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So loading dusk.wad is just inferior?

long anchor
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wdym

wooden pier
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Hey that was my question

eternal plank
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Well, dusk.wad has no transparency on the transparent textures

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But dusk_transparent.wad doesn't have anything dusk.wad doesn't right?

long anchor
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oh that

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i'm not sure

eternal plank
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Maybe if you wanted to use a transparent texture, but without transparency

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For some reason

long anchor
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for me in trenchbroom all other textures in transparent one are grey for some reason, and i'm not sure if it has all of the textures

wooden pier
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Looks like dusk.wad is no longer needed

long anchor
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maybe that's because I have textures with the same name in other wad, i dunno

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Maybe if you wanted to use a transparent texture, but without transparency
for this occasion I use dusk.wad

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Actually it would make sense to grab all the textures from dusk.wad (including those that are supposed to be transparent)

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then grab all transparents that ARE actually transparent

eternal plank
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And fuse them into a wad

long anchor
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and put em in one united wad

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yes

eternal plank
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You can do that with TexMex i think

long anchor
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I would've done it ages ago but i'm lazy :c

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You can do that with TexMax i think
you can do it with MakeWad too actually

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ok alright

eternal plank
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What's the difference between MakeWad and TexMex?

long anchor
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if no one's going to do it until tomorrow - i'll do it

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What's the difference between MakeWad and TexMex?
eh

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MakeWad is a piece of soft Zom made for us

eternal plank
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eh, might do it, got nothing better to do right now anyways

long anchor
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texMex - no clue

wooden pier
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I looked into dusk_transparent and there are not only transparent textures

eternal plank
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And would familiarize me with the dusk textures for when i make maps

long anchor
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if no one's going to do it until tomorrow - i'll do it
I didn't mean "if ya bloody bastards won't do it - i'll do it myself" but rather "I'll do it tomorrow"

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just to be clear

wooden pier
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@long anchor Excuse me for asking, but are you by any chance related to Post-Exposure Prophylaxis mod?

long anchor
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nope

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just liked the bird pic

wooden pier
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Oops

long anchor
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The most relation to this mod I have is bird pfp and video on youtube where I get true ending

wooden pier
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I'm sorry. I just saw that the images matched

long anchor
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understandable, it's ok

wooden pier
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But it looks interesting to go through

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I passed the Mission Improbable recently

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Level design just ๐Ÿ’‹

long anchor
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is this a mod too?

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I'm not that familiar with HL2 mods, i'm HL1 nut

wooden pier
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Yes

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HL2 mod

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Released in 2010

long anchor
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gotcha

eternal plank
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Half-Life Echoes is a great one

wooden pier
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Thank you

bold orbit
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Dustin Echoes is the most powerful Character ever created

tepid python
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idk if it's a 0iq or 300iq move to model something in trenchbroom but i'm doing it anyway

eternal plank
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Wym model

tepid python
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like make a weapon model in it

pearl fox
#

Hiya! Been out of the loop for a while. What's happening with the SDK and the modding community? Any news about what's coming with the next patch?

tepid python
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weapon models next patch

pearl fox
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Ooh

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Nice. So hands possible next patch, that's a big one.

wooden pier
#

I painted the transparent part with that color from the Quake palette. But it didn't work. What I missed.

long anchor
#

oh hmm

#

it's either palette you're using in trenchbroom or

#

ohoh

#

what's the texture name?

#

it should start with {

wooden pier
#

Yeah, there's no bracket here.

#

Should I just rename the texture?

bold orbit
wooden pier
#

Yeah, I renamed it, and now it's working. Thank you, all.

wooden pier
#

It's so weird. The texture on the left looks even better than the original. But only because I painted over the background before I compressed the image. Why are the letters so fat? Is this going to improve somehow in the future?

honest stag
#

"we sold our souls for ice cream"

wooden pier
#

I like god version better

long anchor
#

we sold our souls for one sand eating festival ticket

#

Why are the letters so fat?
if you painted over the transparent background - probably some pixels around the text become a shade of the transparent color, therefore they don't count as transparent

honest stag
#

bro i loved the white looking sand at the sand eating festival

long anchor
#

glad you liked it

wooden pier
#

glad you liked it
lol

#

that replay as good as 'where saved data located'

long anchor
#

where it's located tho

wooden pier
#

in developer

#

if you painted over the transparent background - probably some pixels around the text become a shade of the transparent color, therefore they don't count as transparent
Is that why the original letters are so thick? The transparent background is painted after compression and some pixels remain semi-transparent.

#

Only wad creator knows

long anchor
#

probably that

#

I also noticed some black pixels on some textures that are supposed to be transparent

#

OH YEAH I FORGOT

#

I said i'll do cooler dusk.wad

#

today

wooden pier
#

Are you allowed to create unofficialdusk.wad?

#

Good luck tho

honest stag
#

why not lol
we already have a superior unofficial transparent dusk wad

wooden pier
#

transparent wad was unofficial?

honest stag
#

lol yeah

wooden pier
#

lol

#

who make it

tepid python
#

cooler dusk when

wooden pier
#

Dusk with UHD models when

long anchor
#

dusk but all textures are 4k upscaled

#

uhhhh

#

should I include items and objects textures? like in dusk.wad?

honest stag
#

yes

#

i sometimes use the item textures for non-item stuff

#

i used the bullet box texture for freezer room walls

long anchor
#

it's in textures folder

#

"super_important_texture.jpg"

#

yeah sure

wooden pier
#

wtf is this
Unused level

long anchor
#

it's in textures folder

#

like the image itself

wooden pier
#

I hope they get it back

#

Or they'll just release an unfinished version that can be tested

long anchor
#

or we can give this image to people who analyze 2 seconds of leaked game footage and spew out the entire plot of the game

#

oh hmm

#

there's a little problem

#

so there are some textures like blood

#

you probably don't see it here but the colored parts are actually semi-transparent

#

so when I'll put it on quake's transparent color it will lose it's semi-transparency AND

#

damn i don't even know how to say it

#

the colors are going to mix

#

it's might still look ok with this blood texture buuuuut

worn umbra
#

oh no

sharp trail
#

That water texture is so ugly

#

As soon as im back home imma make a retexture

#

It looks like cheeze

long anchor
#

also some images are indexed for some reason?

wooden pier
#

or just 'clear'

#

not intoxicated

long anchor
#

yeah we used really nice water textures for Trespasser

wooden pier
#

really?

#

i don't even notice

#

may have a look

ancient depot
#

Are you allowed to create unofficialdusk.wad?
Yes, provided it's only used to create Dusk mods

#

For use other than that, you would need David's permission

long anchor
#

really?
i don't even notice
may have a look
you didn't get the joke again

#

now I am sad :c

wooden pier
#

nooo don't be sad :c

long anchor
#

alright

wooden pier
#

lmao

long anchor
#

alright
I'll be depressed then

wooden pier
#

dam

#

plot twist you was always in depression

long anchor
#

bruh

eternal plank
#

Textures not tiling properly?

long anchor
#

plot twist you was always in depression
now, after I failed miserably i'll have depression

#

Textures not tiling properly?
no, tiling is ok

#

there are some textures that are semi-transparent

#

and I added background colored in quake palette's transparent color

ancient depot
#

semitransparent textures aren't supported, it's either fully see through or fully solid

#

or rather, they're supported by Dusk, but wads don't support them

long anchor
#

now all semi-transparent parts are mixed with that quake color

ancient depot
#

That's why we're doing our own "WAD4" format for a future update

long anchor
#

uhh

#

that sounds good?

ancient depot
#

It's essentially just a regular WAD with some extra data in it, so each texture is also stored as PNG

#

Which the game can use instead of the paletted version, while still being compatible with Quake tools for a "good enough" preview

long anchor
#

nice

wooden pier
#

sounds good

long anchor
#

tho this ""good enough" preview" part sounds a bit shady

ancient depot
#

It means that inside trenchbroom it'll look as it does currently

#

but ingame it'll look as you intend

long anchor
#

okay fine

abstract siren
#

hey guys

#

so I have SDK activated

#

but I don't know how to put the mods in

#

and boot them in with it

eternal plank
#

There's a tab "Running Mods"

#

Explains it well

last talon
#

that's alot more useful than when you had to browse pins here to find out what you need malicioushappy

abstract siren
#

SDK isn't showing in the options menu

#

when booting

last talon
#

did you opt for the beta?

#

guess you did because you just said you have it activated lol

abstract siren
#

yeah

#

but

#

It didn't launch with

#

Does it need a passcode or somethin

eternal plank
#

Did you select "dusk sdk" when launching the game?

#

Below duskworld

abstract siren
#

but

#

it wasn

#

't there

#

I tried launching a couple times

eternal plank
#

There's no launch sdk option for you?

abstract siren
#

yeah

eternal plank
#

Then you must have not opted into the SDK

abstract siren
#

but

#

I did

eternal plank
#

Well then that's weird

#

Try restarting steam

abstract siren
#

ok

#

I wish I had image perms

last talon
#

up it somewhere and link it

abstract siren
#

now

#

the game is showing up as

#

Dusk [dusk_sdk]

#

in library

eternal plank
#

Ayyy, it works

abstract siren
#

but still no sdk options

eternal plank
#

Well shit

abstract siren
#

damn

#

Is this a mac problem?

#

or a steam problem?

eternal plank
#

Found a steam forums thread about mac SDK

#

Turns out, Mac doesn't support the SDK yet

abstract siren
#

well shit

eternal plank
last talon
#

install windows on your mac and dualboot romero

abstract siren
#

I hope I don't have to wait much mor for Mac SDK

long anchor
#

so sad

still raptor
#

yeah we have not done a mac build of the sdk yet

#

its too early for us to support it yet

drowsy dirge
#

I thought Dusk was a unity project.
are there major roadblocks preventing you from building for mac just yet?

ancient depot
#

The SDK uses a completely custom VFS which has only been tested on Windows, it's designed to work cross platform but we'd need to actually test it first
Plus it's just a little bit more involved to test a Mac or Linux build in general, so we opted to leave those versions for when the SDK either approaches or reaches 1.0

bold orbit
#

Get the full package done on the main platform first before slowing things down to get stuff compatible

drowsy dirge
#

I've actually been running the game in proton

#

So far no issues
of course it emulates a windows file system

gilded moss
#

is there any way to make skins for DUSK

eternal plank
#

Well model replacements for enemies is possible, but not for weapons

gilded moss
#

any place wher I can find information about that? For I would be thrilled to change model animations (if that is possible)

still raptor
#

yes you can

#

and weapons are coming soon

#

short and sweet dusk accepts model replacements for enemies right now, using .iqm models

#

(which supports anims)

#

so you can replace the models they currently use with the same ones, but with replaced anims

next glacier
#

say if i might ask when i try to play the mods or the SDK base game the controls are wonky like i can't shoot the guns, the zoom stays zoomed after i try to unzoom, and i cant flip my weapons as the most noticeable problems that i've found

bold orbit
#

Might be incorrect mod installment?

crimson quest
#

Ummm So I'm trying to get rats to come from hallway, but I have a func_breakable in the way which gets broken by a trigger, but the rats don't come out, they just stay behind where the func_breakable used to be. I'm assuming this is happening because the nav mesh has the func_breakable baked in? How do I fix this?

last talon
#

thats a known thing

crimson quest
#

damn

last talon
#

dont know if the wizards of this channel have come up with something to bypass it tho

crimson quest
#

I'll just not use it then

#

Alsoooo I still have yet to get a key to spawn at all, anyone have an example of key spawning?

gilded moss
#

@crimson quest load up a official DUSK map and see how they did it in there?

crimson quest
#

Are there .map files of official dusk maps?

#

How would I be able to tell in-game?

gilded moss
#

a fine question I cannot provide you an awnser for

alpine depot
#

is there a way to change the draw distance in trenchbroom?

#

it's been fine.... until very recently

wooden pier
alpine depot
#

shit

wooden pier
#

Maybe there might be something in the Trenchbroom manual

alpine depot
#

i mean it's fine but it's very annoying seeing my ||comically large skyscraper|| fade out of view when i hardly even turn the camera lol

#

but hey go big or go home ๐Ÿ˜Ž

#

yeah ill check the manual quick

#

yeah nah nothing about that

#

oh well

wooden pier
#

Go big or go home ๐Ÿ˜Ž

alpine depot
#

yeahhh pfft there's no issue here

#

noooo problem at all

crimson quest
#

Do I need to fully seal up my map to get monster closets to work?

#

I read above that leaks cause the method to teleport them to fail

#

I haven't sealed my map at all so far, but everything's been working up until now

bold orbit
#

Hey Zombie are enemies going to be able to bust down walls in a future patch?

wooden pier
#

noooo problem at all
Write to Kristian Duske lol

alpine depot
#

nahhhh it's fine

#

i'll wing it

#

im just THAT cool

wooden pier
#

alright

alpine depot
wooden pier
#

But if you get tired of it, I think Dumptruck's discord will help you

#

yoo

#

looks fantastic

alpine depot
#

if it had lighting it'd be much better

#

i have to box it in with a skybox so large that the lighting breaks lmao

#

so i'll have to resort to whatever the sun entity is

#

...whatever that is

#

lmao

wooden pier
#

lmao

#

so

alpine depot
#

i heard it was a normal light with a _sun value set to 1

wooden pier
#

only way to make skybox now is to make box around map?

tepid python
#

for the func breakable thing wouldn't the nav work if you just raised the breakable by even like 0.1 off the ground

eternal plank
#

Do I need to fully seal up my map to get monster closets to work?
I mean that's good practice anyways

cunning fulcrum
#

I was promised that some one would make HDusk over a year ago.

#

Where is my HDusk!

honest stag
#

when we get scripting

abstract siren
#

Is SDK also used as a tool to make mods

#

?

eternal plank
#

What kind of mods are talking about?

#

Maps, models, weapons, textures

honest stag
#

maps, sound replacements, texture replacements, enemy model replacements are possible
everything else isnt, but will be

abstract siren
#

monsters and maps, i

#

'm hoping when mac support comes

eternal plank
#

Maps aren't done with the SDK, they're done with Trenchbroom

#

Trenchbroom is used to make Quake 1/half life maps, which DUSK supports

abstract siren
#

Im hoping when mac sdk comes im hoping to be able to make custom monsters that I can try out

honest stag
#

get blender, it's out for mac and you make the models there

#

then you need an iqm exporter
actually

#

1 moment i'll post a video

eternal plank
#

Custom monster would require scripting, which afaik isn't in the SDK yet

abstract siren
#

wait

#

do

#

the monsters

#

if Im able to make them

#

need to be hollow

#

on the inside

abstract siren
#

Big chungus lol

#

CHUNGUS FUNIIII

honest stag
#

i'd suggest you figure out some blender if you want to make custom models

#

the only iqm exporter known to me that works is for blender

#

and iqm is the model format that dusk uses

abstract siren
#

I guess I can just make models

#

because custom monsters aren

#

't supported

honest stag
#

keep in mind - this tutorial doesnt go over the actual process of making the model as there are plenty better tutorials for that

#

it's just the export-to-dusk process

slow osprey
#

chunky moment

crimson quest
#

Does anyone have the texture name for the colored gate posts?

bold orbit
#

You mean the colors around the key doors?

crimson quest
#

Yes

long anchor
#

If i get it right they used "metal_treads", but recolored

#

and recolored version of this texture is not in the folders for some reason

crimson quest
#

ah ok thanks

long anchor
#

hold on let me actually check

#

nope I was wrong

crimson quest
#

Wow, every day I keep finding stuff that's not implemented yet and it makes me want to either wait for the full SDK release or to revert to quake mapping

long anchor
crimson quest
#

Not that this isn't amazing work being done here, the devs are amazing

long anchor
#

not implemented
well I can't really say that not having 3 textures is "not implemented"

#

ยฏ_(ใƒ„)_/ยฏ

crimson quest
#

I mean there are other entities and stuff

empty quiver
#

This is probably something that has been asked a bunch of times but I can't find anything about it, does anyone know anything about getting ray tracing to work in dusk?

drowsy dirge
#

You want to raytrace dusk?
it's a unity game does unity have a raytraced backend?
I wouldn't think so

#

No shader would be compatible with it

#

unless the shader output BSDF properties

empty quiver
#

I mean I'm going to be completely honest I don't know almost anything about modding in general so I'm not sure

drowsy dirge
#

well writing a raytraced renderer for dusk would be more than just modding, it'd be... writing a game engine

abstract siren
#

HDusk

still raptor
#

i think hes talking more like screen space raytracing

#

which could be reasonably done

#

especially if you used something janky like reshade

#

all it requires is like depth info i think

bold orbit
#

duskVR when

alpine depot
#

ah yes i too want to summon the urge to vomit merely by running sideways and spamming the jump button on my vr controllers

#

SIGN ME UP BROTHERRRRRR

bold orbit
#

w e a k

small gate
#

I don't get the hype around SSRT, looks terrible in motion

#

it needs at least a coarse bounce from something like svogi to look mildly decent

abstract siren
#

We need the succesor to Hdoom

#

Hduke

#

Hblood

#

and

#

better yet

#

HDusk

still raptor
#

yeah i dont endorse SSRT at all

#

in fact, i think reshade is the devil's spawn personally

gritty forge
#

Reminder that HDusk stands for Happy Dusk

long anchor
#

I always thought HDusk is like HD Dusk

bold orbit
#

Everyone stop trying to censor the truth

#

We all know it means Hoagie Dusk

sly cape
#

duskVR when
@bold orbit dont victimize me like that ๐Ÿ˜‚ I got a real job so ive been busy

#

Soonยฎ

jolly torrent
#

is it possible to mod endless mode maps?

bold orbit
#

Not yet

sly cape
#

it wont take me too long once I actually sit down to do it

#

Just ya know, other projects, and moving houses, etc

#

I love you guys, but DUSK is definitely staying where it is, im not afraid im gonna miss my window or anything

#

Unless the Daves wanna pay me

long anchor
#

Call Dave and ask him then

#

heheh

#

Just ya know, other projects, and moving houses, etc
that's understandable

#

Even I, the laziest man in the universe, have some actually important stuff to do now

bold orbit
#

I am working right now

#

well, waiting for a call, that is

sly cape
#

I got hired to a very unique job, that has required a bit of replanning to my life

#

I monitor funeral livestreams all day

#

and upload the resulting footage into obituaries

still raptor
#

whoa

#

wild

sly cape
#

and moved at the beginning of the month

#

so thatll really do it to ya

#

wild
@still raptor it is pretty interesting, but the dead have terrible music taste

#

though one guy did get freebird played at the beginning of the service

#

so thats ๐Ÿ‘Œ๐Ÿป

long anchor
#

but the dead have terrible music taste
were there people who say "turn on this music on my funeral" and it's some kind of memey music like all star or something

abstract siren
#

I always thought HDusk is like HD Dusk
@long anchor well you learn something new everyday

long anchor
#

I still consider HDusk is HD Dusk

#

fight me

jolly torrent
#

i wanted to say that but i wasn't sure if it's okay to say here lol

long anchor
#

[REDACTED]

#

haha

abstract siren
#

Class A amenistics have been used

jolly torrent
#

lol

sly cape
#

were there people who say "turn on this music on my funeral" and it's some kind of memey music like all star or something
@long anchor no, but everyone and their dog gets amazing grace performed at least once

gritty forge
#

Has anyone tried making high poly models yet? I'm curious as to how the Riveter would look.

abstract siren
#

just a heads up

#

what Im about to say I am modeling is not an n word bypass

gritty forge
#

Someone black give him a pass.

abstract siren
#

Im working on a model of Shub-niggurath for dusk once custom bosses/monsters are able to be made

gritty forge
#

Why not use her Quake model?

abstract siren
#

correction he

gritty forge
#

It's a she. She's the mother of all demons

abstract siren
#

Bruh

eternal plank
#

Isn't Shub-Niggurath "the black goat of the woods with a thousand young"?

abstract siren
#

yes

#

and it originated

#

FROM H.P. LOVECRAFT

gritty forge
#

I guess Quake told the wrong story about them.

eternal plank
#

If you really want to get technical we could just refer to "it" as non-binary

abstract siren
#

if you want to

eternal plank
#

Elder gods kinda don't give a shit

abstract siren
#

referring to it as it

eternal plank
#

But most people just refer to Shub-Niggurath as "she"

abstract siren
#

is gonna be less problematic

eternal plank
#

But anyways, are you going to be remaking Quake in DUSK?

abstract siren
#

well great old ones, elder gods, and outer gods are genderless

gritty forge
abstract siren
#

But anyways, are you going to be remaking Quake in DUSK?
@eternal plank no I wanna make a map pack with bosses that are all from Lovecraft

#

's fiction

#

I guess I dunno

#

I thought lovecraft said it was a he

eternal plank
#

Probably just confusing with another god

abstract siren
#

Don't say its female cause it birthed stuff

#

Most Gods in mythos actually have children

#

but

#

they don't do any reproductive stuff

gritty forge
#

I wonder why nobody has begun making a Doom remake in Dusk. Basically to show if Doom was made in 1996.

eternal plank
#

Well that would basically be remaking Doom in quake

gritty forge
#

Killing two birds with one stone is never a bad thing... Unless done literally.

eternal plank
#

I know some levels were remade with the verticality in mind, AD has 2 such levels

gritty forge
#

If I was able to map, I would remake Doom maps, and would make it possible to beat without taking damage, as there would be platforming on lava/acid.

#

That would be a good place to start, incorporating the need to jump.

abstract siren
#

yeah I hope Dusk modding becomes easy soon

gritty forge
#

I think doom models should be low poly to keep a retro style. Colored lighting is definitely a must-have.

eternal plank
#

Maps are easy enough to make with Trenchbroom, and scripting is coming... sometime

#

I think doom models should be low poly
Yeah otherwise you end up with those really tacky doom mods that make everything 3d

abstract siren
#

I forgot

#

but im pretty sure in extended lovecraft mythos lore

#

which is all fiction adding to mythos after he died

#

that there was a god that birthed gods

#

and fabricated them

gritty forge
#

Yeah otherwise you end up with those really tacky doom mods that make everything 3d
@eternal plank There was this one Doom model pack (which doesn't work with GZDOOM or any modern source port) that actually kept the artstyle and made the enemies and decorations 3D. Lemme get a picture.

abstract siren
#

imma model

gritty forge
abstract siren
#

ohh

#

nice

eternal plank
#

Those look kinda similar to a very old quake mod

#

"Your path of destruction" i think was the name

gritty forge
#

I saw that mod, these models are different.

abstract siren
#

nah

#

I don't like the way the zombie man looks

eternal plank
#

Oh god it's so tacky

#

I love it

gritty forge
#

Well, at least they're textured to resemble the sprites, which is a plus.

abstract siren
#

Imma make models of the bosses I wanna create

#

in dusk style

gritty forge
#

You do that. Good luck.

abstract siren
#

cause I have no Idea how model animations in dusk or shit works

#

just making models lol

gritty forge
#

Well, you could ask Dave, he allows DMs.

eternal plank
#

Do they even use bones in the quake engine?

#

Remember hearing how one of the big things HL and the goldsrc engine did is animating/modelling with bones

gritty forge
#

Dusk probably handles animation like any other Unity game.

#

But more on those Doom models, at least the creator tried to get them to look faithful, unlike those models used in Doom Remake 4.

eternal plank
#

Doom Remake 4
I take it's a Doom remake in Unreal 4?

gritty forge
#

No. It wasn't even a remake. It was a bunch of graphic mods compiled together for GZDoom. The mod was taken down by Bethesda.

gritty forge
abstract siren
#

?

gritty forge
#

Just an edit I made using one of the unused holy health sounds.

abstract siren
#

nice

#

i guess

gritty forge
#

That's some Holy sh** right there

gritty forge
#

Gl slav boi

wooden pier
#

Is global lighting already available? Because it's terribly dark on my map and I don't want to put light sources by hand right now.

honest stag
#

you mean the "light" value on worldspawn? cuz that's global lighting

#

like literally all brushes light up at that value

#

works just fine

wooden pier
#

What should I do? I don't seem to remember anything about it at all.

honest stag
#

select any brush that's not a brush entity, then in the "Entity" tab find/add a light property and set it to, like, 300 for a pretty much fullbright level

#

so you're doing this on the worldspawn entity

wooden pier
#

Does it have to be done with only one brush or each?

honest stag
#

nope

#

all non-entity brushes are worldspawn

#

so add that to one and they all change

wooden pier
#

Yeah, I think everything's ready. I'll try to check in the game. Thank you.

honest stag
#

y

#

gamin
g

wooden pier
honest stag
#

well maybe then 300 is a bit much but you get the point lol

wooden pier
#

Well, you can see everything now

#

So for now I stick with 300

honest stag
#

well as long as it doesnt blind you

wooden pier
#

Is it hard to make a skybox now? And the shadows?

honest stag
#

same as it was before with the skybox
shadows? what about them?

#

"light" on worldspawn lights up literally the entire level

#

so no shadows there

wooden pier
#

Yes, I can see that. But isn't there some way to make shadows?

honest stag
#

well you can lower the worldspawn light value and then have a light source stronger than that

#

which should give shadows

#

cuz "light" on worldspawn alone wont give you any, since there is no "point of origin" for the light

#

it's all brushes being lit up by that amount

wooden pier
#

hmm

#

I've seen how rays are made from brushes, can you do that with shadows? Handmade shadows, I mean.

honest stag
#

well you can just
cast a light behind the object

#

i dont know about a way to make just the shadow

#

for outside i hihgly suggest using _sunlight and _sunlight2

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i can explain in greater detail if you need it

wooden pier
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That would be great

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You can text me in DM

honest stag
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ALL of the following properties are just slapped on worldspawn
for _sunlight to work, you need a skybox brush
literally like quake - just slap a skybox texture from that game - the brush will be invisible in-game but _sunlight is a sunlight value that sky brushes emit
also you need an angle - it's a property _sun_mangle (i think), it has a value of 3 numbers - x y z (since the brush is up high, the y value should be NEGATIVE, so for example i use 20 -45 0 where you play around with 20 for a better sun
also, if you JUST do _sunlight - any shadow will be literally just black and contrast will suck, so also add a property called _sunlight2 - this is an ambient light on all OUTSIDE areas which should be like 1/4 of the _sunlight value (imagine it as a fuck ton of light on the skybox itself that lights up the ouside and just the outside with no particular direction)

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i'll show an example in a moment

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here is a sky brush with a sky texture and all the properties i have for it to emit a slight blue moonlight

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i think prototype.wad should have some sky textures too

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the texture itself doesnt matter, it just needs to be a sky texture since again, the brush will be invisible in-game

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phew

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if you have any specific questions - shoot

wooden pier
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you mean ask?

honest stag
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same thing, just an expression

wooden pier
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I just need some time

honest stag
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aight, no rush

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i'll be here for a while

wooden pier
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But to make the custom sky, I need a brush for the sky?

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But I have an open landscape and I can't just make the sky from above. I saw Aqua skybox is just a huge box around the map, how big should it be?

honest stag
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a huge box around the map is for sealing purposes
it helps a big with some bugs and, in future, will help with performance issues but for now it's not really needed

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most my mpas just use a big brush high in the sky

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and no, you dont need a brush for the sky to add a custom sky

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if you check the screenshot, you can see a bunch of properties for sky sides

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and that is for the images of the skybox
lemme explain

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Skyboxes require six textures, and you set sky_up, sky_down, sky_left, sky_right, sky_front and sky_back to the texture names (which are located in your mod folder in the textures folder)

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each side is the side of the cube-skybox

wooden pier
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okay that seems easy

honest stag
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but also uh

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right and left are switched lmao

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but no biggie

wooden pier
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uhh

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I'm gonna try everything you wrote and text you later, okay?

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Practice

honest stag
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aight

wooden pier
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Forgot to say

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thank you

honest stag
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np

gritty forge
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This was made with that sample. I had to match it up just right and had to keep it natural sounding.

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So now, it's 44.1kHz stereo rather than 11kHz mono!

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Also repaired this one. There is a section in between the two parts of the sound that I patched up. Now it sounds more natural and not like 2 sound effects.

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Similar thing with this. I added reverb from an unused pistol sound to make it more natural, because the original sounds like it was cut off before the casings touch the ground.

gritty forge
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Are you allowed to share that sample tho

gritty forge
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It's royalty free, so yeah.

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Does DUSK SDK still have that issue with sound effects fading in?

long anchor
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no

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they fixed it so long ago that i forgot that was a thing

gritty forge
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Ok.

bold orbit
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So is the SDK going to have the dynamic music system (one part of the song loops out of combat, another loops while in combat) for custom tracks?

gritty forge
drowsy dirge
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I thought sound ideas was a CC0 album

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they did the doom sound effects

gritty forge
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CC0?

drowsy dirge
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Creative Commons 0 attribution

gritty forge
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Well, isn't that distributable?

drowsy dirge
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it's better than that

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it's better than public domain even

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because it's public domain with more legal clout

gritty forge
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So, that means... What exactly?

drowsy dirge
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not all places allow people to place their work into the public domain

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it is concievable although incredibly rare that the heirs to an estate would want to reclaim that intellectual property

gritty forge
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So, uploading it here is fine?

drowsy dirge
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I dunno
whats the license for sound ideas

gritty forge
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I don't even know. But they're so overused that I honestly don't care.

gritty forge
gritty forge
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If anyone were to do high poly models, weapons viewmodels should have hands.

bold orbit
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DON'T DO THAT

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DUSK cannot have graphix

gritty forge
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Yes it can. It's a 2018 title. I just think it would be interesting, at least for weapons. They don't need to be very high poly, but like... Gamecube era.

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I guess Serious Sam Xbox.

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Don't go for realistic, go for stylistic.

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What if the guy who did that really good Quake HD texture pack; QRP; worked on Dusk textures?

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And QRP is not the Quake Epsilon texture pack, that one sucks.

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QRP was redrawn from the ground up, and even included textures for the two official mission packs.

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i dont think they should have hands

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it would destroy dusk's feelings

long anchor
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It's a 2018 title that aims to look like something really old buh

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also you can't improve BJ model and textures

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they're already perfect

gritty forge
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BJ?

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Oh, Big John.

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Well, I found the perfect ESRGAN model to preserve the art style of DUSK. It's called DigiPaint.

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Lower res textures like that rifle do result in some color noise, I'll fix that manually.

alpine depot
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man that is super filtered

gritty forge
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i ll just go with the default wallpaper

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man that is super filtered
@alpine depot Well, I kinda had to... I dedithered first.

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Maybe I should posterize it?

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And like I said, these aren't the end-all-be-all. I will make manual adjustments whenever I feel it's needed.

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Color noise will definitely be removed in the final product.

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Plus, this isn't supposed to be an upgrade. This is just a test to see if ESRGAN can be used to preserve a game's artstyle. Dusk was a perfect place to start.

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Mac SDK pretty please?? <333

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Message Szymanski directly. He allows DMS unlike most devs.

gritty forge
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Looks nice to me.

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Ok. I think the dedithering was definitely the issue.

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@gritty forge Just so you know, I am upscaling the Dusk textures while keeping the artstyle intact. Adding detail is not what I'm trying to do.

gritty forge