#dusk-modding
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The dev console isn't currently in the public SDK build, but there is a console
Here's an old version of it
https://steamuserimages-a.akamaihd.net/ugc/1485578528240945703/9272EB8E5FB7B939B2C06731E059F62E4A4A2580/
Ok, new problem, why does this render as skybox and not transparent?
What's the name of the texture
oh wow
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
oh not all of them sorry, just the writings
by the way - that's a really cool fence you made
i do remember somehow fixing this, god what did i do to it
it was like 4 months now
....oh i cant just open the map
1 moment
Thanks, Kinda just getting my brushwork juices flowing again
Btw this is a zoo map I'm making of all the entities
oh hey i actually was making the same one lol
yours looks better already tho
At least for my own use but feel free to contribute once I get it mostly done
Really... I'd be down to collab
Aight
well my "zoo" map was literally just for personal use too
i can just give the .map to ya in 1 moment
i just made it for mosnter model replacement testing
here, feel free to use
Neat, ty
the buttons open the doors which are trasnparent by default
so like the monster just sits there unless you open him up
i didnt light up the map yet tho
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
Neeeat
I like those little railings on the edges of the map
lol thanks
dunno why i added them even since it was supposed to be a map just for me
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.
Ahhh that might have been just the only button that wasn't assigned correctly
which mosnter was it?
bigjohn
oh wait i see what;'s the problem
since you have the .map, just remove the targetname from the bigjohn's button
cuz the button next to it actually targets "2" which is the next cage name
Also use this skybox strat, very useful for quickly lighting up the map
https://cdn.discordapp.com/attachments/586508960128040961/724362090911105054/sky.PNG
yeah i use it too actually, i just didnt add it yet
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?
the ones on my map?
Yeah
huh that is
really really weird?
they should be stuck in their cages as they dont update their navmeshes
so they should think the door is always there
Ah yeah maybe it's just a problem in my compiler, idk
next time you work with it, hmu
what do you compile with?
so ericw's tools?
Yeah
cuz i use the same
i actually didnt test the map yet but lemme try and compile it myself
huh
im so confused im looking at the map and dont get what's wrong lol
alright loading it up
wtf they do
uhhhhhh
XD
lol
oh well the bone monk doesnt have a navmesh
howcome?
ah makes sense
also some of the last ones dont leave the cage either
uhhhhh
like the doors themselves arent any different
from each other
Yeah odd
I mean there's got to be a simple solution, many other maps use doors to block those enemies
yeah i made a bunch of maps now and everytime i have a door - enemies cant go through them
and here it's the opposite
but only SOMETIMES?
Eh
I mean maybe just compare it with your other maps and see what's different
huh wait it looks like sometimes they walk through ONE of the doors
like the gator at the end
im
kinda lost
Welp gonna go to bed now but ttyl on this
good night mango
Still need to fix my texture thing but I'll keep tweaking what you suggested
I have a couple questions after reading the dev.newblood.games dusk FAQ
-
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?
-
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?)
-
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?
-
Do I have to build all my custom textures into a .wad before Dusk can use them in my mods?
-
Can I build my dusk mods into a wad?
Pardon my spanish inquisition. I'm genuinely intrigued.
- 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
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
thats for quake ones
as for the full list
the file is in the sdk directory
entities.txt
also available here
I think that's all my questions for now
You're very helpful
Thanks!
ok finally textures
oh no


Is it possible to replace the final boss model with Stephen weyte holding a tree branch
Nope
Nyarls model cant be replaced
damn
yet
Hey
I want to make a dusk total conversion mod
Who do i talk to for help?
I'm free come monday.
I ve started modding with unity a few days too
maybe we could learn it together : )
Im down
do you mind that i don't have a microphone?
Well my parents won't allow me talkin to strangers
I have a whole concept in mind and im currently working on the arena layout. And i dony mind
thanks
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 : )
the main "tools" for proper total conversion mods will come later (scripting n shit)
totally can make some maps and models beforehand tho
maps are very functional right now, models... kind of a mess but working
i can help out with setting up the map tool and importing models, feel free to dm
We don't deserve Vriska
your tutorial helped with the texture issue I was having
but next time record at 720p atleast
lmao sorry
lmao
There's already a bunch of them in the dusk mods page
is there one that replaces rat with fatrat
No but there's one that replaces them with the Jerma rats
then this needs to be amended
I have a video with the specifics of dusk model replacing

Yes
there is an underwater stone that has to do with textures tho
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
the video is b a d
ooo thank u
Big chungus in dusk is something I never knew I needed
i don't know who it was but someone was making a China Lake GL viewmodel replacement
a long time ago
yeah i wish we could replace weapon models right now but we gotta wait a bit
for the next patch
ok i gotta ask, does anyone know where the Nyarlathotep voice lines are in the SDK? i can't find them anywhere
im not sure if those can be replaced right now
or if they are present in the sdk
but maybe im wrong
dangit
Nargle cannot be comprehended let alone modified
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
that may be the only solution until we get custom sfx thing but you'll have the same lines over and over again
Wow I kinda like the result
@wooden pier How did you make stuff low res in aseprite?
you could rip the sfx file from the non sdk game files. not sure of how you'd do that.
turn down the volume, record his intro lines, slice it into individual pieces?
Hey Trenchbroom pros, got a dusk unrelated question here
What prevents me to use Trechbroom as tool for HL mapping?
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?
how to get endless entertainment when mapping
LOL
Dusk Bikerโข
func_vehicle withdrawal symptoms
If we would be able to create drivable vehicles in DUSK, this motorcycle would be one of them
oh you bet it's the prime func_vehicle candidate unless i make something better
Func_vehicle2
is func_vehicle a real thing in quake bsp
is that how they did the trains in half life
nah func_vehicle was a counter strike thing
I think the train is half_life is just a modified func_train
It's called func_tracktrain I think
This is gonna sound like a dumb question, but what's the entity name for a blue key?
Yeah, every key I've tried doesn't spawn:
key_blue_card
key_blue_key
key_blue_magic
try looking under/above the floor where the key is supposed to spawn @crimson quest
if it's there - your map isnt sealed and you need to seal it up
Closed geometry?
Why would you need to have closed geometry
for an entity to spawn in the correct location
i dont know, but i've run into this exact issue many times before with keys specifically
and only sealing the map helped
well not really many times myself, but it happened to me and others
And since it uses bsp brushes
I mean since BSP is basically CSG
How would you even have non-closed geometry
uh...
well just make an unsealed map and compile it
most of my maps are leaking cuz im lazy
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
a so...
that too
i dont think a leak has any ill effect for entities aside from performance issues
but i dont think vis is implemented yet so it's not like a leak is gonna butcher your performance anyways
i remember in trespasser it kept causing issues untill my man veven went around and sealed the map
then the key stoped despawning
basically wouldnt hurt anyway as VIS will be supported eventually
not yet
uhhh so this happens when i turn on singleplayer dusk now lmao
the non-sdk version
lemme verify files
starting the .exe work tho
works*
but now it's not starting i think either
ugh
ok yeah it launched, but this is weird
Dusk machine ๐ ฑ๏ธroke
finally back in that mapping grind ๐
here's another angle
and an exterior shot ๐ ๐
Holy shit that looks sick
๐ฎ
I love it
I want to consume this product
please tell me i'll have to pay a monthly fee
I need to get better at mapping for Dusk

Just still trying to figure a way to make the gun thingies louder
you use trenchbroom right
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
"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"
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
mainly because they just kept falling through the floor and/or couldn't interact with trigger
So I say if you have any entity related problem there is a high probability it's because your map isn't sealed
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
yo dev men, i have a question about future model replacements
how does one control the muzzle flash position?
or will control
iirc they said that same thing but for enemies work via adding additional bone or something?
ah gotcha
a.k.a even lower
^
can't wait for Lower 1 episode 2
actually this naming makes more sense ^
name it lowerer
lowerererererererererer
Lower 2 the empire strikes back
lowest
lowester
can't believe he missed the low lower lowest
Heyo, anyone know how to convert my .map to bsp?
I watched the 2 minute dusk config video, but I cant find the tools they use to convert the file
Got it nvm
so uh, how does func_door_rotating work again?
place the door at 0.0.0 and then add a property called uh "origin" i think
actually i have a rotating door in a map
i know we have to do some black magic with the or- OH GOD IT'S LIKE THAT
lemme see exactly what
alright yeah the door is placed at 0.0.0 and the property origin controls where it actually is
distance and speed are self-explaining
how far it goes and how fast it goes there
My map has 21 one of them
is there a way to move a brush immediately to 0 0 0
jesus dude
or will i have to kinda eyeball it
eyeball it
frick
there's uh a lot of eyeballing
Trenchbroom has the big Blue line where 0 0 0 is right?
argh im gonna have to eyeball a 5344x5344 brush
argh im gonna have to eyeball a 5344x5344 brush
Godspeed
"alright yeah the door is placed at 0.0.0 and the property origin controls where it actually is"
I mean, this is a very weird way of doing doors
gl if you want more then 1 rotating door
there we go
this should be plenty
speed is how many degrees it rotates per second right?
Gotta set the speed right too
oh god i just plunged my map into eternal darkness
I think speed might actually be uh a percentage or something
Because i cant explain it's behaviour any other way
woops
Like 100 bring a full distance in 1 second
i-i dont know and i'm scared of my powers
@crimson quest Made transparent canvas 256 by 256. Draw an inscription. Lower the resolution to 64 by 64 in the Gimp.
You're done
Sorry, I was out of town to answer
My map should be as cool as this inscription.
Sunn O(((
aw you didn't get it :c
Nah it was old meme i suppose?
yep
There's something familiar
Anakin's cheesy line from Star Wars Episode II Attack of the Clones
THE NOOBS AND PROS TOO
I KILLED THEM
cant remember which episode all that memeworthy shit was in tho
^ this one is 3rd
@wooden pier can I get your "sand eating the ocean" scribblings but with transparent background?
you'll love what i want to make with it
Actually no, don't do it, i have a better idea
fucking lmao
not as good as Aqua's ads but hey
@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
@long anchor When it comes to prefixes, there's nothing to support, since it's just a regular file name
It's the game that treats it as having meaning
hmmm
but why texture on the right turns black after wadding it
i'm not sure how discord treats png with transparency but here's the original
oh it's good nvm
so
but why texture on the right turns black after wadding it
You need to make sure the pixels you want transparent use the transparent palette index
yeah
the quake palette uses that weird pink
that color in the bottom right
if you replace all the transparent parts with that, you should be good
or if youre using HLbsp i believe it uses a vivid blue
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
thanks for the help
LOL @long anchor
One ticket to the Sand eating festival please
๐ต ๐ต ๐ต
two more
๐ต ๐ต
here's your ticket sir
me taking ticket
can i pay in rat 
i stole it
What is the difference between dusk.wad and dusk_transparent.wad?
If they are the same as mine then dusk.wad doesn't have transparency on transparent textures
which means that dusk_transparent.wad has transparency on transparent textures
So loading dusk.wad is just inferior?
wdym
Hey that was my question
Well, dusk.wad has no transparency on the transparent textures
But dusk_transparent.wad doesn't have anything dusk.wad doesn't right?
Maybe if you wanted to use a transparent texture, but without transparency
For some reason
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
Looks like dusk.wad is no longer needed
maybe that's because I have textures with the same name in other wad, i dunno
Maybe if you wanted to use a transparent texture, but without transparency
for this occasion I use dusk.wad
Actually it would make sense to grab all the textures from dusk.wad (including those that are supposed to be transparent)
then grab all transparents that ARE actually transparent
And fuse them into a wad
You can do that with TexMex i think
I would've done it ages ago but i'm lazy :c
You can do that with TexMax i think
you can do it with MakeWad too actually
ok alright
What's the difference between MakeWad and TexMex?
if no one's going to do it until tomorrow - i'll do it
What's the difference between MakeWad and TexMex?
eh
MakeWad is a piece of soft Zom made for us
eh, might do it, got nothing better to do right now anyways
texMex - no clue
I looked into dusk_transparent and there are not only transparent textures
And would familiarize me with the dusk textures for when i make maps
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"
just to be clear
@long anchor Excuse me for asking, but are you by any chance related to Post-Exposure Prophylaxis mod?
Oops
The most relation to this mod I have is bird pfp and video on youtube where I get true ending
I'm sorry. I just saw that the images matched
understandable, it's ok
But it looks interesting to go through
I passed the Mission Improbable recently
Level design just ๐
gotcha
Half-Life Echoes is a great one
Thank you
Dustin Echoes is the most powerful Character ever created
idk if it's a 0iq or 300iq move to model something in trenchbroom but i'm doing it anyway
Wym model
like make a weapon model in it
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?
weapon models next patch
I painted the transparent part with that color from the Quake palette. But it didn't work. What I missed.
oh hmm
it's either palette you're using in trenchbroom or
ohoh
what's the texture name?
it should start with {
so this is how mine are set up
Yeah, I renamed it, and now it's working. Thank you, all.
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?
"we sold our souls for ice cream"
I like god version better
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
bro i loved the white looking sand at the sand eating festival
glad you liked it
where it's located tho
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
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
why not lol
we already have a superior unofficial transparent dusk wad
transparent wad was unofficial?
lol yeah
cooler dusk when
Dusk with UHD models when
dusk but all textures are 4k upscaled
uhhhh
should I include items and objects textures? like in dusk.wad?
yes
i sometimes use the item textures for non-item stuff
i used the bullet box texture for freezer room walls
wtf is this
it's in textures folder
ffs dave
"super_important_texture.jpg"
yeah sure
wtf is this
Unused level
I hope they get it back
Or they'll just release an unfinished version that can be tested
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
there's this sky
oh no
That water texture is so ugly
As soon as im back home imma make a retexture
It looks like cheeze
also some images are indexed for some reason?
yeah we used really nice water textures for Trespasser
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
really?
i don't even notice
may have a look
you didn't get the joke again
now I am sad :c
nooo don't be sad :c
alright
lmao
alright
I'll be depressed then
Textures not tiling properly?
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
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
now all semi-transparent parts are mixed with that quake color
That's why we're doing our own "WAD4" format for a future update
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
nice
sounds good
tho this ""good enough" preview" part sounds a bit shady
It means that inside trenchbroom it'll look as it does currently
but ingame it'll look as you intend
okay fine
hey guys
so I have SDK activated
but I don't know how to put the mods in
and boot them in with it
There's a tab "Running Mods"
Explains it well
that's alot more useful than when you had to browse pins here to find out what you need 
did you opt for the beta?
guess you did because you just said you have it activated lol
yeah
up it somewhere and link it
Ayyy, it works
but still no sdk options
Well shit
Found a steam forums thread about mac SDK
Turns out, Mac doesn't support the SDK yet
well shit
install windows on your mac and dualboot 
I hope I don't have to wait much
for Mac SDK
so sad
yeah we have not done a mac build of the sdk yet
its too early for us to support it yet
I thought Dusk was a unity project.
are there major roadblocks preventing you from building for mac just yet?
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
Get the full package done on the main platform first before slowing things down to get stuff compatible
I've actually been running the game in proton
So far no issues
of course it emulates a windows file system
is there any way to make skins for DUSK
Well model replacements for enemies is possible, but not for weapons
any place wher I can find information about that? For I would be thrilled to change model animations (if that is possible)
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
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
Might be incorrect mod installment?
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?
thats a known thing
damn
dont know if the wizards of this channel have come up with something to bypass it tho
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?
@crimson quest load up a official DUSK map and see how they did it in there?
a fine question I cannot provide you an awnser for
is there a way to change the draw distance in trenchbroom?
it's been fine.... until very recently
Uhh I tried to look here, but nothing close.
shit
Maybe there might be something in the Trenchbroom manual
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 ๐
yeah ill check the manual quick
yeah nah nothing about that
oh well
Go big or go home ๐
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
Hey Zombie are enemies going to be able to bust down walls in a future patch?
noooo problem at all
Write to Kristian Duske lol
alright
good news guys i just found out what the trenchbroom height limit is!
But if you get tired of it, I think Dumptruck's discord will help you
yoo
looks fantastic
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
i heard it was a normal light with a _sun value set to 1
only way to make skybox now is to make box around map?
for the func breakable thing wouldn't the nav work if you just raised the breakable by even like 0.1 off the ground
Do I need to fully seal up my map to get monster closets to work?
I mean that's good practice anyways
I was promised that some one would make HDusk over a year ago.
Where is my HDusk!
when we get scripting
maps, sound replacements, texture replacements, enemy model replacements are possible
everything else isnt, but will be
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
Im hoping when mac sdk comes im hoping to be able to make custom monsters that I can try out
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
Custom monster would require scripting, which afaik isn't in the SDK yet
wait
do
the monsters
if Im able to make them
need to be hollow
on the inside
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
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
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
chunky moment
Does anyone have the texture name for the colored gate posts?
You mean the colors around the key doors?
Yes
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
ah ok thanks
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
it's not "metal_treads"
Not that this isn't amazing work being done here, the devs are amazing
not implemented
well I can't really say that not having 3 textures is "not implemented"
ยฏ_(ใ)_/ยฏ
I mean there are other entities and stuff
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?
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
I mean I'm going to be completely honest I don't know almost anything about modding in general so I'm not sure
well writing a raytraced renderer for dusk would be more than just modding, it'd be... writing a game engine
HDusk
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
duskVR when
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
w e a k
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
yeah i dont endorse SSRT at all
in fact, i think reshade is the devil's spawn personally
Reminder that HDusk stands for Happy Dusk
duskVR when
@bold orbit dont victimize me like that ๐ I got a real job so ive been busy
Soonยฎ
is it possible to mod endless mode maps?
Not yet
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
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
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
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 ๐๐ป
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
I always thought HDusk is like HD Dusk
@long anchor well you learn something new everyday
i wanted to say that but i wasn't sure if it's okay to say here lol
Class A amenistics have been used
lol
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
Has anyone tried making high poly models yet? I'm curious as to how the Riveter would look.
Someone black give him a pass.
Im working on a model of Shub-niggurath for dusk once custom bosses/monsters are able to be made
Why not use her Quake model?
correction he
It's a she. She's the mother of all demons
Bruh
Isn't Shub-Niggurath "the black goat of the woods with a thousand young"?
I guess Quake told the wrong story about them.
If you really want to get technical we could just refer to "it" as non-binary
if you want to
Elder gods kinda don't give a shit
referring to it as it
But most people just refer to Shub-Niggurath as "she"
is gonna be less problematic
But anyways, are you going to be remaking Quake in DUSK?
well great old ones, elder gods, and outer gods are genderless
This says Shub is female.
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
Probably just confusing with another god
Don't say its female cause it birthed stuff
Most Gods in mythos actually have children
but
they don't do any reproductive stuff
I wonder why nobody has begun making a Doom remake in Dusk. Basically to show if Doom was made in 1996.
Well that would basically be remaking Doom in quake
Killing two birds with one stone is never a bad thing... Unless done literally.
I know some levels were remade with the verticality in mind, AD has 2 such levels
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.
yeah I hope Dusk modding becomes easy soon
I think doom models should be low poly to keep a retro style. Colored lighting is definitely a must-have.
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
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
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.
imma model
It ain't the best, it's pretty old. But I think they blend in quite nicely.
Those look kinda similar to a very old quake mod
"Your path of destruction" i think was the name
I saw that mod, these models are different.
The Zombieman model is why I love these models so much.
Well, at least they're textured to resemble the sprites, which is a plus.
You do that. Good luck.
cause I have no Idea how model animations in dusk or shit works
just making models lol
Well, you could ask Dave, he allows DMs.
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
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.
Doom Remake 4
I take it's a Doom remake in Unreal 4?
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.
?
Just an edit I made using one of the unused holy health sounds.
That's some Holy sh** right there
Gl slav boi
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.
you mean the "light" value on worldspawn? cuz that's global lighting
like literally all brushes light up at that value
works just fine
What should I do? I don't seem to remember anything about it at all.
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
Does it have to be done with only one brush or each?
Yeah, I think everything's ready. I'll try to check in the game. Thank you.
Oh god
well maybe then 300 is a bit much but you get the point lol
well as long as it doesnt blind you
Is it hard to make a skybox now? And the shadows?
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
Yes, I can see that. But isn't there some way to make shadows?
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
hmm
I've seen how rays are made from brushes, can you do that with shadows? Handmade shadows, I mean.
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
i can explain in greater detail if you need it
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)
i'll show an example in a moment
here is a sky brush with a sky texture and all the properties i have for it to emit a slight blue moonlight
some sky textures
i think prototype.wad should have some sky textures too
the texture itself doesnt matter, it just needs to be a sky texture since again, the brush will be invisible in-game
phew
if you have any specific questions - shoot
you mean ask?
same thing, just an expression
I just need some time
But to make the custom sky, I need a brush for the sky?
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?
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
most my mpas just use a big brush high in the sky
and no, you dont need a brush for the sky to add a custom sky
if you check the screenshot, you can see a bunch of properties for sky sides
and that is for the images of the skybox
lemme explain
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)
each side is the side of the cube-skybox
okay that seems easy
aight
np
I actually bought this sound effect off of Sound Ideas.
This was made with that sample. I had to match it up just right and had to keep it natural sounding.
So now, it's 44.1kHz stereo rather than 11kHz mono!
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.
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.
Are you allowed to share that sample tho
It's royalty free, so yeah.
Does DUSK SDK still have that issue with sound effects fading in?
Ok.
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?
This was just a duplicate of the menu click. I made it sound more like an impact. It's much shorter now.
Okay, this one is better.
CC0?
Creative Commons 0 attribution
Well, isn't that distributable?
it's better than that
it's better than public domain even
because it's public domain with more legal clout
So, that means... What exactly?
not all places allow people to place their work into the public domain
it is concievable although incredibly rare that the heirs to an estate would want to reclaim that intellectual property
So, uploading it here is fine?
I dunno
whats the license for sound ideas
I don't even know. But they're so overused that I honestly don't care.
This is the water sound in action.
If anyone were to do high poly models, weapons viewmodels should have hands.
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.
I guess Serious Sam Xbox.
Don't go for realistic, go for stylistic.
What if the guy who did that really good Quake HD texture pack; QRP; worked on Dusk textures?
And QRP is not the Quake Epsilon texture pack, that one sucks.
QRP was redrawn from the ground up, and even included textures for the two official mission packs.
i dont think they should have hands
it would destroy dusk's feelings
It's a 2018 title that aims to look like something really old buh
also you can't improve BJ model and textures
they're already perfect
BJ?
Oh, Big John.
Well, I found the perfect ESRGAN model to preserve the art style of DUSK. It's called DigiPaint.
If you can't tell the difference, then that is a good thing.
Here's a more noticeable example.
Lower res textures like that rifle do result in some color noise, I'll fix that manually.
Here's a wallpaper for y'all
man that is super filtered
i ll just go with the default wallpaper
man that is super filtered
@alpine depot Well, I kinda had to... I dedithered first.
Maybe I should posterize it?
And like I said, these aren't the end-all-be-all. I will make manual adjustments whenever I feel it's needed.
Color noise will definitely be removed in the final product.
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.
Mac SDK pretty please?? <333
Message Szymanski directly. He allows DMS unlike most devs.
How does this look? I gave it a circular motion blur since it's like a portal.
Is this less filtered now?
Looks nice to me.
Ok. I think the dedithering was definitely the issue.
@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.
Used Fatality 4x on this one, and I like the effect it came out with. Kinda like blood or spraypaint.

