#dusk-modding
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were you stoned when you made them?
were you stoned when you made them?
@drowsy dirge Oh... I get it.
aha
but, it's a good brick texture.
I like the detail
it has good aesthetic
I like how the holes in the bricks are somewhat regular, indicating they're from the same mold, but with slight variations.
I do remember Dave saying some of the textures are photos. It's kinda easy to tell, like the pistol clips and shotgun shells. They're what appear to be stock photos.
And I am trying to stay as faithful to the artstyle as possible.
I know there's already an ESRGAN pack, but it honestly sucks. The person didn't use any pretrained model and the textures just look scratchy because of that.
And with my texture pack, try it with the retro palette if you think the quality is a bit too much.
ahaha gek put that joke in the joke box
Well, if you don't know, you have two options. Learn, or don't bother.
Really, the most useful modeling tool is Zbrush, but that shit's expensive. I don't own it, I used it in a modelling class.
My model sucked.
Well, I may need your help with a project if that's so.
DM me if you're interested.
It is a remake of a game I will always hold near and dear to me. A remake in the NightDive kinda way. Still using old assets.
using which engine?
It's of Space Invaders for the Playstation. Unity would do just fine.
I am working on sound design and direction.
Also I'd extract as many assets as I can find. Like I said, DM me if you wanna make my dream come true.
I already have many of the sound effects and remastered soundtrack ready to go.
Doom Super Shotgun for Dusk, edited to match.
Sounds good
Doom Single Shotgun for Dusk, once again, edited to match.
Hmmm, i dunno
Sounds a bit too "strong"
i know that's what you're going for
But when you have two single barrels, that sound could get annoying
How about this?
Better
sounds pretty good
I think I recognize you from the Croteam server
Yes. I checked mutual servers, you're right.
what a small world
Adding folders to local makes it impossible to start the game.
I just get a black screen.
what's in the folders?
anything else? like a description file?
Yes.
delete it
I really hope we get an update soon.
There's even a problem with most items not being properly lit.
Not to mention some texts using the wrong font.
description.xml should only break if you use it wrong
the problem is that it's easy to use it wrong
yeah that ^
what does the description file look like?
I just edited the default one.
I guess that is supposed to stay the way it is?
it's not obvious but that's not actually a text field
it's a list of very specific values separated by spaces
Ok. I didn't know. What about the weird dark items?
Only rifle bullet boxes are lit... When is the next build planned?
Sometime after I'm done with Ultrakill & Gloomwood work
Gloomwood? Isn't that David Szymanski's new game?
Dillon's
Oh.
dillon szymanski, the secret fourth brother
gloomwood aint gloomy enough ๐
make the map aqua
sun as in _sunlight and it's family?
nope
they work fine but i need to make the skybox massive
so sunlight isnt being emitted properly, it's like those brushes have a range for the sunlight or something
so i need like, a light point entity
oh actually i noticed that too
have you tried separating them in like 4 parts?
i know there's one but i cant remember what it is
so its not like a big brush in the sky but 4 instead
"_sun" "n"
Set to 1 to make this entity a sun, as an alternative to using the sunlight worldspawn keys. If the light targets an info_null entity, the direction towards that entity sets sun direction. The light itself is disabled, so it can be placed anywhere in the map.
The following light properties correspond to these sunlight settings:
light => _sunlight
mangle => _sunlight_mangle
deviance => _sunlight_penumbra
_color => _sunlight_color
_dirt => _sunlight_dirt
_anglescale => _anglescale
from the ericw's light.exe guide
yeah the shadows look odd
but _sunlight2 should work without sky brushes tho?
maybe change up the direction?
of the sun that is
i absolutely adore this view though
hell yeah dude it looks sick af
m o n s t r o u s
lighting is definitely the most funky part of a map but i think i've nailed it in this compile
yup, nailed it
finally
Good old Helltower.
dillon szymanski, the secret fourth brother
wtf I thought there are only two
does anyone know a good tutorial video on howw to start modding on dusk.
depends on what kind of a mod do you want to make
custom models? custom maps? sounds?
we cant have mods that require scripting yet, like changing how weapons work/movement/enemy properties (aside from health in custom maps)
yep
to be specific - trenchbroom
there is a guide on how to set it up in the pinned messages, and the tutorials on how to actually use it can be found on youtube by dumptruck_ds
it's for quake, but dusk uses downright the same things with the exception of some additional stuff
ah i see, thanks!
it's always somewhat problem-causing to set up, so dont be afraid to shoot some questions/issues you have with it
Trenchbroom guides for quake are really good
They are what got me to know how to use the program
I edited an unused take of the shotgun. I dunno, I like the lever pull better on this one.
Put a familiar crossbow sound over this to sound more like a crossbow.
This one is no longer tinny.
Listen to this clean Wendigo breathing sound.
I dunno, i think it being distorted kind of added to the Wendigo's scaryness
It wasn't distorted, it was cut off at a low area.
Anyone make any endless maps?
Also, how's this, @eternal plank ?
Sounds good
Okay, I increased the high-mid frequencies a bit.
It's just good to be able to hear the air in breathing.
This is a combination of an unused gib sound and the one that is used. It sounds much more satisfying.
My pack also fixes oversampled sound effects (96kHz or more).
I fixed the landing sound, the original is too clicky.
sick
i like the gib sound
is setting up trenchbroom for dusk any different then for quake
ah nvm i did it
Look at this 256x256 cigar.
So it's good?
Yiz
Shotgun, 512x512px. First upscaled to 1024x1024 then downscaled for best detail.
I will upload an HD weapon textures pack on here today for you guys to test.
Here is the same texture upscaled once again, but to 2048x2048 and then downscaled by 50%.
crispy
Yeah, I agree. 512 is perfect.
Fun fact: The logo as well as some test textures (like one of Dave Oshry in the mirror holding his crotch) are high resolution.
I believe the logo is the highest.
Here they are!
Heya
iirc there was a certain problem with skyboxes, right?
like, the left and right sides are swapped or something?
is it a dusk's skybox texture thing or sdk thing?
I'm using this skybox, and I had to swap left and right side to make it align in a proper way
I shortened the name of texture, yes, but I kept original orientation
sdk thing probably
Yeah the textures are named wrong
aight
dusk entites can be placed on a map by simply renaming any entity to any entity in this list - they will look like a grey square in-editor but will show up as normal in-game
oh thx for the help
Is there an official builder for dusk or do I have to make maps in unity and port em?
you make maps in your friendly neighborhood quake/half-life map editor
oh no, not the quake map editor
I still have nightmares from all the constand unexplained bugs and crashes
JACK?
J.A.C.K. - brand new cross-platform map editor for Half-Life, Quake, Quake II, Quake III and hereafter many other games. A combination of convenience of Worldcraft/Valve Hammer Editor and Radiant editors, extended tools, configuring flexibility, high-quality visualization of g...
I see
Like I said though, Trenchbroom is officially supported
easier to use too
most people here use trenchbroom on top of all that, so you'll get any help faster
yeah
Let's hope I dont break the maps this time
Last time I tried mapping for quake I had constand texture missing and crashes
and I have no idea wtf happened
when was that? did you use trenchbroom?>
I dont even know what I used it was like 5 years ago
there are some issues popping up when setting up the editor, but from then it should be smooth sailing with only rare crashing when using specific tools
there is a short trenchbroom setup for dusk tutorial in the pinned messages, and a guide on how to actually use it can be found on youtube by dumptruck_ds
it's stupidly intuitive actually
Alright but now the big question is. Can I somehow mess with the filters?
filters?
yea the visual filters of dusk
which ones do you mean? pixelization?
When I saw that black and white filther I git a nice idea
the one where it only is black and lights are pure white
cant remenber the name rn
oh you can probably do something close to that by just screwing around with the settings
in dusk itself
No I thought I can set the map to change the visual options because I had some ideas for "nightmare sequences".
yeah that's a bit more out there
you will probably be able to do that when scripting is out, but for now it's not an option
But I'll probably just make a separate horror mod/map where you should use the option.
but something similar to them can be done by the classic "teleport to the same location but with different textures" trick
Yea probably just make the "nightmare sequences" gore textures and what not.
Thanks
yea its verry spooky
My upscaled weapon textures still fit with the artstyle, they're more detailed, yes, but are still pixelated.
Cart dogs are invisible. This needs fixing NOW!
Sorry, devs... But you're really gonna need to let those other games wait a little longer, these bugs are game breaking. Invisible Cart Dogs? That is really what crosses the line for me. I was going for an untouchable run in E3M1 but a Cart Dog ran into me, and I couldn't even see it anywhere. Plus, Wendigos are always visible.
Sword deflecting doesn't even work either. I take damage, it registers the deflection, but doesn't actually deflect.
The dark items are also annoying. Not to mention being unable to save. How the hell is it possible to be this broken? Not even the voiceovers work.
Do you know that SDK is still in beta?
Still. They're letting these just roam the game while they pay attention to other projects... Beta or not.
Did they have to reprogram the game from the ground-up for the SDK?
think so
I'm pretty sure they had to redo some stuff to make sdk work
It's a shame modding wasn't a plan from the very beginning, we all know that if it's an old-school styled game, it's gonna get mods.
Can't speak for anyone, but i'm pretty sure that sdk devs are doing what Dave tells them to do, he's the boss here, so go talk to Dave about SDK
i know the SDK was such a large rewrite of the game that it is effectively a engine port.
Hopefully if a sequel is made, he plans modding capability from the very start.
from what i know i know zombie is responsible for the vast majority SDK while 500_pts was primarily responsible for the MP Version
Hmm...
Hear me out. Dusk Sdk speedrun but without the dusk content
that means no textures
or sound
you would probably have to remember where switches are and which doors take which keys
but other then that it might be faster bc you'd get better frames
its in the sdk
all you have to do is deselect the dusk content
This came out surprisingly well, especially with a model that is meant for faces.
I mean looks good but I feel I can see eyes inside the wood
Well, doesn't that make it scarier?
Its a feature
I honestly don't see eyes.
I can easily edit them out.
Well, what if it's a 2 sided wall and there is nobody behind it?
My only criticisim of it is that maybe its too smooth for wood
These will all be edited in one way or another.
Yeah, I get its wood, but considering that for me the texture is supposed to be some dirty wood, it kinda clasesh with how smooth it is. But I do like the idea of it being like flesh
I'm not gonna just leave them alone like others tend to do with AI upscale texture packs.
oh, thats a good call.
Most of these texture packs just leave them like how it comes out
what program do you use to do upscaling?
Image Enhancement Utility. ESRGAN.
ah ok
My strategy is upscale, downscale by 50%, fix anything wrong including color noise, upscale, then downscale again by 50%, then make any final adjustments.
I use different models depending on which I think looks best for each texture.
thats cool
How's this?
That's my final result after doing everything I explained.
I'm going for 512x512 for textures, so they can still look somewhat pixelated in-game.
its looks really good
that looks better
i never thought about upscaling pixelized textures
i didnt know the result would look so good
Results vary greatly, and there is a whole list of pretrained ESRGAN models. Each work differently. My suggestion is BigFArt and DigiPaint.
Sure, the way I do it will take quite a long time, but I want it to look good, not lazy. There is another ESRGAN pack for DUSK, but it is really bad. No pretrained models were used, so it looks very scratchy.
BigFArt And I tougth waifu2x was a weird name
But yeah, the current ESRGAN texture pack is not really good
Oh, you know the one I'm talking about?
Didn't they say that it was "a feature" or a "style"?
Its a feature
They said that?
Yeah.
But the way I'm doing it is gonna be probably the best ESRGAN pack yet. I know redrawing is better than upscaling, but I can't draw.
Besides, why repaint the Mona Lisa, when you can just upscale it?
why do u ppl want to upscale dusk's textures? i play the game with pixelization lol
I tested my weapons, they are still pixelated, just slightly more detailed.
So, they still look good.
There they are if you wanna try 'em out.
I'm trying to keep the artstyle, based on the logo and artwork.
Using Fatality on bloody text gives off an interesting effect. And I like it.
Maybe it's blood spray paint.
ill try it out
I understand the true meaning of HD. It means high resolution, not high detail.
There was a horrid Star Fox 64 texture pack that sums up how stupid people are when it comes to knowing what HD means.
Look at this shit.
I dont like how they look at me
Peppy tho
Those eyes look terrible
Falco is the only one that is servisable
This is the kinda shit I am talking about. I would have just used the 3DS mugshots.
This is what Fox looks like in that piece of shit texture pack. Not gonna let this happen to DUSK.
Fox looks like he needs to take a shower rigth now.
But yeah good to know you are trying to have some artistical integrety
What can I say? I'm a purist with these kinds of things.
The blood stains look amazing when upscaled.
Before anyone says those Star Fox screenshots are off topic, they're not. I was proving a point I made by using them.
idk it looks kinda cool but not like blood stains. i don't feel like that's how they are supposed to look
How about this?
While on the topic of blood... I made the gib sound juicier and more satisfying.
definitely better
the texture
it looks like something bloody has been dragged along the surface
it looks like something bloody has been dragged along the surface
@jolly torrent Now we're talking!
what's the default gib sound?
I added this unused one over it to really make it impactful, especially when the gibbing is caused by an explosion or stab.
yeah, fitting
Hey! I've been dipping my toes into the waters of dusk mapping, and I've got a couple questions if folks might be able to help. I've got trenchbroom configured with the Quake settings and Dusk.wad textures, but I'm still not sure how to add entities that don't have a direct Quake analog (e.g. setdressing objects or the intoxigator or w/e). I'm also unsure how to get music tracks to play during the level.
Sometimes, my first step is to de-dither the image, it makes it smoother; therefore, easier to upscale.
Basically, it blends colors together. Making it look less retro, but it helps.
a knob one might say
Yeah, I know what you mean. Apparently it's a blower.
But enough about that, the focus of that image is to show how the colors are blended together. Look closely.
I don't see a difference
yeah the smoothing works well
I don't see a difference
@eternal plank Focus on the center.
Yeah, that noticeable
But it makes all the difference in upscaling.
Is that a subwoofer or a hatch?
Is that a subwoofer or a hatch?
@gritty forge Neither. It's a blower, whatever that means. A fan perhaps.
I'm going by what the filename says.
Probably used in the factories.
The model I'm using usually doesn't work very well, but from my experience, it is usually good on 64x64 or less.
Thinking it's a little too realistic, though.
Though it's the only one that knew the top black pixels were supposed to be a hole.
Luckily with the model I used for that one, I don't even have to downscale.
Not a whole lot, but I have been learning. Also, if you were to play with the old-school palette, it should look something like this.
So nobody has to complain about ruining the retro aesthetic, just turn that on and you're good to go.
I'll have to mention using the retro palette option in a readme file.
Here is the final result. 512x512.
Hey! I've been dipping my toes into the waters of dusk mapping, and I've got a couple questions if folks might be able to help. I've got trenchbroom configured with the Quake settings and Dusk.wad textures, but I'm still not sure how to add entities that don't have a direct Quake analog (e.g. setdressing objects or the intoxigator or w/e). I'm also unsure how to get music tracks to play during the level.
I found the answer to both of these by doing some scrolling and searching in the channel. ๐ Thanks for your help, people from the past โค๏ธ
@vital tangle is your game still crashing?
can you send me the .map file?
it could be many things, but the most likely thing is that you're using an entity that's crashing your game
i remember a couple like that but they might have been fixed since then
What was once 64x64 is now 512x512, it's as if it was just recovered.
here's a look at the map that i'll literally never finish, yeah
I like the lighting
https://images-ext-1.discordapp.net/external/bjVGsnoZQbQvTKqimovAPtPGlEacmVso_sCVhOb7X6M/https/media.discordapp.net/attachments/586508960128040961/711218691983015976/unknown.png?width=868&height=486 i still want to do something with this one :(
but i probably wont since school is starting
Are there custom endless maps?
Yeah, it does.
Getting the drive to actually make maps is the hardest part
long ones at least
all maps i made so far with the exception of trespasser are real short
This is probably my favorite result thus far.
poop texture
Look who it is everyone!
Thought they would have edited his face more for John
To be fair though, I just fixed the dithering. It was already 512x512, downscaling would have ruined the face.
Similar thing with the Bone Monk. Resolution was already high, just had to blend colors together to make it smooth.
Let's consider most of the monsters as restored detail instead of upscales.
Priestess smoothened out.
metal tiddie
Okay. THIS one I actually had to upscale. Monsters have pretty much been easy mode so far.
Anyone have that E symbol?
Is it not in the textures?
it should have the high-rez symbol
I couldn't find it. Thanks.
I needed it because of Jakob. The symbol on his head got screwed up while upscaling.
Here he is. Thanks again, Vriska.
"Mom said it's my turn as Nyarlathotep's worthy"
Someone get Andrew to say that.
Big John's texture is just a soldier with Dave Oshry's place crudely put on it.
He looks just as funny in the photo it comes from
My man's gotta make an enemy that's just an amalgam of his muscles from all the gym pics he posts on twitter
Wrong one.
im recording a short troubleshooting tutorial for dusk mapping/trenchbroom, what do you think are the most asked questions in this channel?
Textures not showing up in dusk
Black textures in trenchbroom
Cant add the dusk.wad
Map doesnt have light
Map doesnt compile (while using the necro gui)
Map crashes on startup
White objects
How to add dusk entities
anything im missing?
how do i make func_vehicle
good question
how do i make into dusk 2
lmao i guess i'll have to look through the channel
i think you've covered most of the frequent problems from what i can tell
yeah well i wont record a second one for sure
so might as well pile up everything i can find
how to add a skybox?
Skybox, transparent textures, uh what else
yeah it kinda dawns on me how frequently same issues pop up just now
...it also dawns on me that i should clean up my effin desktop
also this time i'll record in 720p
cant really think of anything else so i'll go with that
aight time to do something for once
im recording a short troubleshooting tutorial for dusk mapping/trenchbroom, what do you think are the most asked questions in this channel?
Lower 2 where
where IS lower 2?
did you check in the closet
video is done
Nice, that was quick
well an hour on a 5 minute crappy video is quite a bit lol
I suppose that's fair haha.
0:07 Missing textures in-game
0:55 Adding DUSK.wad into Trenchbroom
1:17 Black textures in Trenchbroom
2:13 Map not compiling with Necro's GUI
2:36 Map crashing on startup
2:53 How to add Dusk Entities
3:41 White objects in the map
3:52 Adding a custom skybox
5:50 Transparent...
bad video once more, but i did my best ๐คท
some things are probably wrong too
where IS lower 2?
Probably gonna finish it soon since i finally got enrolled in uni, wonโt have much time after studying begins
And I mean really soon
Can someone make a mod for doom music or my friend pedro music thnx guys
@sly spindle About 3 months later, but right now im workin on a remake of some levels of doom eternal
This model for ground textures did outstanding with a grass texture!
Had to de-dither this one first. As previously explained, de-dithering makes a huge difference.
This is the same texture, but upscaled without preliminary de-dithering. It doesn't even look like grass.
Looks like grass with pebbles
I barely even see grass in the second one.
Sorry to interrupt but for the prototype wad, clip textures don't work for me, is there an alternative?
iirc none of the clip textures work right now
ah
Spinach
looks tasty
Tried to not let it look too realistic.
it reminds of one of these "name one object in the room" pictures
You mean hidden object puzzles?
The walls
hmm
i like the wendigo
lookin nice
Would you happen to have any screenshots of what the textures look like in-game? It'd be cool to see a side-by-side in engine.
Not yet. I do have screenshots of the weapons. They do still look pixelated, as I have said before.
that's a health kit, right? i think the grey part should be more uniform, a light grey surface with some stains and scratches. and it should be a bit less dark
The color is the same. By "uniform" do you mean smooth?
Thinking with the book texture, since the random text doesn't upscale well, I will make my own text that references who made the upscales, me. QRP did a similar thing with a computer texture in Quake.
A little easter egg.
Anyone know what object_blower does/is?
"This is a bucket" -Spy
Dear god...
Alsoooo does anyone know how to move the origin of a map in trenchbroom?
Dear god...
@crimson quest What?
"There's more." "NO!..."
I don't know the answer to your questions. Sorry. Also, of course there's more. There are way too many left. This is only the beginning.
TF2 references
You knew the "This is a bucket" quote, thought you'd get the rest
I don't remember it at the top of my head, I've only seen tidbits.
I don't know the answer to your questions. Sorry. Also, of course there's more. There are way too many left. This is only the beginning.
@gritty forge thanks anyways, didn't mean to interrupt
I don't remember it at the top of my head, I've only seen tidbits.
@gritty forge ah
I added some missing details and made it grayscale, as it is gray to begin with. Was easy to remove chroma noise that way.
Gonna do a similar kind of easter egg with book_block.png. The book sides will have actual titles.
What do you think they should be? Funny titles? Game references? Titles of Lovecraft books?
"Jakob was here"
I guess that'll be one. There are 7 books I can put titles on, as one of them is what makes the textures tile, and I don't want to ruin that.
Titles, need more titles people!
I got one. "The Badass One-Liner Book"
The rest are gonna be Lovecraft titles, except the one on the far right.
Here it is.
The one on the right, though.
Cool idea with the titles and the easter egg on the other book
Thanks. Had to do something.
Hello, can someone help me with the music in trenchbroom?
The color is the same. By "uniform" do you mean smooth?
@gritty forge yeah like if it was just a surface painted in the same color everywhere, not smeared, and then some stains and scratches on it. Your version looks like someone put different shades of grey paint on it and smeared them.
I had to de-dither, or else it would upscale weird.
I could just make it comprised of one shade of gray.
Idk, maybe do it manually with the original texture as reference
Interesting
so this is for sdk?
Yes.
Maybe I'll try and make my own version of this tomorrow. But I can't guarantee I'll be able to make it look good
How about this?
Idk none of these are really how I'd like it to look. I'll use this as a base ( https://cdn.discordapp.com/attachments/586508960128040961/747924360270184538/unknown.png ) and try and make it look how i want it to tomorrow. Can you upload the texture itself from this version?
Oh i meant the upscaled one
I don't have it anymore...
i can probably generate a similar version myself if i can figure out how that upscaling program works. What resolution are your upscaled textures?
512x512.
@gritty forge ingenious retexture โsilk touch 1โ really got me
Alsoooo does anyone know how to move the origin of a map in trenchbroom?
@crimson quest
I don't believe you can move the origin, but you can select all the objects in your map and move them together around the origin to get effectively the same result.
What, the books?
The books are finished. That red book is supposed to keep the textures tiled seamlessly.
Aww
Make sure to change the hash texture to your prefered soda can.
There is a feud going on between mountain dee Pepsi and Coke
Hash is food, though.
Maybe I'll make it chef boyardee. But that would lead to copyright complaints.
Im sure youโre already aware of this but dusk stretches some textures. Found that out while i did an health pack retexture.
Yeah, I do believe I have seen that.
it's an entity trigger_changemusic with a single property
music
it's value is music/mycooltrack.flac, where the music folder is in your mod folder
and the music track is whatever you want
ogg works too
@analog isle
Has anyone figured out how to point object_teleporter to an exit?
object_teleporter is actually one of the few "object_" entities that is hooked up to anything other than "spawn this internal object"
You should be able to just set its target
It should work, but I don't think it's been tested
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
namespace NewBlood
{
[Entity("object_teleporter")]
public class ObjectTeleporter : PrefabEntity
{
protected override GameObject LoadPrefab()
=> Resources.Load<GameObject>("Prefab Items/Structures/teleporterpad");
public override void OnSpawn(IReadOnlyDictionary<string, string> pairs)
{
base.OnSpawn(pairs);
if (PrefabObject.TryGetComponent(out TeleporterScript script) && script.goal)
{
var target = EntityManager.Find(Target).FirstOrDefault();
if (target) script.goal.transform.position = target.transform.position;
}
}
}
}
aight let my smooth brain try and decipher this for like 15 minutes
lmao
im a very big brained coderman so i know what it does roughly
i only understand the last two lines lol
i dont speak spaghetti ๐ค
It's basically just an SDK entity wrapping the uberjank "internal" teleporter entity used in the campaign
All of the object_ entities are just spawners for campaign entities, sometimes letting you interact with them beyond just that
see this is the black magic im talking about
Im prettty sure its not the part that is actual black magic
how do i select the image i want to upscale in image enhancement utility?
nvm i figured it out
uhm how does it work? i've selected my esrgan folder. in the preview nothing changed. when i click "run esrgan" it says "no models selected"
GUYS! YOU CAN ACTUALLY SORTA READ THIS!
yeah, it looks much diferent from the OG. But I am surprised you can sort of read it
I like the small text turning into Hollywood Sumerian
It just turns into hebrew
I wasn't really looking for faithfulness, I was thinking of redoing the text, so upscaling it to figure out what it says is helpful so I can retype it.
Kinda looks like one of those signs that just peeled up
Just download IEU. You also need Python and a lot of other things. Only NVIDIA users can upscale.
I've downloaded IEU and esrgan and i have a nvidia graphics card. But i don't know how to use the program
What problem are you having? If it's upscaling, look up ESRGAN Model database. Download models and drag the pth files to the models folder in your designated ESRGAN folder.
This is incredible!
I'm still not entirely convinced that ai upscaling isn't voodoo black magic
Don't worry, I fixed those colors in editing, just wanted you to see the upscale.
As much as i find it weird that people are upscaling textures that are purposely low for the style and not because of limitations, I agree with the above statement. Where the hell did it get all that detail from?
As much as i find it weird that people are upscaling textures that are purposely low for the style and not because of limitations, a agree with the above statement. Where the hell did it get all that detail from?
@cunning fulcrum No idea.
Recognizing patterns
It kind of understand that, at low res, it sort of looks like that
As much as i find it weird that people are upscaling textures that are purposely low for the style and not because of limitations, a agree with the above statement. Where the hell did it get all that detail from?
@cunning fulcrum And I am upscaling textures because it's kind of a "What if the textures were higher res" thing.
So it fills in the detail, then upscales
What is that texture from even
Cobweb
All of the
object_entities are just spawners for campaign entities, sometimes letting you interact with them beyond just that
@ancient depot Oh THAT'S how the importing stuff works! I've been super curious about how Dusk was able to parse .bsp files into playable game areas. Thanks a lot for sharing this! I do Unity dev and it made for a bit of a headscratcher ๐
Coobweb
coobing is not allowed
cob

so i had to remake my second map because the idea was weird
and now i think the new idea is much better
the first design looked too basic and boring
Show us
so i had to remake my second map because the idea was weird
and now i think the new idea is much better
the first design looked too basic and boring
Lower 2 basically
tho I didn't remake it

I want sad Big John emote
sad john
dave happy
dave
I combined two different upscales together as one. A one with preliminary dedithering and one without. I used the barrels of the one without.
i'll have to see how that looks ingame
Sweet textures, though.
unless 
I love this
Thank you
Time to make a map covered in wholesome blood graffiti
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
namespace NewBlood
{
[Entity("object_teleporter")]
public class ObjectTeleporter : PrefabEntity
{
protected override GameObject LoadPrefab()
=> Resources.Load<GameObject>("Prefab Items/Structures/teleporterpad");
public override void OnSpawn(IReadOnlyDictionary<string, string> pairs)
{
base.OnSpawn(pairs);
if (PrefabObject.TryGetComponent(out TeleporterScript script) && script.goal)
{
var target = EntityManager.Find(Target).FirstOrDefault();
if (target) script.goal.transform.position = target.transform.position;
}
}
}
}
@ancient depot Teleporters still don't work for me, maybe I'm still configuring them wrong? On the other hand, I finally got keys correctly spawning in, though I swear I did nothing to them
also I'm still a rat, huh
It could be that the teleporterpad prefab doesn't contain a goal, so the code path doesn't run
Lemme check
Yeah it always sends me to the origin no mater what
Hmm nope it does have a goal
So just to make sure this is correct, you have an object_teleporter with target set to the targetname of the entity you want to teleport to, right?
um trying to paste a picture
object_teleporter with 'target' as teleport2 and 'targetname' as teleport1, and I have another object_teleporter with the inverse
What if you change one of the teleporters to info_null?
Tried that and didn't fix it
@ancient depot
{ "classname" "object_teleporter" "origin" "736 608 0" "target" "teleport2" "targetname" "teleport1" }
and
{ "classname" "info_null" "origin" "1664 0 48" "targetname" "teleport2" }
Yeah I guess there's something else wrong with it then
Which is weird since it looks like it should function fine
I can't remember if anyone has used a object_teleporter in there map before
It's just difficult to use
I racked my brain for an answer
It's much too complex
wait what's Target in var target = EntityManager.Find(Target).FirstOrDefault();
The target property
does target have to be an info_teleport_destination entity?
No, we don't place restrictions on that
has anyone made
an alt model for the rifle
thats lever action
it would work so much better for the anim
and be cooler than bolt action imo but i digress
i dont think alt models can be loaded into the sdk
im not sure about textures, tho
damn
soon tho
when zombinos stops eating pizza rolls
#dusk-modding message that one's a very good upscale
4xMisc does a pretty solid job if there isn't too much detail.
Quick question, are enemies able to walk through open doors yet? Thanks.
I believe they always have, unless you're talking about the SDK.
Yes, I'm talking about custom levels.
Well, when's the last time you asked? DUSK SDK hasn't been updated in quite a while now.
I have an almost complete map I made when Dusk SDK was released. I have all the updates (as far as I know) but enemies still can't walk through open doors. Just wondering if this has changed and I'm missing something.
Well, we're still unable to save, the menu music still doesn't work, some lines of text have incorrect/mundane fonts, animations are a little wonky, voiceovers don't work, soldiers don't have their idle stance (they just stand in T-Poses), need I say more?
That's what I thought. Thanks Sean, much appreciated.
I may be wrong though.
@gritty forge I went ahead and changed the special characters in your name to normal characters as we don't allow non standard Unicode
๐
It just makes it hard to test maps when enemies refuse to walk through open doors. But meh, I can still design layouts I suppose.
Of course, I still appreciate the effort made by the programmers, so yay I guess.
@gritty forge Saving is in the SDK since around 2 or 3 patches ago, and the campaign isn't intended to be playable yet (focus is custom maps)
@gritty forge The door issue is a bit of a tricky one, but we're working on it
Look at the extra detail and color fidelity. It is still the default resolution, too.
Tried the pistol again. Heavily edited it to make it sharp yet smooth, then upscaled it. Tried to preserve as much as possible.
pp gun
Why does it look like it's out of wax and melted
Pistol Bullet.
I'm having a bit of trouble getting enemies to activate when the player enters the room.
Can you target monsters to activate via a trigger? Also is the ambush spawnflag supported?
Can you target monsters to activate via a trigger?
Yes, if you tag an enemy via a trigger, once you pass it they will be alerted to your presence
I've tried that a bunch and nothing seems to happen
Could I stream it to you to show you what I'm talking about?
Not sure, i'm not very experienced in DUSK mapping
ah
Because if that isn't working, then i have no idea
Alright then
yeah I'm familiar with hammer and a bit of quake, so I've begun to assume the functionality hasn't been added yet when things I try don't work
As of right now, you have to achieve that the same way Quake does
You have a "spawn room" with a bunch of enemies in it, and a teleport trigger that fills that whole room
And then you have a trigger that triggers that teleporter when the player walks into it
Ah ok
It's actually done similarly in the Dusk campaign, there are spawn rooms instead of actually spawning enemies in
neat
@ancient depot What properties are supported for monsters, anything interesting I can add to my fgd for monsters?
@baseclass base(Appearflags, Targetname, Target) flags(Angle) color(220 0 0) offset(0 0 24) = Monster [ spawnflags(Flags) = [ 1 : "Ambush" : 0 ] bossname(string) : "Boss Name" health(integer) : "Health" ]
Quick note, you can post code using three `s
```
like this
```
which results in
like this
[
spawnflags(Flags) =
[
1 : "Ambush" : 0
]
bossname(string) : "Boss Name"
health(integer) : "Health"
]```
Huh thanks
As for the properties, we don't have a proper large list for them yet (especially since the entity system is being rewritten to allow us to actually generate an fgd)
If only Discord had a way for you to see these commands outside of online guides
As for the properties, we don't have a proper large list for them yet (especially since the entity system is being rewritten to allow us to actually generate an fgd)
@ancient depot Wow sounds like fun on the bun
But for most Dusk-specific entities, the properties can be found on the wiki
For Quake and Half-Life entities, the plan is to support them fully
So you can preemptively just fill them out as their Quake & HL equivalents if you want
is anyone currently working on the sdk?
As of right now it's on hold for the month to focus on stuff for RD
The other day I painstakingly went through every object entity and set its boundary sizes, so if anyone wants that fgd I can throw it up here
Wait, is there gonna be DUSK stuff in RD?
No I meant the SDK is on hold so we can spend more time on what is going to be shown at RD
Ah, gotcha
For worldspawn, what values can you give the "light" property, other than s? (also what does 's' do?)
https://cdn.discordapp.com/attachments/586508960128040961/724362090911105054/sky.PNG someone posted this which had "s" or "$", probably a typo though
Probably just hit it in "wasd" to move after editing the key value pairs
I always accidentally type "w"'s into my key value boxes ๐
You guys want screenshots?
The "Assault Rifle" is probably my favorite.
what am i supposed to uh look at tho
They are much more detailed. The Assault Rifle is the most noticeable.
If they don't look too different, that's kind of a good thing. They still blend in quite well when upscaled.
They're 512x512.
The mage is no longer color limited.
I hope to have this pack completed before Halloween.
If not before the end of the year.
So now I know, if you can't really see a difference, then I am capturing the art style quite well and I should be proud. I had to make manual edits to make the textures as sharp and high quality as possible.
This Shotgun is from a previous upscale I did like a week ago.
Constrained Sharpen in G'Mic does a nice job at bringing out those pixels.
are you sure you did the files right? they still look the same
I know they are working.
Look at the assault rifle.
And the wood on the Super Shotgun.
Here is the original assault rifle.
And here is a better view of the new one.
ahh way better when i can compare it to something ๐
Does it still fit the artstyle?
Good! Good to know. I am doing a good job then. I want to keep the aesthetic; desolate and worn out.
This might end up being an improvement for the depressing worn out artstyle, since with a higher resolution you can really see how old and grimy everything is.
And it is still pixelated in the end.
Could probably do with being slightly lower res to be more consistent with the rest of the game I think
but overall that looks like an improvement
Standout issue is that the bullets now look way more separated than they should
They thin too
@ancient depot I could draw more in.
Could probably do with being slightly lower res to be more consistent with the rest of the game I think
@ancient depot Oh, don't worry, all the textures are being upscaled. This is just the beginning!
the elusive double ping
Alright I added in a whole new bullet belt in the assault rifle.
Tested it, looks much nicer. Just had to flip the bullets.
I'm diggin these textures
The bullets look much better now, and they still fit in nicely.
we need a dusk mod based off the NB discord
it's gotta have vargfien posting rat pics
and n0t gorilla posting
and duder skelebones tending to his vegetables
and jab being jab idk
eeeh tbh i think the bullets look that good
Good boolat
eeeh tbh i think the bullets look that good
@sharp trail You do or you don't?
shit
don't
it looks a bit painted on. I definetelly like the idea.
I would make the black gaps between the bullet a slightly lighter color with a bit of texture
How's this?
i meant the gaps between the pointy parts
don't do another one. I'll create my version and show you
what i mean
I used this.
hmm
I'll try upscaling that picture then put it in.
Nobody answered this question: Are there any custom endless maps?
I hope that Dave adds in more. There are a few already in the game he could use.
E2M5, E3M9, and maybe some DuskWorld maps.
I mean, E3M9 was literally made for such a mode.
i meant the gaps between the pointy parts
@sharp trail More on that. I can't. The resolution I am strictly limiting to 512x512.
i would rather have better designed endless map instead of another flat plane
Well, E2M5 wasn't a flat plane.
Maybe it's a bit too big, but at the same time, it can have more enemies as a result.
yea
but it had interesting architecture
you could play the cathedral level and it would literally be the same expirence ass e3m9
True, just thinking more maps would be nice. And, like I said, how about the DuskWorld maps?
How do you think New Game Plus is going to work? Dave said it's still coming.
Also, I realized the crossbow texture is actually called "chainsaw".
I hope we get a hot fix for the invisible cart dogs and the always-visible wendigos.
Like extremely soon.
It sounds like they've got other priorities at the moment, but I bet they'll get around to it. โค๏ธ
Something something limitations beget creativity something something
Number one priority is probably still finishing the SDK and getting scripting and all that jazz
Something something limitations beget creativity something something
@golden jacinth Mojang's excuse for lack of furniture in Minecraft.
Seems like less of an excuse and more of a creative decision, but I get what you mean. Features and content are nice to have.
sadly, we go to war with the army have, not the army we wish we had. that said, we have to distribute our time where it makes the most sense for us, and while we want to get the sdk stuff fixed as quickly as possible, we have other pressing work that needs to get done right now. so at the end of the day, all i can really say is it will get fixed when we have the time to
idc what anyone says. It's not like it is super hard compared to the stuff that they've been adding to the game doing furniture wouldn't really be hard
Yeah, the SDK is being put on hold right now for Realms Deep right?
thats correct
Zombinos said that some time ago
we juggle a lot of work at once for being a very small team, so its hard to make everyone happy all the time
sadly, we go to war with the army have, not the army we wish we had. that said, we have to distribute our time where it makes the most sense for us, and while we want to get the sdk stuff fixed as quickly as possible, we have other pressing work that needs to get done right now. so at the end of the day, all i can really say is it will get fixed when we have the time to
@still raptor I just hope I don't have to wait too long... It isn't very fun if I can't see an enemy that charges at me.
understandable, and i hope you wont have to wait too long either
we juggle a lot of work at once for being a very small team, so its hard to make everyone happy all the time
@still raptor all my verbal support goes out to you guys. I really love what you're trying to do
let us get realms deep behind us and we can get you a better estimation of when a patch will be available
In the end, as long as you people aren't feeling overworked, i'm fine
Also dark items. That is another annoyance. And T-Posing soldiers. That's pretty much all I can think of as problems that aren't exclusive to the campaign at the moment.
They should be pretty quick to fix.
Yeah, I'm happy to wait if it means folks are at a healthy workload. Your efforts are appreciated, on the SDK or elsewhere.
Just hopefully it's done before the end of the year... I don't want to wait a very long time for extremely simple fixes.
T-pose
Like i tried to express, its not about the complexity of the issue, its about where we are spending time
No offense, but if I were you, and heard people are having issues that aren't very complex, I'd move over to fixing those bugs quickly, then get right back to what I was initially working on.
But that's just me talking.
You need to chill dude. Respect the devs time and be patient.
I am not even trying to come off as aggressive.
I'm socially inept and autistic, please.
The issues you are having, while not particularly complex, are unfortunately low priority for us at the moment, as much as they might feel like critical issues to you. Because the sdk is in an alpha state, that means its not quite a finished product. If this issue occurred in something we considered a finished or released product, we would immediately patch it
However, we gotta work on whats going to put food on the table for us first, and anything else we can do after that
you wont be waiting very long
Look, I get it. I am just not the most patient person. Don't worry about me. I don't matter in the slightest. Just do what you're doing.
its just that this time period happens to be critical for us, and all attention is being spent elsewhere
if i had to guess, you could see the patch youre looking for by the end of the month
(sept, that is)
That is more than reasonable. Take your time and get it done right. I don't want you to cut corners.
I don't think the light map loaded in or something
uh
oh oh
you probably have and old version
where I had light property on worldspawn set on 50
brushes did actually become lit after one of the updates
They are actually very small in the texture itself.
Blurring them would make them nonexistent.
Mmm
Well. Have you tried upscaling that specific part with a diferent model?
Or maybe leaving it out as it came out originally
Maybe you could copy the "ammo" that is in this one and put in the middle of each OG one, a darker variant of the ammo. So it doesnt feel as empty https://media.discordapp.net/attachments/586508960128040961/749824338210979860/Dusk_Screenshot_2020.08.30_-_22.36.18.16.png?width=766&height=431
The og one did have hints of ammo in the middle of each one https://media.discordapp.net/attachments/586508960128040961/749824106676879510/Dusk_Screenshot_2020.08.23_-_17.53.00.89.png?width=766&height=431
you could also just re-uv the model to make it less...bad
Maybe you could copy the "ammo" that is in this one and put in the middle of each OG one, a darker variant of the ammo. So it doesnt feel as empty https://media.discordapp.net/attachments/586508960128040961/749824338210979860/Dusk_Screenshot_2020.08.30_-_22.36.18.16.png?width=766&height=431
@regal dome I believe Zombino said they were too far apart.
you could also just re-uv the model to make it less...bad
@still raptor Currently there are no weapon models in the SDK's files.
I think its really close to the original one in terms of space
yeah, youd have to rip it and edit the uvs
yeah i think nolcoz has a good point
you can sort of read two layers of bullets in the original
so maybe putting alternating darker and lighter bullets is the way to go
perhaps overlap them a bit as well
using your original source and 30 seconds in photoshop
obviously do it better than that, but you get the idea
Oh you meant those ones? I was talking about the upscaled ammo, but I could see it working out if you lower the saturation on the bullets to be closer to the original color
using your original source and 30 seconds in photoshop
@still raptor YOU'RE A GENIUS! Thanks!
So, I think this is good.
On an unrelated note, here's my improved crossbow sound.
edit the model
edit the model
@bold orbit I can't.
I tried downscaling it...
I don't think it really serves much better...
This is gonna sound really stupid but, what if you upscale the downscaled ammo there so that it matchs with the rest of the upscaled texture
Well, I just upscaled that part of the original texture, so it HAS to be close to the original.
So, good. Glad to finally have that one sorted out.
yeah
i was just thinking about
how the whole time its a cigar, but the 'S' means something completely diff
I'm honestly kinda surprised someone hasn't done like a full-on 420 theme visual mod
It's usually up there on the list of early meme mods
oh god
MLG dusk would be
potentially unbearable or completely hilarious and I'm not sure which
Give all enemies sunglasses and gaming ads all over
With obnoxious death/attack/alert sounds
I think you could leave the attack sounds but death/alert sounds are a must
Hunting rifle? More like a call of duty sniper rifle shot with montage music
airhorns after every health pickup
Every hup is a COD hitmarker
yessss lmao
mlg dusk
i dont see the downside
all voice lines are shrek lines, bassboosed thomas the tank engine theme and jakob lines replaced with 'smoke weed erryday'
oh and nyar
is just a giant weed leaf
See the real trick is you have to get the audio normalized and balanced because it's gotta be tolerable to play.
So you hook player curiosity into playing MORE so that they can continue discovering what each of the different monsters/guns/pickups etc sound like
If it's awful people are just gonna close it immediately
I may or may not be considering doing this on a whim
IF people install
theyre doing it for the meme
ofcourse it could be streamlined but like
I want at least ONE alert sound to be "mom get the camera"
Oh absolutely @ Vriska
oh I hadn't even thought about the BOSSES
I uh.i can modify most enemy models and give them all sunglasses, hats and blunts
NyUwUwathotwep
you approach the light
it goes black
'Notices bulgy wulgy'
"pounces on you" as he bursts into the room
I feel like we just play the benny hill theme for the duke brothers
it's an old meme, but it checks out
god I gotta make a spreadsheet to keep track of this
why not just keep with civvie
and play the dukes of hazard theme
or cotton eye joe
Could do that, definitely
wait
what about experiments
idk if we keep the mlg theme alive
if we go all over the place...and im noticing a lack of Dorito Leatherneck suggestion
Cartdog is a can of monster energy on ropes
medpacks are the four-can boxes
change all of the beer bottles to mountain dew cans
Make the coins Doritos when item modeling releases.
Change the Hunting Rifle sound to the Intervention.
Every hup is a COD hitmarker
@honest stag No. Every hit is a COD hitmarker.
"hit_bullet_gore" is the sound you're gonna want to replace. As that's the sound that plays when a hit is registered.
Speaking of sounds... I don't think all of you have heard this edit I made for the gibbing. It's juicier and much more satisfying.
Not to mention; impactful.
sounds like mushy rice
I mean, gore sounds aren't made with real gore, so it very well could be that.
For bone breaking, they use celery.
Never expect a designed sound to be exactly what it's called.
Or what it's used for.
what you mean they dont actually break someone's bones for the sound? nooo :o
For a sound in one of my projects, I took a cooked chicken and just threw it on the ground
It was messy and a pain to clean up but it made a convincing squish
Wish I still had it, we need a squish sound again
While making some ambient sounds for a quake map that never saw the light of day I recorded my self eating carrots then just pitch-shifted it to get monster eating sounds
@still raptor I forgot to mention the climbing gear and fast firing don't make any sound when active in the SDK.
did they say when the next (major) sdk patch is gonna come out?
it's on hold currently
On hold for Realms Deep
if i had to guess, you could see the patch youre looking for by the end of the month
(sept, that is)
Re: yesterday @ 500_pts. The SDK is low priority right now since the squad is prepping for RD
๐