#dusk-modding

1 messages ¡ Page 64 of 1

gritty forge
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I really hope weapon models become available in the SDK's files soon. I am thinking of remaking that texture in Paint 3D with the actual models.

gritty forge
ancient depot
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I really hope weapon models become available in the SDK's files soon. I am thinking of remaking that texture in Paint 3D with the actual models.
If you only want the models to do a render you can rip them with more conventional Unity ripping tools

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I can also provide files if that proves to be too difficult

honest stag
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YO

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yo can i

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can i have those

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👀

ancient depot
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They'd only be static models with no bones or animation if you got them this way @honest stag

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If that's fine then I'll dump them here later

honest stag
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yes that's perfectly fine thank you

bold orbit
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Zomb is mvp count #86282647281

ancient depot
honest stag
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bruh

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dark_claw

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bruh?

ancient depot
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check the sickle folder

honest stag
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B R U H

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hold up

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shotgun
super shotgun
PUMP SHOTGUN?

ancient depot
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there's also a pump ssg

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which isn't included in that zip

honest stag
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firing up blender like right now

ancient depot
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there's several weapons not in that zip actually

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those models are only the ones that are in the final game's files

honest stag
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holy shit

ancient depot
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note that I'm pretty sure blender has a weird thing where it flips UVs when importing .obj files

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at least I seem to get that with these models

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(they display fine in noesis tho)

honest stag
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aight aight
the crossbow looks a bit different than i remember

ancient depot
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the arrow's a separate model

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it might also be scaled in-game i forget

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(the proper SDK models have all the scaling and stuff baked in)

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(like the mage for example is scaled by 1.1 vertically or something normally)

honest stag
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huh
well that's cool to know
they will be quite useful anyway

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thx a bunch

ancient depot
honest stag
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maybe im just not used to this angle, whatevs

ancient depot
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yeah fov and other stuff probably make it look different

honest stag
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i did not realise how basic the pistol model is lmao

ancient depot
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if you wanna talk about basic look at the cigar lmao

honest stag
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i can already imagine what it's like but i'll look anyway

ancient depot
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it's actually slightly more detailed than you'd expect

honest stag
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"bruh i need to know 3d modeling and shit to be a gamedev it probably takes so much time and effo-"

ancient depot
honest stag
ancient depot
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It's actually pretty surprising how well the textures seem to mask just how low poly they really are

honest stag
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yeah it's kinda magical
i never ever thought how low-poly the weapons truly are, in fact they came off as detailed

alpine depot
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holy shit is that actually the pistol mesh

ancient depot
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yeah lol

alpine depot
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how did David get away with this

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this is like black magic

honest stag
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big boy textures

alpine depot
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they grow up so fast ;(

ancient depot
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I'm still sad the Dark Claw got cut

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I really like that weapon

worn umbra
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wuzzit look like

honest stag
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it's this thing right?

ancient depot
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yeah

honest stag
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why was it cut? no space on the 0-9 keys?

ancient depot
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I don't know personally

worn umbra
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its sad we never had any magic weapon other than the sword

ancient depot
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the crossbow is a magic weapon

honest stag
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crossbow is pretty magical to me

worn umbra
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the sword and the crossbow*

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but we never got anything weird

ancient depot
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the arsenal is definitely one of the weaker parts of the game

honest stag
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oh yeah weird guns would be sick

ancient depot
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it's very standard

honest stag
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and you can find all the guns by the third level

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after that it's all the same

ancient depot
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Yeah it's just a missed opportunity really

honest stag
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wasnt the explanation like "people would complain about not finding the rocket launcher" or something

ancient depot
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Might've been, I don't remember most of that

worn umbra
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like even making the SSG 3 barreled would make it cooler (and more accurate to the damage it does)

ancient depot
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The SSG used to be pump-action

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A la Chasm: The Rift

honest stag
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and quake 2 👀

worn umbra
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honestly i like the break action idea better

honest stag
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i want an over and under ssg so bad

ancient depot
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I think the pump action SSG was in this video

worn umbra
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omg the ui

ancient depot
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I know we have at least one build with it still in, so I'll be restoring it for the SDK

worn umbra
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neat

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"weapons are pretty much finished"

honest stag
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"shows a hammer"

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real penumbra 1 hours

ancient depot
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The sickle is still called hammer in the code

worn umbra
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the hit particles didnt change

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huh

ancient depot
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Still wild to me that within the like, 30 prototypes we have

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Only one of them had the Meat Lass death animation intact

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Like, imagine if just that one build was missing

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I didn't even know a death animation existed until I saw that build

worn umbra
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double barreled pump action

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neat

ancient depot
honest stag
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was this in the e3 demo?

ancient depot
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yes

honest stag
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yeah figured it looked familiar

worn umbra
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thats a big pump

ancient depot
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It's not intended to be viewed from that angle so it looks a bit off yeah

worn umbra
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like every weapon from half life 1

honest stag
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half life 1 weapons look weird from any angle

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fight me

ancient depot
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The .357 is super weird

worn umbra
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no you're right

honest stag
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especially the 35

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7

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it's like a looney tunes gun

worn umbra
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the smg has a whaaacky barrel

ancient depot
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Reminder the .357 world model is the same in both HL1 & HL2

honest stag
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blew my mind when i learned that

ancient depot
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The grey gordon model is also just the HL1 gordon model and actually does have animations

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They just don't get used for whatever reason

worn umbra
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extra work

ancient depot
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effort is overrated

honest stag
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so uh what was the story behind that

golden cosmos
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Wait, the regular SG isn't pump action

honest stag
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i thought it's lever action

gritty forge
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tf2 scattergun is actualy a lever action double barrel somehow

long anchor
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that's one of the reasons why I like tf2

bold orbit
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I can't wait for scripting to exist so I can add reloads to dusk that will kill the player for daring to even try

gritty forge
gritty forge
eternal plank
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Smoothed out too much

gritty forge
eternal plank
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yeah, better

gritty forge
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This upscaling model was made for gifs (hence the name) but does an outstanding job with Dusk's textures with intentional color limits.

gritty forge
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Once I get items, objects, and UI elements upscaled, I will release an alpha build of the pack. A beta will release once the world textures are upscaled, with a full release following once the textures are to our (mine and all of your) liking.

gritty forge
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If I were to correct a model's UVs, do I have to reanimate it?

gritty forge
jolly torrent
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yeah pretty nice

gritty forge
gritty forge
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I think I finally got this one sorted out. Do keep in mind that clouds are supposed to be soft.

jolly torrent
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the clouds are very nice. some parts of the industry buildings look a bit smeared, but overall pretty good

gritty forge
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Tried to sharpen the building. It's probably painted.

eternal plank
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Oh hell yeah, thanks for the skull wallpaper

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Always thought that was one of the coolest art pieces in DUSK

gritty forge
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Now it's HD!

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And you're welcome.

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I made that my wallpaper too.

gritty forge
cunning fulcrum
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It is kinda weird seeing all of dusks textures upscaled ngl :P

gritty forge
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Is it bad?

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I know they were designed to be pixelated, but I was curious to see what it would look like if Dave went for more of "how they wanted FPS games to look in the 90s."

gritty forge
tight fractal
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David

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Not Dave

cunning fulcrum
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does anyone happen to know what the hollowed health are called in the texture files?

ancient depot
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Hallowed Health's texture has its old name holy_health.png

cunning fulcrum
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ah thats why i couldent find it. ty

gritty forge
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I know which one I am talking about.

mellow roost
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Thank you kindly for those wallpapers. It’s real cool to see the original images behind the loading screens.

gritty forge
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Well, they aren't really the originals, just upscaled and edited for only the best quality an AI and an amatuer photo editor can deliver.

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But, you're welcome.

chrome wagon
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So, just saw that weapon pickup models were shared days ago.
Is it possible that I can ask about certain models, like the models of projectiles boneball throws at you, or the flying bullet/gibs?

Also, question about missing monster models, what are they missing for them to be shared at later date?

ancient depot
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You can ask for models, but I'd recommend using the usual Unity model ripping tools first and asking as a last resort if they fail

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The monster models just aren't in the files yet because the SDK doesn't support replacing them right now (because they're set up slightly differently for animation compared to the other ones, which makes them harder to export in an SDK-friendly way)

chrome wagon
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Ok, any unity extraction tool suggestion?

ancient depot
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SB3Utility is often a good choice, there's also Asset Studio which is another good one

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UtinyRipper can also give you a full Unity project to mess around with

chrome wagon
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Ok, screenshoting this to check that out later.

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I imagine extracting those models from any of these prograns would work to port them into gzdoom, as long as noesis can read the extracted files to convert them into compatible files.

Btw, thanks for noesis suggestion. Worked quite better than expected.

ancient depot
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Noesis would be able to yeah

chrome wagon
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Found a workaround for the centered death models, so they are no longer a problem for me on gzd.

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As soon as dark claw (aka amulet) is added on dusk sdk, i'll add that to doosk too :P

ancient depot
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The plan is to restore all of the cut weapons

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dark claw, totem (early dark claw), chainsaw, hammer, etc

chrome wagon
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Is the code redone from scratch or are there some old backup source code available to save you some work?

ancient depot
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The code is being redone from scratch but most of the old code is available or at least recoverable

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The old code is only being used as a reference

chrome wagon
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Interesting.

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I'm gonna sleep now.

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See ya

ancient depot
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Seeya

honest stag
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see ya

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:^)

gritty forge
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I give up.

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I'm not doing this anymore.

eternal plank
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?

gritty forge
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The texture pack.

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It's cancelled.

eternal plank
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Oh, RIP

gritty forge
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My efforts on something unrelated just got entirely shat on... I am afraid of that happening with this texture pack. I am fine with constructive criticism, but not being straight up shat on.

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It makes things very hard for me to work on... Wasting my time revision after revision after revision.

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That's what opinions do to me.

tight fractal
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I mean

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You’re trying to get into gamedev right?

gritty forge
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No.

tight fractal
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Oh I thought you were

gritty forge
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I was trying to get people to HELP me dev.

tight fractal
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Well regardless, no matter what you do you’re gonna have people who don’t like what you are doing

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Just hafta push past it

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As long as you are making something you can be proud of, who gives a shit what others think?

gritty forge
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I know that... But I just don't want to be panned on something without any way of knowing how to improve.

solid isle
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you improve by just continuing to do it tbh

tight fractal
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^

gritty forge
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I can't be proud of things. My personality doesn't allow it.

tight fractal
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If you give up from someone saying “I dont like that” you’ll never improve

gritty forge
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Being proud makes me come off as pretentious or self-centered.

tight fractal
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Who cares though? Doom modders are proud of what they make and they don’t come off as pretentious d-bags. There’s no reason why you can’t be as liked as them

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Hell youre already receptive to feedback

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Already better than a lot of people

gritty forge
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Yeah, but when somebody tells me "no offense, but you completely destroyed the picture," it's hard to swallow that.

tight fractal
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But that’s like

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Their opinion man

gritty forge
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It makes me feel like a hypocrite.

tight fractal
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How?

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Did you go against what you did?

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Are you contradicting yourself?

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That’s a hypocrit

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From what I’ve seen from you, all you’ve done is make an honest attempt at improving audio and upscaling textures

gritty forge
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I was contradicting what I said about taking criticism. I said it to a maker of a picrew avatar creator, and people thought I was the bad guy. I even said it was the limitations that were the problem, not the style.

tight fractal
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Everyone has opinions

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Including you

gritty forge
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And they responded with "If you don't like it don't use it." And some pretty nasty remarks.

tight fractal
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You are justified to have them

gritty forge
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Yeah, but I literally didn't handle criticism in the scenario I told you.

eternal plank
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And they responded with "If you don't like it don't use it." And some pretty nasty remarks.
Just the way people go, at some point you'll learn to simply ignore those vitriolic retorts

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Yeah, but I literally didn't handle criticism in the scenario I told you.
That's ok, it's an opportunity for you to grow, to learn how to deal with this kind of thing next time

tight fractal
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Ok so improve yourself based on how you reacted to it

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I make stupid mistakes all the time moderating

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Nobody is perfect

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As long as you grow and learn, who cares?

gritty forge
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I'm the manipulated and manipulative type. People's opinions affect my own and I try to change others...

tight fractal
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See

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You can see that you are that way

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Now that you recognized the problem

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You can work on fixing them

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You already made the first step, which is the hardest

gritty forge
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For me, that's actually the easiest. The hardest is finding out what to do.

tight fractal
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For one, don’t try to change how others think

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For two, don’t let yourself be swayed but don’t be a douche about it

solid isle
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When people call the stuff I make bad, it does get to me for a short moment, and it probably aways will, but you gotta remember to try and probe out of them what's wrong with it and try to work with it. Even if you're very die-hard about what you've done, perhaps try and see if they tell you what they don't like about it, and try their "solution" anyway.

You will find they were either right, or very wrong.

If you don't get any real criticism out of it besides "it just looks bad idk", then don't read into it at all.

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I personally sometimes put a lot into the maps I make only for people to tell me somethings looks off and it gets me pretty steamed because I spent so much on it. But you just gotta "try" what they suggest. You might find it works better. Or you'll default back to what you had because people sometimes just don't know what they want.

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Even if what they suggested sucks, you've now spent more time doing it, and thus gain more experience/ practice.

gritty forge
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I'll tell you what I did. I removed film grain from an anime screenshot. That's what "destroyed" it, even though I compared back and forth time and time again and it didn't look like anything was lost.

solid isle
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then that person is a fucking idiot lmao

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no reason to stop your DUSK stuff either

gritty forge
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You're right. I guess it is not cancelled. It is kinda hard to tell what should be smooth and what should be rough, but then again, it's DUSK, everything I believe should be rough and worn out.

solid isle
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that and David just drew a lot of the textures himself, so upscaling it wont always look super good on some of it

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literal macaroni art game

jolly torrent
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lol

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Looks good it low res tho

gritty forge
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Yeah, it doesn't really look retro though. I looked at Quake textures, they actually look a lot more realistic than one might expect, but I guess he was going for more of a Doom look.

gritty forge
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Dusk has its own style imo

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its gameplay is what really connects it to quake above anything

still raptor
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just my two cents here, dont let people tell you stuff you worked hard on is wrong

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i think its awesome the effort you were putting in, and you should be commended for doing it

gritty forge
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^ that too btw

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Its like those people who dont play dusk because of the graphics

honest stag
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bruh a couple months after i made my maps someone made a series of videos where they played those maps and then gave them a short description and a rating
all of them got 1/5 and 2/5, along with a good chunk of shit and "not recommended"
if i stopped there - i wouldnt have made trespasser which people did seemingly enjoy quite a bit
imagine what big devs have to deal with - it's just the nature of making something

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there's going to be that one fuckin Devin guy who says your sand castle looks like shit

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but i still spent time making that sand castle and you know what? fuck you Devin my sand castle looks sick af, and IF it does look like shit - at least i learned something to make a good sand castle later

golden jacinth
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In my experience, the only way to get better at making anything is to keep making it. I think about this chart a LOT when it comes to getting creatively frustrated. It was originally made for painting but I find that it applies to a wide range of creative applications.

https://pbs.twimg.com/media/EAzhHwCVUAE2tNs.jpg

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Getting negative feedback, especially bad-faith negative feedback can heavily contribute to internalized feelings of frustration and hopelessness. Self-evaluation is a super difficult skill to develop, especially if you're getting attention from jerks online.

gritty forge
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Well, you guys wanna test what I got so far?

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I don't got much implemented, but what I have so far still blends in with the default textures.

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Like I said, I am strictly pushing for 512x512, or 256x256.

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Usually the latter for smaller objects.

crisp raven
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This is the wholesome support that I like to see 👌

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Keep going Sean don't give up

gritty forge
gritty forge
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Look at that smooth looking health pickup.

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@jolly torrent Is this what you imagined the medkit to look like?

alpine depot
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i like how it's higher quality but not delving into uncanny territory, it's a nice balance you got going on

worn umbra
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i like it

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what do mobs look like?

gritty forge
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@worn umbra Kinda the same, just with slightly more detail.

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i like how it's higher quality but not delving into uncanny territory, it's a nice balance you got going on
@alpine depot That's what I am going for after all. Good to see I am doing it right so far... Though the real test will be once I have the world textures done.

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I've heard of corn in shit, but this is ridiculous.

golden jacinth
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Here's a closeup.
@gritty forge I think the coin in particular is a good example of maintaining the stylization while increasing the fidelity significantly.

gritty forge
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Yes! I am doing it right!

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What good is upscaling textures if you don't care about preserving the style? Most people don't understand or care.

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Man, wouldn't it be cool if once this was finished, David made it an official downloadable addon, especially for Switch?

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Call it "Spoiled Brat Mode"

honest stag
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probably not tho
i think the reimagined gun sounds mod should be the default but hey

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i guess it will just stay as a mod

gritty forge
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I dunno, with that pack it just seemed kinda... Mundane. I did like the Super Shotgun.

honest stag
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i vastly prefer every single sound in that mod
it's just too good

gritty forge
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About what I said, would you think it should be called "Spoiled Brat Mode?"

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What if he did an update or sequel with an HD graphics menu called "Graphics for Spoiled Zoomers"

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"Are you sure you want to enable this? You'll be hated by the retro FPS community if you do."

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"You enabled HD textures... You ungrateful heretic."

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"You enabled high poly enemies... I hope they kill you."

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"You enabled high poly guns... Dammit, I gave you the real guns! Prank ruined."

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"You enabled all of the settings in this menu? You are UNWORTHY, and forever will be UNWORTHY!" These normal maps and lights are black magic, and you are testing the patience of Nyrathlotep himself by playing around with them."

gritty forge
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Anyone had a chainsaw mod?

jolly torrent
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@jolly torrent Is this what you imagined the medkit to look like?
@gritty forge pretty good

gritty forge
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Glad to have finally settled for something.

gritty forge
golden cosmos
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Gotta say these textures are turning out pretty good

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They look as good as they possibly could with how low poly dusk is

bold orbit
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Looks more cartoon ish

elfin beacon
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It'd be easier to edit textures if I knew how to do it with a program that allows me to work on the model itself.

gritty forge
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Looks more cartoon ish
@bold orbit It may not be the most realistic looking texture.

elfin beacon
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I don't get how to install mods.

eternal plank
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You downloaded the SDK right?

elfin beacon
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Yes.,

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And launched the SDK aswell.

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brb

eternal plank
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Are you putting the mods in your root dusk folder or in the SDK folder?

elfin beacon
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the SDK folder... Just not sure if I'm putting them in the right one.

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At least I think so... I'll check when I'm back home

tepid python
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shipment for Dusk, I want to add details but the palette + makewad are very restrictive(as in no transparency nor many colors making the images horrible)

glossy zealot
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ahahahhahaha

jolly torrent
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@gritty forge I like how the game looks in your latest screenshots

golden cosmos
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Holy shit shipment yes

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A dm map?

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Or a singleplayer conversion

tepid python
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dm map or endless, idk which one will get support first so

golden cosmos
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If you can convert it to dm I'd play that shit

golden jacinth
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That's super rad haha

alpine depot
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alright so, can a trigger_teleport teleport keys to different areas?

alpine depot
drowsy dirge
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de_canals

alpine depot
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lmao

gritty forge
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dusk_canals

solemn ingot
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Hey there! I was just wondering how to install music into the SDK version of Dusk

small gate
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these canals makes me want a full quake physics mod for dusk

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surfing on these motherfuckers source style

long anchor
gritty forge
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You can see that it's worn out and broken.

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I can also see it's made out of plywood

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That's a good thing, right?

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Could someone port Termination Central into Dusk? That's my favorite Quake map... And it wasn't even designed by Romero.

tepid python
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You can just load the bsp for that map in dusk though, doesn't really need any porting

gritty forge
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Well, what about enemies and items and stuff?

golden jacinth
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Hey there! I was just wondering how to install music into the SDK version of Dusk
@solemn ingot In your mod folder (SDK/mnt/local/NameOfYourModFolder), make a new folder called "music." You can drop new music in there. If you want it to play in the campaign, you'll have to rename it with the exact filename of the piece of music you want to replace. If you want it to play in a custom map, you'll need to denote its path in the "music" key-value pair on the worldspawn object in your custom map.

gritty forge
gritty forge
gritty forge
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Lol, there's a texture called "Caterpie_i_choose_you"

gritty forge
lament ore
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Are ya winning son

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How's the sdk coming along

tepid python
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@gritty forge those will just change into their dusk variants by the sdk

gritty forge
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What? World textures?

tepid python
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No the enemies and items

jolly torrent
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Hey guys look at this crate.
@gritty forge the crate, bone, and rivets look good

gritty forge
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Thanks. Good to see people are liking this so far.

bold orbit
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How's the sdk coming along
Delayed again

gritty forge
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No the enemies and items
@tepid python Did you not see the screenshots? It works.

alpine depot
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lighting might feel a little flat atm but i'm gonna compile the finished map with -dirt so brushes have some proper contrast between them in outside shots

gritty forge
alpine depot
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s m o o t h

high magnet
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b r a i n

alpine depot
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that looks really appealing, kinda surprised to be honest lol

high magnet
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That canals map kind of reminds me of BoneWorks

gritty forge
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Well, they are made to look like medals or trophies.

high magnet
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And some parts of Los Santos in gta san andreas

alpine depot
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yeah i think ive been taking some inspiration from gta's los santos, mainly hl2's route kanal chapter because canals are cool looking in that game

high magnet
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Also that's a nice turret

alpine depot
gritty forge
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Okay, I think I figured out a way to upscale those award icons. It isn't easy though. And definitely hurts the image a little.

eternal plank
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How do you do it?

gritty forge
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Use the wand tool to select the shape, then use the selection growth by 1 pixel, then erase.

gritty forge
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can't you just use waifu2x or nah

ancient depot
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@gritty forge I uploaded the weapon models earlier as .obj files if you wish to do it that way

gritty forge
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I am not good with 3D software.

ancient depot
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Should be able to load them into Unity and just position 'em in a scene

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Give it a single-colour skybox and you could then crop it out

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Would probably be a lot easier than using Blender if you're not familiar with it

gaunt galleon
#

is there an updated list on like, which entities from quake/half-life correspond to which entity in dusk

gritty forge
gaunt galleon
#

am i just stuck with guessing on entities in trenchbroom or am i missing something

#

if i'm big dumb just tell me that

high magnet
#

There's a list with the entities in the pinned messages

gaunt galleon
#

oic, ty. haven't used discord in like a year

high magnet
#

Is there still no way to have bosses without health bart

#

Or change health

honest stag
#

you can change the health

#

"health" property and a number

still raptor
#

1hp boss lets go

honest stag
#

flashbacks to the 99999 health rat

gaunt galleon
#

just 500 mosquitoes and their healthbars fill the screen

high magnet
#

Alright

still raptor
#

we'll be back on updating the SDK soon

high magnet
#

I wanna do a doom eternal marauder type situation with Jakob instead

honest stag
#

OH HELL YEAH

still raptor
#

realms deep required a lot of resources

high magnet
#

Aight

honest stag
#

so glad to hear that but i can see how reamls deep and ultrakill could take a while

still raptor
#

yep yep

alpine depot
#

very excited for round 2 of realms deep, cant wait to see what's been cooked up

high magnet
#

changing health on bosses seems kinda borked

alpine depot
#

I wanna do a doom eternal marauder type situation with Jakob instead
jakob's really borked because his health won't go lower than 500 unless infighting i think since in-game the cultists finish him off at that point

#

really hope that could be an option to toggle with a key/value pair or just disabled altogether because i have soooo many cool ideas for what i could use jakob for

digital chasm
#

Will there be Workshop support to download custom maps from SDK creators?

alpine depot
#

in the future when the sdk is further along yeah

digital chasm
#

Oh, okay. Cool! Thanks.
It's good to see how far it's come and to know it's still being supported.
Just bought it today after watching some gameplay.
And, you know - Overwhelmingly Positive reviews on recent and all don't hurt
Is there anywhere to go to find created content for Dusk?

alpine depot
#

😎

honest stag
#

there's pleeeenty to play

alpine depot
#

play urban turmoil and derailed

honest stag
#

you can find most great maps by sorting on popular overall, but i think some are a bit underappreciated

#

like pirate ship
or ice-9

alpine depot
#

they're all worth playing for sure

honest stag
#

except for bunker

#

bleh

alpine depot
#

people gotta start somewhere!

#

baby steps

honest stag
#

it was my 4th map lmaop

digital chasm
#

Thank you for the suggestions! I'm honestly pretty excited to beat the vanilla game first, then try out new levels
Honestly, the secret areas were my deal breaker, and this game has plenty
It'd be cool to see custom maps with them, as well

chrome wagon
#

You can also play quake and half-life maps on it.

long anchor
#

except for bunker
and except for lower

crisp raven
#

and except for lower
@long anchor GIVE US LOWER 2

long anchor
#

oh no it's happening again

crisp raven
#

Lower 2 > Half-life 3

long anchor
#

tho it's not so far from being half-life 3

#

everyone knows I worked on it at some point

#

but no one knows if i'm working on it right now and/or if it's actually gonna come out

#

¯_(ツ)_/¯

gritty forge
#

Lower had a cliffhanger ending and he's not even gonna make Lower 2 smh

long anchor
#

wait 13 years until I make lower spin off with lower 2 teaser in the end

gritty forge
#

Or just add a cave to Lower 1

#

😎

long anchor
#

or I remove lower from mod.io and everyone forget it existed

alpine depot
#

give me the .map and ill make it for you 😎

long anchor
#

veven + aqua map collab when

tepid python
#

func_vehicle 2

long anchor
#

uh-oh new New Blood game uh-oh

#

rip sdk

gritty forge
#

Before you guys say that I stole from an existing mod, here is the version from said mod (with noise removed)

#

I only am asking in this channel because these can be used in a Dusk mod if you really want.

gaunt galleon
#

The first one is a bit faster decay, and I think the chirp at the end goes higher, maybe the second has some loudness eq? but I mean unless you're comparing them side by side nobody is ever gonna know the dif

gritty forge
gaunt galleon
#

oh yeah I mean the difference between the first two you posted

#

oh are they literally the exact same

#

just w. noise removal

gritty forge
#

Mine and the original, or the other mod's and mine?

gaunt galleon
#

i'm comparing the first two files you posted

#

so the 32kb and the 23

#

in any case yes they are faithful to the original

#

for sure

gritty forge
#

They are most certainly not the exact same... They use the same sound, yes, but I wanted to make mine sound EXACTLY like the classic one. The preexisting one sounded kinda off, and always did.

#

The preexisting mod is called Doom Hires sound pack. It's by PerKristan Risvik and was released in 2010 with an update 2 years later.

gaunt galleon
#

oh i'm starting to hear how the body of the door in the second file lacks weight

#

yeah i would prefer the first file

#

it's one of those things that when i hear the door sound 500 times the little things would start to bother me

gritty forge
#

Yeah, which you definitely do hear 500 times when playing the game.

gaunt galleon
#

absolutely lol

gritty forge
#

Like I said, I tried to match them up as close to perfect as possible.

#

In the older pack, a lot of the sounds were mostly correct, but weren't all edited the most faithfully. I wanted to see if it would actually be possible to make an almost 100% replica, and I actually was able to.

#

The older pack also only had 77 out of the 107 total sound effects.

#

Mine? Got 'em all.

gritty forge
gritty forge
#

I also remade the Unmaker from Doom 64. I found the original sound and edited it to be as close to the original as possible.

gaunt galleon
#

these are tight

gritty forge
#

Thanks. Like I said, I remade them myself.

alpine depot
#

top dslaser.wav hurts my ears, it almost sounds a little spam-y of the laser sfx- bottom file is the sweet spot it hink

#

i'd probably just tone down the volume ever so slightly and a little bit of touch-up so it's not so irritating to listen to

#

maybe make it sound "smoother" if that makes sense

gritty forge
#

Ok. The volume mixing isn't exactly the same, maybe I should go that route.

#

@alpine depot What about the BFG?

alpine depot
#

sounds a little scratchy right as it fires, maybe give it a little more "umph" and impact to it, almost like a cannon firing

#

it's a big FUCKING gun so it's gotta have some big FUCKING firepower lol

#

otherwise nice sounds 👌

gritty forge
#

it's a big FUCKING gun so it's gotta have some big FUCKING firepower lol
@alpine depot Now that's some Serious Fucking Firepower!

#

I dunno, this is the original. It matches up in almost every way. I was never a big fan of the Doom 64 sounds to begin with, but I am doing them for the greater good, which isn't myself.

gaunt galleon
#

I think with higher fidelity mixes, the treble has a tendency to get a bit overblown even if it's technically correct

#

i think low fidelity has the effect of undercutting the harshness of treble- maybe that's what you're hearing @alpine depot

#

cutting out some of the tinny 10k hz+ might help?

gritty forge
#

It could be... Though I flattened out frequency response on my headphones.

gaunt galleon
#

some headphones drop 12k hz+ HARD because frankly, it sounds like nails on a chalkboard

#

when i do sound mixing i find the solution is just to tank the eq past 10k

#

to me it sounds rather faithful, i think the issue is a matter of taste

gritty forge
#

Yeah, my taste honestly doesn't like Aubrey Hodges Doom. I prefer classic Doom any day.

#

I feel Quake should have been more fantasy scifi horror centered like how the first game was.

#

But it turned into bootleg Doom.

#

If Quake 2 was just Doom 3, that would have made more sense and probably would have been more successful all around. "Doom's finally 3D, guys! It's like I can actually hug the Cacodemon now!" I already know the whole story behind it though.

small gate
#

despite having grown with classic doom, I find the psx atmosphere insanely cool

alpine depot
alpine depot
#

ok has anyone had any issue with enemies just spawning outside of monster closets for no apparent reason?

#

it's been an annoying reoccurring issue in my map

#

some enemy types are fine but namely the soldiers, grand wizards and welders are doing this and it's so aggravating since i have to do so much jank to fix it- and fixing it is like flipping a coin and praying to the flying spaghetti monster

#

gotta make brushes extra THICK to see if that'll fix it

#

but then usually they'll just clip upwards onto the top of the brush and outside of the closet entirely

#

...do enemies hear gunshots?

#

because surely setting enemy spawnflags to "ambush" would negate that?

#

id really like some sort of "suffocator" entity that i can use to target enemies so they will NEVER move unless they have direct line of sight to the player, or until triggered by a separate like, "unsuffocator" entity or something because i have no clue at all why my monster closets keep just letting the enemies move and frolick around

long anchor
#

ok has anyone had any issue with enemies just spawning outside of monster closets for no apparent reason?
yes

#

i couldn't figure out why it happened

empty hedge
#

is duskworld online server down rn

honest stag
#

we have a secret society channel so you can reply there you know 👀

long anchor
#

but i think it's because ye map isn't sealed

honest stag
#

server*

long anchor
#

uhhhh

empty hedge
#

Oh I thought mods meant moderators lmao

long anchor
#

the first rule of secret society server: never talk about secret society server

#

Oh I thought mods meant moderators lmao
happens

honest stag
#

you... you posted screenshots from it lmao

long anchor
#

you

#

I

#

no

#

it's not true

alpine depot
#

my map is sealed entirely dont worry

#

it has to be in order for sunlighting to work

long anchor
#

hmm

honest stag
#

but wait sunlights work without sealing

long anchor
#

then it's time to do black magic

honest stag
#

unless im missing something

alpine depot
#

i mentioned it earlier

#

i usually light my maps with skybox textures but because of THE BIG FUCKING TOWER i need to make my skyboxes reaaaaally large now

#

so large that the light emitted from the skybox brushes dont reach the map entirely

#

or properly

honest stag
#

oh yeah right i forgot

alpine depot
#

so im using an env_sun and for that to work i just box it in

#

Black Magic™️

#

im hoping my func_door black magic works

honest stag
#

let's all hope it does

alpine depot
#

i have no other solutions

#

and im really pissed off because ive worked so hard on this sequence

#

and it's sooooo cool from what does work so far

honest stag
#

did you try just remaking the closent entirely?

#

with a different setup?

alpine depot
#

ugh god that'd be a nightmare

#

ill try that if it doesnt work

#

that honestly sounds a lot more practical than me turning walls and the floor into func_door's

honest stag
#

from what i've seen on your screenshot i hoenstly thing that the closet it either too small or the enemies are too close by

#

think*

alpine depot
#

wow ok i thought it worked but the enemies had just killed each other off enough for the sound to not be audible

#

and they also just merged with a brush too

#

sigh

#

closet remake time!!!!

long anchor
#

welcome to figuring out how to make your monster closet work club

alpine depot
#

i pray for some sort of spawning entities in the near-ish future

#

like in source engine except without needing a stupid fucking NPC template for the engine to spawn from

honest stag
#

god that would be a godsent

#

seriously

alpine depot
#

source is janky so dont do anything like how source does

#

pls

long anchor
#

i'd say do things like source does but better

honest stag
#

holy shit any encounter could be made so much quicker and easier compared to the monster closet shit
and you know
im REALLY suprised no one has figured that out yet for quake

long anchor
#

iirc zom said something about spawners

alpine depot
#

AHHH I GOT IT TO FUCKING WORK

#

AHAHAHAHAHAHAHAHAHAAHAHAHAH

honest stag
#

what was the solution

alpine depot
#

HOLY FUCKING SHIT THIS IS THE COOLEST SHIT IVE MADE IN DUSK SO FAR GOD IT WORKS SO WELL

#

i made a BIG FUCKING CLOSET

#

and shoved it outside of the map entirely'

#

like, not even in the skybox box

honest stag
#

wait you didnt do that before?

alpine depot
#

no i didnt think i needed to

honest stag
#

well glad to hear it works

long anchor
#

and shoved it outside of the map entirely'
like, not even in the skybox box
Maybe THIS was the solution

alpine depot
#

holy shit i think I know why urban turmoil is lagging more than it should

#

its probably because I'm using all those candle props in the catacombs section as lighting

#

but then again I don't think unity lights like those would be THAT expensive on performance?

#

eh ill just bake some more lighting and do it that way instead just in case, it'd look nicer too

#

anyone know of some whacky things that could cause frame drops besides the candles and any other light props?

#

funnily enough my current project is gonna be just as big as UT maybe bigger but its fairing just fine so far so I obviously fucked it up somewhere lol

ancient depot
#

ok has anyone had any issue with enemies just spawning outside of monster closets for no apparent reason?
the monster closet might be too small so when unity generates the navmesh, the floor doesn't get considered a "walkable area" so the enemy jumps elsewhere

#

but then again I don't think unity lights like those would be THAT expensive on performance?
it depends on the rendering mode and other factors. In Dusk I believe that would be expensive, but I'd have to check

alpine depot
#

yeah im gonna have to go through UT tomorrow because the lag bugs me since I'd really like to not have any maps be chugging hard

#

probably a stupid oversight on my end, usually thats the case like with my monster closet issue

#

professional mapper at work lmao

ancient depot
#

In the end it's more the fault of the SDK than you

#

There's a lot of optimization that needs to be done, but it's being blocked by old code needing to be gutted first

gritty forge
#

despite having grown with classic doom, I find the psx atmosphere insanely cool
@small gate I mean the colored lighting is nice. I really wish someone could add colored lights to standard Doom and Doom 2 and maybe even Final Doom. Quake and the 2 mission packs have colored lightmaps available.

small gate
#

aye, I also dig that psx lighting

gritty forge
#

Colored lights are amazing. Most Quake maps these days have them. I love how Dusk has them. Any mappers here used colored lights for Dusk maps?

small gate
#

one thing that has caught my attention in Ultrakill from the first screenshots I've seen hakita post was exactly that

#

it always had that distinctively PSX look to it

eternal plank
#

The game has texture warping and color compression for gods sake

honest stag
#

We used to not have colored light for maps but then when they were supported

#

HOOO BOY

#

they got added in uh march? Yeah march

small gate
#

@eternal plank but they're sleeping on that dithering tho

#

lul

gritty forge
#

Speaking of lights and Doom, you know what would be really cool as a feature for a source port?

small gate
#

hm?

gritty forge
#

Interpolation of light sectors (as in blending them together to smooth them out for a more natural look) and detection of light emitter texture colors to colorize said light. So if the texture of a light is mostly yellow, it would emit a yellow light, overriding the default white sector color.

eternal plank
#

huh, that does sound actually pretty cool

small gate
#

it's easier to just ignore sectors and relight it methinks

#

sounds like a maze of edgecases here

gritty forge
#

I think said source port should also have better handling of 3D animation, as none of them handle them well, they look stiffer than they should be.

#

it's easier to just ignore sectors and relight it methinks
@small gate But for custom maps, why would someone waste their time relighting them? Let the engine do it.

small gate
#

I can see it being done for the big, more well known ones

#

sunder, etc

#

given that a set of tools is provided to make the job easier

eternal plank
#

well with Sean's idea, doesn't matter if the map isn't popular, the engine does the lighting for you

small gate
#

just put up a spreadsheet with wanted maps and let people have at it

gritty forge
#

If Doom maps get ported to Dusk, colored lighting is a must have.

#

well with Sean's idea, doesn't matter if the map isn't popular, the engine does the lighting for you
@eternal plank Yeah, so you don't have to wait for someone to do it... And possibly be disappointed because it never was began being worked on.

small gate
#

if you just want psx lighting, you could very well attempt something like that, but you'd still probably want a way to override bad cases

gritty forge
#

Well, what about the blending part? There was this one amazing use of sectors I saw once, and thought "You know what could make this look even better? If it was converted to a smooth gradient."

#

Before anyone says what we're talking about is off topic, let these be ideas for what mappers can do when Doom maps are able to be ported to remaster Doom in 3D with Quake styled models and static lightmaps. Maybe even add some geometry for the hell of it.

small gate
#

iirc gzdoom has some realtime lighting, but it's not sector based, and I'm unsure how you'd determine penumbra sizes at least convincingly, my guess is choosing a lightsource and defaulting to center on failure, but I can't imagine how that would look like

gritty forge
#

Hopefully those Dusk mappers figure out a way. I just hope it won't just be E1M1 and that's it.

earnest atlas
#

.

gritty forge
alpine depot
#

everything i've read online hasn't really explained the difference between all of these, does anyone know?

#

ooh nice upscaling

#

doesnt look too crispy and doesnt look too smooth

gritty forge
#

doesnt look too crispy and doesnt look too smooth
@alpine depot Perfectly balanced, as should be.

frank mantle
#

can't wait for DW asset mods

#

announcer voice packs

alpine depot
#

"angsty teen announcer"

#

"a cultist that's very new to the cult and doesn't know what he's talking about announcer"

#

"burly johnathan announcer"

gritty forge
sly cape
#

Hey people do you know the name for the texture used on the ground in DUSK e3m9?

#

I cant recall the filename

alpine depot
#

could it be blue_lightstone?

gaunt galleon
#

giga-noob coming in hot: is it a thing to have custom entity models in dusk yet

honest stag
#

only enemies

#

and not all of 'em

gaunt galleon
#

so a custom model is just a flat replacement of the original in that case, yeah?

honest stag
#

for now yeah

gaunt galleon
#

rad

alpine depot
#

swordsmachine as leatherneck when

honest stag
#

i mean
why not

golden jacinth
#

Is it possible to do a short fade between tracks with trigger_changemusic instead of doing a hard cut? I love having dynamic music during my levels but the transitions are pretty harsh 😛

ancient depot
#

It's a planned feature, but not something you can do right now

golden jacinth
#

Rad!

gaunt galleon
#

would it be possible to just do a quick edit of the tracks in audacity?

honest stag
#

they cut out anyway

#

and you will hear the fadeout every time the track loops

golden jacinth
#

You could! But the issue is you wouldn't know when in the track you'd need to fade it, thus the dynamic part of that. So the track would fade out when it finishes playing but not when you actually cut to the next piece of music.

gaunt galleon
#

oh yeah i'm not thinking about dynamic tracks

#

dang tough prob

golden jacinth
#

just gotta keep it * m o o d y *

#

a m b i e n c e

gaunt galleon
#

just constantly fade in and fade out, thereby making it a shepard tone of dusk ost

golden jacinth
#

I'll just make the main track 4'33" by John Cage and then nobody will notice 😛

golden jacinth
#

Mm, you right you right.

alpine depot
#

i usually make my dynamic music transitions less rough by playing a music file of pure silence before then triggering my actual music

#

also for dramatic effect because epic 😎

#

it works so good in my current map, i think it's gonna be cool to see in action

golden jacinth
#

Do you add a wait to your first trigger_changemusic and then just link that up to the next one?

#

I'd like to know what your trigger architecture is for that lol

alpine depot
#

i usually use a multi_manager because it's more tidy that way

#

and centralized

#

cant wait to get this map out in the next few days, i've been keeping this stuck in development hell for far too long lmao

#

i am a VERY professional mapper dont @ me

golden jacinth
#

lmao

honest stag
#

i playetested it and can confirm the map is highly sick as fuck

alpine depot
#

maybe ill just put the playtest build link here for you GAMERS to check out, feedback is always appreciated lol

golden jacinth
#

I just checked the wiki for the multi_manager and I thiiiink I understand how it works, but could I bother you for a screenshot of your key/value pairs?

alpine depot
#

yeah i have a good example i can show off

honest stag
#

it has parts that open before the gate itself, with a delay of 1 second

#

and after they are done moving, "hugeassdoor"'s delay ends

#

and the actual gate opens

golden jacinth
#

and "first" "second" "third" etc are the targetnames for the entities you're triggering, right?

honest stag
#

yes

golden jacinth
#

Awesome. That's pretty much how I figured it worked, but the screenshot definitely helps

honest stag
#

and the numer is a delay in seconds after multi_manager is triggered

golden jacinth
#

Thank yoooouuuu ❤️

honest stag
#

np

alpine depot
#

the magic of quake mapping

#

im soooo getting my hands dirty once custom scripting is a thing

#

oh mannn some particle systems like smoke or fire would really help with my map's atmosphere

honest stag
#

same, even tho i still dont understand it well

golden jacinth
#

I kinda wish I could just crack it open in Unity, but I am beginning to fall in love with TB

#

Likewise stoked for potential scripting, but also just good features and especially some solid documentation

honest stag
#

tb is all fun and games untill you have to make something round/spherical

alpine depot
#

bruh it's all about those crispy blocky graphix

golden jacinth
#

If I have time, I'm thinking about putting in some time adding to the entity descriptions and whatnot for the Wiki

#

Adding pictures and dimensions for the different props and whatnot

#

Even with vanilla quake mapping, the amount of proper documentation on the entities and functions and all is quite limited

honest stag
#

well there is a bit more than just quake

alpine depot
#

i still dont know what the render modes do...

honest stag
#

half-life features are also icluded

#

like rendermode and multi_manager

#

rendermode 1 is a must-have for glass

golden jacinth
#

Yeah definitely, but the only reason I even found out that was a thing and how to use it was by searching for "transparency" in this channel 😛

#

Which to be fair, is a fine (if a little unintuitive) way to learn things, but it'd be nice if that kinda stuff was on the Wiki.

alpine depot
honest stag
#

did you cahnge anything since i played?

alpine depot
#

yeah, a bunch of balancing polish and the JANK

honest stag
#

cuz i'll fuckin do it again

alpine depot
#

nothing too much different though just a few adjustments

honest stag
#

ah aight then

#

play his map games it's good

alpine depot
#

pretty sure if you have urban turmoil installed it'll load you to this map if you complete it, too

#

it's allll connected

bold orbit
#

I have not touched my map since David steamed the wip

#

I should fix that

gaunt galleon
#

so assuming i'm potato brain do i just drag these files into a place and everything works

honest stag
#

check pinned messages

gaunt galleon
#

kk

honest stag
#

but basically just drop the folder into Dusk-SDK-mnt-local

gaunt galleon
#

got it

honest stag
#

then turn it on in the 'Modding" tab in dusk

alpine depot
#

now to spend the rest of my night trying to optimize urban turmoil just a liiiiittle more

golden jacinth
#

I can probably give the map a run through tomorrow, if that's alright! Are you interested in a video recording, or just some general notes/feedback?

alpine depot
#

either works with me! i think it'd be easier for me to be able to quickly glance at notes though, do whatever you feel like though lol

golden jacinth
#

I can also do both 😛

golden jacinth
#

I couldn't sleep so I went ahead and played through it a few times. Didn't end up recording it, since it was on the long side. Can't upload docs yet so I'll DM my notes to ya.

crimson quest
#

I don't want to be annoying but I've been here for a while and still have rat rank

#

I want to post my fgd and since I'm not past that I can'ttttt

eternal plank
#

you only have about 132 posts, need more for ratto

crimson quest
#

Oof

#

Okay well good to know, thanks

gaunt galleon
#

I tried that map @alpine depot , seems like a huge undertaking. weirdly I got some performance drops though whenever the massive tower was in view, even when it was behind walls? is that a common issue in the sdk right now?

#

oh and i thoroughly enjoyed it

alpine depot
#

yeah i think it's a common issue for bigger maps

#

funky stuff

gaunt galleon
#

goootcha

alpine depot
#

the tower itself shouldn't lag because it's only like, 20 brushes max

#

It's roughly the same size as my previous map currently so it shouldn't lag too awfully

gaunt galleon
#

i put the game on low spec mode and it fixed it up, might have to do with the big textures on the walls as well maybe?

#

in any case my computer is from 2011 so it's squarely an issue on my end

#

it was just weird, the second hallway was dropping to like 20fps so i assume it's just an sdk thing

alpine depot
#

yeah

#

i'll look into additional optimizations for after the next SDK update drops

gaunt galleon
#

for sure for sure

alpine depot
#

since that should hopefully help with some major performance stuff

#

fingers crossed lol

gaunt galleon
#

ditto

crisp raven
#

Jump Pads: How do you get them to actually work?

honest stag
#

they need to have a property "amount"

#

and then it's value in a number is the force with which it pushes you

#

from my experience it's multiplying your jump heigh by that number

#

...it's not that but you know good reference point

alpine depot
#

this is probably the hardest part of my map to make so far- why are museums not designed as FPS arenas in real life??? for shame!

#

the lighting is gonna be what makes it look good so i need to definitely pay attention to that

#

little bit of extra polish but overall i think it's good

eternal plank
#

Really love the lighting, good job

alpine depot
honest stag
#

hell freakin yeah great job man

alpine depot
#

shadows will look a lot better in final compile

honest stag
alpine depot
#

😔

#

mannn i should add some like, cables to the tower

honest stag
#

but yeah it does look great dude seriously

#

citadel much?

alpine depot
#

exactly what i was gonna say lmao

#

idk how easy it'd be to do that in trenchbroom though

honest stag
#

pretty easy i think

#

why cables when you can have ||chains||

#

they look more evil

#

and they are somewhat easy to make
hell i made good-looking chains in one of my first ever maps

alpine depot
#

oh SHIT YOU'RE RIGHT

honest stag
#

just go with big-ass ones or they will be hard to see and take longer to make

alpine depot
#

man if this massive tower doesnt look evil enough by the end of this map i dont know what to do

#

besides have a sign that says "SUPER-DUPER EVIL INCORPORATED" right at its entrance

honest stag
#

big dusk logo like a real corporation

alpine depot
#

lol hell yeah

alpine depot
honest stag
#

put them close to the top?

alpine depot
#

just need to make the chains bigger and also "splay" out longer or something

#

if splay is the right word

honest stag
#

||add balls to it||

solar berry
#

Yes

golden jacinth
#

Very intimidating

fiery stump
#

God damn I need to start playing some dusk mods

worn umbra
#

goddamn that looks niiiiiice

fiery stump
#

Any good dusk maps to start with? All I can find on the mod website is stuff like tim allen and bean textures

honest stag
#

you can select "levels" in the search tags

fiery stump
#

Oh

honest stag
#

Pirate Ship
Trespasser
Ice-9
Lower
Derailed/Urbat Turmoil (might have performance issues, not the map's fault)

#

some good maps off the top of my head

#

Enclave is amazing but one of the sdk updates broke it

#

Taiga is also great

#

Duskstein is great

fiery stump
#

Can you dm me with that list when you get a minute

honest stag
#

sure, will do

fiery stump
#

Thx

worn umbra
#

ive not seen people talk about duskstein enough, iz good

pallid fiber
#

hey is there anywhere i can like

#

get started?

#

i don't have a lot of experience

#

i used to make csgo maps sort of but that's it

#

especially written documentation would help since that's a bit easier to follow

eternal plank
#

Dumptruck_ds's videos are great for learning trenchbroom

#

they're aimed at quake, but making a DUSK map is basically making a Quake map

pallid fiber
#

i gotcha

#

i think map design itself won't be the problem just getting around with the editor

#

and

#

thanks mate i'll havea look

eternal plank
#

Trenchbroom is pretty intuitive

pallid fiber
#

mhm

eternal plank
#

Just takes some learning on the basics

#

But after that it's pretty smooth

pallid fiber
#

uhh

#

wait i needa find where to get the editor

#

or trenchbroom

eternal plank
#

You mean the SDK?

#

also

pallid fiber
#

Thank u friend

golden jacinth
#

I've found the quickest way to learn what to do is by experimenting and actually messing around with stuff in the editor, and then either asking or searching in this channel if you get stuck. ❤️

gaunt galleon
#

dude that tower as a setpiece is so fucking ominous, I love it

#

oh also I was able to learn all the basics of trenchbroom in a couple hours. as a new FPS mapper it was incredibly easy to learn, especially with those dumptruck vids

eternal plank
#

and then either asking or searching in this channel if you get stuck. ❤️
Func_msgboard is a great place for that

gaunt galleon
#

quick question, if you include the .wad, you can put in any custom texture into dusk_sdk yeah?

eternal plank
#

think so

solar berry
#

If I were to make a lift within Trenchbroom, would it work in Dusk?

golden jacinth
#

As long as you make it using a func_door instead of a func_train, yes

solar berry
#

Will it work as an elevator?

gaunt galleon
#

if the lift moves horizontally, will it still work or will dude slide off

tepid python
#

dude will stay on

solar berry
alpine depot
#

pretty s m a l l grid size lol

honest stag
#

oh boy a grid size that small when laying out the main chunk of the map will come back to haunt you

#

in more ways than one

solar berry
#

How

honest stag
#

sealing the map will be a huge pain in the ass since it's so easy to miss a 1-unit hole, brushes wont allign right if you go into a higher grid size most of the time, harder to quickly outline an area and you need to probably reallign stuff as you go

eternal plank
#

Wait, do you naturally work in that grid size?

solar berry
#

No, I only use it for smaller details. I try to stay within 16

honest stag
#

oh phew
that's good then

#

i thought you made the entire thing like that

solar berry
#

I'm fairly new to Trenchbroom, I use Doom Builder 2 mostly and I use 1 unit for smaller details

#

And no, of course I didn't lmao

bold orbit
#

hammer time

golden jacinth
#

Are there noticeable benefits to sealing up your map and running it through .vis when importing your map into DUSK? My map is still in the blockout stage so I haven't been super worried about it yet, but I figured it'd be better to know now than later.

eternal plank
#

I've heard pickups can fall out of the map when it leaks

#

together with enemies

honest stag
#

same

golden jacinth
#

Good to know. I guess it was going to be time to figure out skybox brushes eventually :P

honest stag
#

oh and sunlight wont work well on big maps if they are unsealed

golden jacinth
#

Interesting. I was under the impression that you generally want to avoid sunlight since it tends to flatten out light/dark contrasts

still raptor
#

so. vis is not implemented yet

#

but it will be

#

so best practice to be dilligent

bold orbit
#

do the VIS thing manually and apply a NULL texture to any face that cannot ever be seen by the player

#

and yes, leaks can cause enemies to fall out of the map/spawn in the origin as opposed to their set point

golden jacinth
#

Sounds... Tedious but fair enough

bold orbit
#

It sort of is but it can get therapeutic after a while, at least for me.
Also makes the map run better

golden jacinth
#

That's definitely a good reason to do it then hah. By NULL do you mean just straight up transparent? Or is there a particular like null texture setting in TB?

bold orbit
#

For TB I'm not sure if it's specifically called NULL, but in Hammer, a Null texture tells the compiler to remove the face + vertices from the mesh

pallid fiber
#

yo

honest stag
#

yo

pallid fiber
#

wait nvm i'll just google it that's a stupid question

#

ok i can't find it

#

how do i add dusk to the trenchbroom stuff

honest stag
#

1 moment

pallid fiber
#

trying to set it up haha

#

dwdw no rush

honest stag
pallid fiber
#

thank u bro

honest stag
#

2:53

pallid fiber
#

oh nah im not even that far

#

i meant this

honest stag
#

you dont need that

pallid fiber
#

i have to click new map right

#

when i do that it brings that menu up

honest stag
#

yeah
then Quake

pallid fiber
#

ohh

#

ok

#

aight well time to like learn

honest stag
#

aight do you have quake?
like on steam or something

pallid fiber
#

i have quake live

#

not quake

honest stag
#

or do you need a non-quake version

#

aight then

pallid fiber
#

i mean it opened up

honest stag
#

i'll guide you through shortly
so what we're doing here is essetially making a quake map with some non-quake stuff

pallid fiber
#

mhm

honest stag
#

dw there's a bit to get through but it's not too much

#

typing it out

pallid fiber
#

take yo time

#

appreciate the help f anything

honest stag
#

if you add a .wad right now - textures will be black and we dont want that
so firstly get palette.lmp from the pinned messages of this channel
then make a folder anywhere
inside of it, make a folder called id1, and inside of that - gfx
so it looks exactly like this - lmao/id1/gfx
and put the pallete file there
now go into trenchbroom, click View - Preferences, click on quake
and as the game path - select the lmao folder

pallid fiber
#

okokok

#

gimme one minute to like do that

honest stag
#

aight

#

that's like half the work already done

pallid fiber
#

ok

#

lemme jus do the last part

#

ok

honest stag
#

to install it, go into trenchbroom
in the top right, click "face"
on the bottom right, on the same line as "texture collections", click "show"
now simply drag and drop the .wad file into the thing (or click the + and find it manually)

pallid fiber
#

mhm

#

absolute path?

honest stag
#

yeah that will do

pallid fiber
#

ai pogs

#

now i just need to figure out how to map

#

any documentation i can like get started with?

honest stag
#

dumptruck_ds on youtube for really easy to follow trenchbroom guides
(actually we arent done yet because we need to compile the map but that comes a bit later)

pallid fiber
#

mhm

#

i think my food's almost done cooking

honest stag
#

they are for quake but
since we're basically making a quake map it's very helpful

pallid fiber
#

mhm

#

i have like a minimal amount of experience in hammer

#

but that's all the mapping experience i have

honest stag
#

it'll be fine im sure
there are actually some things that arent exactly like in quake in terms of dusk mapping, but those will come later when you have the need for em

pallid fiber
#

mhm

#

thanks for the help dude

honest stag
#

np

pallid fiber
#

probably would have not figured that out otherwise

#

🤝

solar berry
#

What does palette.lmp do?

honest stag
#

colors

#

but if you own quake you dont need it

solar berry
#

Good thing I own Quake

honest stag
#

actually you do need it anyway to place it into your mod folder so the map actually loads with textures

#

if you check any map mod on dusk.mod.io you'll find it in every single mod folder

#

im going to bed :)

alpine depot
#

working on museum exhibits which are all destructible because lol, throwing in some callbacks to cool moments in doosk 😎

#

..needs more trees

honest stag
#

real fake trees

eternal plank
#

this is looking like a very cool map

honest stag
#

he uploaded a playable version without the musum btw

#

so you can play it already and it's pog

alpine depot
#

gonna have an open area with a window showing the outside with THE OMINOUS™️ TOWER™️ OF DOOM™️ just ahead

#

might have a corny joke where the company that owns the tower has trademarked "Tower of Doom" or something

#

though that might be a bit overkill

honest stag
#

a bit ultrakill*

alpine depot
eternal plank
#

cursed big john bean plushie that tells you to kill it

alpine depot
#

"YAGAHA DONT TURN ME INTO A MARKETABLE ACTION FIGURE"

#

panicked waaaulgh'ing

#

e2, e3, and then e1, totally not out of order

honest stag
#

i just got an idea
meet me in the secret soceity club in like 30-40 minutes i'll have a gift for you

alpine depot
#

oooo ok

gaunt galleon
#

been making quake maps for the past few days, is dusk similarly bad about slopes?

honest stag
#

what about them

gaunt galleon
#

do i slide off of a 5 degree slope like it's made of anal lube

#

and does it handle lips as badly as quake

#

well, badly

#

can i step over pixel-high brushes

honest stag
#

well
it's just like in dusk so uh yeah

#

it's alright

#

i mean not just like in dusk

#

it's literally just dusk movement

gaunt galleon
#

oh sure i just started to learn to not use slopes in quakespasm

#

didn't remember if dusk handled them well or not

#

iirc it does?

honest stag
#

yeah

alpine depot
#

slopes are handled really well in dusk, you never slide off them unless they're like >320 degree slopes or something

#

basically unless they're entirely straight-down slopes they aint gonna push the player down them

gaunt galleon
#

rad

#

any idea about small lips?

#

quake dude cannot handle a 0.125 lip

alpine depot
#

dusk dude is literally a pill when it comes to collisions so he can walk up stuff like that with ease i'd imagine

honest stag
#

im pretty sure you cant go over 16 unit lips

#

but lower is fine
maybe

#

but 16 is impassable

alpine depot
#

yeah, 16 is max

#

i'd recommend like, 8 units so when climbing stairs it's a little less rough and jittery for the camera

#

learned that the hard way 😔

honest stag
#

oh and monsters have the same thing

#

so even if you make a 16 unit plank on the floor that you easily jump over - monsters wouldnt be able to

alpine depot
still raptor
#

"""fine"""

gaunt galleon
#

17 unit lips are walls of troy, got it

alpine depot
#

lmao

gaunt galleon
#

:)

alpine depot
#

man this is probably my best map yet

#

ive had so much fun with it

gaunt galleon
#

you're talking about the one with the tower, yeah?

#

it's wild

alpine depot
#

it's gonna get even more wild for sure