#dusk-modding
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Toilet paper
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.
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
I can also provide files if that proves to be too difficult
They'd only be static models with no bones or animation if you got them this way @honest stag
If that's fine then I'll dump them here later
yes that's perfectly fine thank you
Zomb is mvp count #86282647281
@honest stag @gritty forge
firing up blender like right now
there's several weapons not in that zip actually
those models are only the ones that are in the final game's files
holy shit
note that I'm pretty sure blender has a weird thing where it flips UVs when importing .obj files
at least I seem to get that with these models
(they display fine in noesis tho)
aight aight
the crossbow looks a bit different than i remember
the arrow's a separate model
it might also be scaled in-game i forget
(the proper SDK models have all the scaling and stuff baked in)
(like the mage for example is scaled by 1.1 vertically or something normally)
doesn't appear to be scaled
maybe im just not used to this angle, whatevs
yeah fov and other stuff probably make it look different
i did not realise how basic the pistol model is lmao
if you wanna talk about basic look at the cigar lmao
i can already imagine what it's like but i'll look anyway
it's actually slightly more detailed than you'd expect
"bruh i need to know 3d modeling and shit to be a gamedev it probably takes so much time and effo-"

"yeah well it's not even a gun how about the actual wea-"
It's actually pretty surprising how well the textures seem to mask just how low poly they really are
yeah it's kinda magical
i never ever thought how low-poly the weapons truly are, in fact they came off as detailed
holy shit is that actually the pistol mesh
yeah lol
big boy textures
they grow up so fast ;(
wuzzit look like
yeah
why was it cut? no space on the 0-9 keys?
I don't know personally
its sad we never had any magic weapon other than the sword
the crossbow is a magic weapon
crossbow is pretty magical to me
the arsenal is definitely one of the weaker parts of the game
oh yeah weird guns would be sick
it's very standard
Yeah it's just a missed opportunity really
wasnt the explanation like "people would complain about not finding the rocket launcher" or something
Might've been, I don't remember most of that
like even making the SSG 3 barreled would make it cooler (and more accurate to the damage it does)
and quake 2 đ
honestly i like the break action idea better
i want an over and under ssg so bad
A look at the weapons in the FPS I'm currently working on, Dusk.
Follow development at http://ironsnowflakes.blogspot.com/
I think the pump action SSG was in this video
omg the ui
I know we have at least one build with it still in, so I'll be restoring it for the SDK
The sickle is still called hammer in the code
Still wild to me that within the like, 30 prototypes we have
Only one of them had the Meat Lass death animation intact
Like, imagine if just that one build was missing
I didn't even know a death animation existed until I saw that build
The regular shotgun was pump action originally too
was this in the e3 demo?
yes
yeah figured it looked familiar
thats a big pump
It's not intended to be viewed from that angle so it looks a bit off yeah
like every weapon from half life 1
The .357 is super weird
no you're right
the smg has a whaaacky barrel
Reminder the .357 world model is the same in both HL1 & HL2
blew my mind when i learned that
The grey gordon model is also just the HL1 gordon model and actually does have animations
They just don't get used for whatever reason
extra work
effort is overrated
Wait, the regular SG isn't pump action
i thought it's lever action
tf2 scattergun is actualy a lever action double barrel somehow
that's one of the reasons why I like tf2
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
Damn, this turned out nicely!
What do you guys think of this?
Smoothed out too much
yeah, better
This upscaling model was made for gifs (hence the name) but does an outstanding job with Dusk's textures with intentional color limits.
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.
If I were to correct a model's UVs, do I have to reanimate it?
Here's an HD wallpaper for anyone who wants it. It came out pretty nicely, IMO.
yeah pretty nice
Another wallpaper.
I think I finally got this one sorted out. Do keep in mind that clouds are supposed to be soft.
the clouds are very nice. some parts of the industry buildings look a bit smeared, but overall pretty good
Tried to sharpen the building. It's probably painted.
Oh hell yeah, thanks for the skull wallpaper
Always thought that was one of the coolest art pieces in DUSK
It is kinda weird seeing all of dusks textures upscaled ngl :P
Is it bad?
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."
does anyone happen to know what the hollowed health are called in the texture files?
Hallowed Health's texture has its old name holy_health.png
ah thats why i couldent find it. ty
I know which one I am talking about.
Thank you kindly for those wallpapers. Itâs real cool to see the original images behind the loading screens.
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.
But, you're welcome.
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?
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
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)
Ok, any unity extraction tool suggestion?
SB3Utility is often a good choice, there's also Asset Studio which is another good one
UtinyRipper can also give you a full Unity project to mess around with
Ok, screenshoting this to check that out later.
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.
Noesis would be able to yeah
Found a workaround for the centered death models, so they are no longer a problem for me on gzd.
As soon as dark claw (aka amulet) is added on dusk sdk, i'll add that to doosk too :P
The plan is to restore all of the cut weapons
dark claw, totem (early dark claw), chainsaw, hammer, etc
Is the code redone from scratch or are there some old backup source code available to save you some work?
The code is being redone from scratch but most of the old code is available or at least recoverable
The old code is only being used as a reference
Seeya
?
Oh, RIP
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.
It makes things very hard for me to work on... Wasting my time revision after revision after revision.
That's what opinions do to me.
No.
Oh I thought you were
I was trying to get people to HELP me dev.
Well regardless, no matter what you do youâre gonna have people who donât like what you are doing
Just hafta push past it
As long as you are making something you can be proud of, who gives a shit what others think?
I know that... But I just don't want to be panned on something without any way of knowing how to improve.
you improve by just continuing to do it tbh
^
I can't be proud of things. My personality doesn't allow it.
If you give up from someone saying âI dont like thatâ youâll never improve
Being proud makes me come off as pretentious or self-centered.
Who cares though? Doom modders are proud of what they make and they donât come off as pretentious d-bags. Thereâs no reason why you canât be as liked as them
Hell youre already receptive to feedback
Already better than a lot of people
Yeah, but when somebody tells me "no offense, but you completely destroyed the picture," it's hard to swallow that.
It makes me feel like a hypocrite.
How?
Did you go against what you did?
Are you contradicting yourself?
Thatâs a hypocrit
From what Iâve seen from you, all youâve done is make an honest attempt at improving audio and upscaling textures
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.
And they responded with "If you don't like it don't use it." And some pretty nasty remarks.
You are justified to have them
Yeah, but I literally didn't handle criticism in the scenario I told you.
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
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
Ok so improve yourself based on how you reacted to it
I make stupid mistakes all the time moderating
Nobody is perfect
As long as you grow and learn, who cares?
I'm the manipulated and manipulative type. People's opinions affect my own and I try to change others...
See
You can see that you are that way
Now that you recognized the problem
You can work on fixing them
You already made the first step, which is the hardest
For me, that's actually the easiest. The hardest is finding out what to do.
For one, donât try to change how others think
For two, donât let yourself be swayed but donât be a douche about it
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.
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.
Even if what they suggested sucks, you've now spent more time doing it, and thus gain more experience/ practice.
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.
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.
that and David just drew a lot of the textures himself, so upscaling it wont always look super good on some of it
literal macaroni art game
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.
Dusk has its own style imo
its gameplay is what really connects it to quake above anything
just my two cents here, dont let people tell you stuff you worked hard on is wrong
i think its awesome the effort you were putting in, and you should be commended for doing it
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
there's going to be that one fuckin Devin guy who says your sand castle looks like shit
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
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.
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.
Well, you guys wanna test what I got so far?
I don't got much implemented, but what I have so far still blends in with the default textures.
Like I said, I am strictly pushing for 512x512, or 256x256.
Usually the latter for smaller objects.
Doom Super Shotgun in Dusk. New and improved.
Look at that smooth looking health pickup.
HD border!
Look at that smooth ass coin!
Here's a closeup.
HD jump pad!
Look at that health!
@jolly torrent Is this what you imagined the medkit to look like?
Here is the finalized pistol.
i like how it's higher quality but not delving into uncanny territory, it's a nice balance you got going on
@worn umbra Kinda the same, just with slightly more detail.
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.
Look at these gibs.
I've heard of corn in shit, but this is ridiculous.
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.
Yes! I am doing it right!
What good is upscaling textures if you don't care about preserving the style? Most people don't understand or care.
Man, wouldn't it be cool if once this was finished, David made it an official downloadable addon, especially for Switch?
Call it "Spoiled Brat Mode"
probably not tho
i think the reimagined gun sounds mod should be the default but hey
i guess it will just stay as a mod
I dunno, with that pack it just seemed kinda... Mundane. I did like the Super Shotgun.
i vastly prefer every single sound in that mod
it's just too good
About what I said, would you think it should be called "Spoiled Brat Mode?"
What if he did an update or sequel with an HD graphics menu called "Graphics for Spoiled Zoomers"
"Are you sure you want to enable this? You'll be hated by the retro FPS community if you do."
"You enabled HD textures... You ungrateful heretic."
"You enabled high poly enemies... I hope they kill you."
"You enabled high poly guns... Dammit, I gave you the real guns! Prank ruined."
"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."
Anyone had a chainsaw mod?
@jolly torrent Is this what you imagined the medkit to look like?
@gritty forge pretty good
Glad to have finally settled for something.
Made some more adjustment to the health pickup. (The small one uses the same texture as the normal one)
Gotta say these textures are turning out pretty good
They look as good as they possibly could with how low poly dusk is
Looks more cartoon ish
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.
Looks more cartoon ish
@bold orbit It may not be the most realistic looking texture.
I don't get how to install mods.
You downloaded the SDK right?
Are you putting the mods in your root dusk folder or in the SDK folder?
the SDK folder... Just not sure if I'm putting them in the right one.
At least I think so... I'll check when I'm back home
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)
ahahahhahaha
@gritty forge I like how the game looks in your latest screenshots
dm map or endless, idk which one will get support first so
If you can convert it to dm I'd play that shit
That's super rad haha
alright so, can a trigger_teleport teleport keys to different areas?
also a little progress report on my current map, hope you guys like canals!
de_canals
lmao
dusk_canals
Hey there! I was just wondering how to install music into the SDK version of Dusk
these canals makes me want a full quake physics mod for dusk
surfing on these motherfuckers source style
Hey guys look at this crate.
You can see that it's worn out and broken.
I can also see it's made out of plywood
That's a good thing, right?
Look at the detail on this bone.
Could someone port Termination Central into Dusk? That's my favorite Quake map... And it wasn't even designed by Romero.
You can just load the bsp for that map in dusk though, doesn't really need any porting
Well, what about enemies and items and stuff?
HD rivets. Decided to show them with bilinear filtering to make it easier to tell what you're supposed to be looking at.
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.
This was originally 32x32, now it's 512x512 and it looks fantastic!
See? It is much MUCH more detailed now!
Lol, there's a texture called "Caterpie_i_choose_you"
See?
@gritty forge those will just change into their dusk variants by the sdk
What? World textures?
No the enemies and items
Hey guys look at this crate.
@gritty forge the crate, bone, and rivets look good
Thanks. Good to see people are liking this so far.
How's the sdk coming along
Delayed again
No the enemies and items
@tepid python Did you not see the screenshots? It works.
added some finer details to the canals now, i think they're really shaping up
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
The sickle icons in the level selection screen will not be upscaled due to the upscaler having a difficult time with the alpha channel, and drawing in an outline. Decided to make the bronze, silver, and gold award icons smooth.
s m o o t h
b r a i n
that looks really appealing, kinda surprised to be honest lol
That canals map kind of reminds me of BoneWorks
And some parts of Los Santos in gta san andreas
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
Also that's a nice turret
its supposed to be a tank lol
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.
How do you do it?
Use the wand tool to select the shape, then use the selection growth by 1 pixel, then erase.
can't you just use waifu2x or nah
@gritty forge I uploaded the weapon models earlier as .obj files if you wish to do it that way
I am not good with 3D software.
Should be able to load them into Unity and just position 'em in a scene
Give it a single-colour skybox and you could then crop it out
Would probably be a lot easier than using Blender if you're not familiar with it
is there an updated list on like, which entities from quake/half-life correspond to which entity in dusk
am i just stuck with guessing on entities in trenchbroom or am i missing something
if i'm big dumb just tell me that
There's a list with the entities in the pinned messages
oic, ty. haven't used discord in like a year
1hp boss lets go
flashbacks to the 99999 health rat
just 500 mosquitoes and their healthbars fill the screen
Alright
we'll be back on updating the SDK soon
I wanna do a doom eternal marauder type situation with Jakob instead
OH HELL YEAH
realms deep required a lot of resources
Aight
so glad to hear that but i can see how reamls deep and ultrakill could take a while
yep yep
very excited for round 2 of realms deep, cant wait to see what's been cooked up
changing health on bosses seems kinda borked
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
Will there be Workshop support to download custom maps from SDK creators?
in the future when the sdk is further along yeah
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?
play urban turmoil and derailed
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
they're all worth playing for sure
it was my 4th map lmaop
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
You can also play quake and half-life maps on it.
except for bunker
and except for lower
and except for lower
@long anchor GIVE US LOWER 2
oh no it's happening again
Lower 2 > Half-life 3
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
ÂŻ_(ă)_/ÂŻ
Lower had a cliffhanger ending and he's not even gonna make Lower 2 smh
wait 13 years until I make lower spin off with lower 2 teaser in the end
give me the .map and ill make it for you đ
veven + aqua map collab when
func_vehicle 2
How accurate is this Doom sound?
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.
Here are the rest
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
I mean, here's the original fast close sound:
oh yeah I mean the difference between the first two you posted
oh are they literally the exact same
just w. noise removal
Mine and the original, or the other mod's and mine?
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
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.
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
Yeah, which you definitely do hear 500 times when playing the game.
absolutely lol
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.
I actually recreated the Doom 64 BFG a while back.
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.
Okay, made it more natural sounding.
these are tight
Thanks. Like I said, I remade them myself.
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
Ok. The volume mixing isn't exactly the same, maybe I should go that route.
@alpine depot What about the BFG?
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 đ
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.
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?
It could be... Though I flattened out frequency response on my headphones.
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
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.
despite having grown with classic doom, I find the psx atmosphere insanely cool
comically suspicious broken door
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
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
is duskworld online server down rn
we have a secret society channel so you can reply there you know đ
but i think it's because ye map isn't sealed
server*
uhhhh
Oh I thought mods meant moderators lmao
the first rule of secret society server: never talk about secret society server
Oh I thought mods meant moderators lmao
happens
you... you posted screenshots from it lmao
hmm
but wait sunlights work without sealing
then it's time to do black magic
unless im missing something
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
oh yeah right i forgot
so im using an env_sun and for that to work i just box it in
Black Magicâ˘ď¸
im hoping my func_door black magic works
let's all hope it does
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
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
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*
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!!!!
welcome to figuring out how to make your monster closet work club
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
i'd say do things like source does but better
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
iirc zom said something about spawners
https://discordapp.com/channels/240195284695646209/586508960128040961/703349254604849163
mcclone asked but zom didn't respond :c
what was the solution
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
wait you didnt do that before?
no i didnt think i needed to
well glad to hear it works
and shoved it outside of the map entirely'
like, not even in the skybox box
Maybe THIS was the solution
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
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
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
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
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.
aye, I also dig that psx lighting
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?
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
The game has texture warping and color compression for gods sake
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
Speaking of lights and Doom, you know what would be really cool as a feature for a source port?
hm?
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.
huh, that does sound actually pretty cool
it's easier to just ignore sectors and relight it methinks
sounds like a maze of edgecases here
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.
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
well with Sean's idea, doesn't matter if the map isn't popular, the engine does the lighting for you
just put up a spreadsheet with wanted maps and let people have at it
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.
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
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.
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
Hopefully those Dusk mappers figure out a way. I just hope it won't just be E1M1 and that's it.
.
What do you guys think of this bloody text upscale?
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
doesnt look too crispy and doesnt look too smooth
@alpine depot Perfectly balanced, as should be.
"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"
Hey people do you know the name for the texture used on the ground in DUSK e3m9?
I cant recall the filename
could it be blue_lightstone?
giga-noob coming in hot: is it a thing to have custom entity models in dusk yet
so a custom model is just a flat replacement of the original in that case, yeah?
for now yeah
rad
swordsmachine as leatherneck when
i mean
why not
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 đ
It's a planned feature, but not something you can do right now
Rad!
would it be possible to just do a quick edit of the tracks in audacity?
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.
just constantly fade in and fade out, thereby making it a shepard tone of dusk ost
I'll just make the main track 4'33" by John Cage and then nobody will notice đ
at least use the dead territory cover
https://www.youtube.com/watch?v=kGEG4JiOqew
mt131107
our official channel // https://www.youtube.com/user/DeadTerritory
our official musicvideo // https://www.youtube.com/watch?v=Zk168EyLe1g
for further information //https://www.facebook.com/DeadTerritoryMetal
Mm, you right you right.
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 đ
it works so good in my current map, i think it's gonna be cool to see in action
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
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
also this
i am a VERY professional mapper dont @ me
lmao
i playetested it and can confirm the map is highly sick as fuck
maybe ill just put the playtest build link here for you GAMERS to check out, feedback is always appreciated lol
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?
yeah i have a good example i can show off
here's mine for a kinda complicated gate
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
and "first" "second" "third" etc are the targetnames for the entities you're triggering, right?
yes
Awesome. That's pretty much how I figured it worked, but the screenshot definitely helps
and the numer is a delay in seconds after multi_manager is triggered
Thank yoooouuuu â¤ď¸
np
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
same, even tho i still dont understand it well
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
tb is all fun and games untill you have to make something round/spherical
bruh it's all about those crispy blocky graphix
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
well there is a bit more than just quake
i still dont know what the render modes do...
half-life features are also icluded
like rendermode and multi_manager
rendermode 1 is a must-have for glass
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 đ
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.
https://www.dropbox.com/s/e2tlfd175kes1ri/martial_law_kindaPublicBuild.zip?dl=0 aight gamers, gonna throw down this download link to my new map. very much still in alpha and a lot is subject to change blah blah im sure you nerds know the drill lol
feedback is greatly appreciated, have fun and i hope to god i didnt break anything!
did you cahnge anything since i played?
yeah, a bunch of balancing polish and the JANK
cuz i'll fuckin do it again
nothing too much different though just a few adjustments
pretty sure if you have urban turmoil installed it'll load you to this map if you complete it, too
it's allll connected
so assuming i'm potato brain do i just drag these files into a place and everything works
check pinned messages
kk
but basically just drop the folder into Dusk-SDK-mnt-local
got it
then turn it on in the 'Modding" tab in dusk
now to spend the rest of my night trying to optimize urban turmoil just a liiiiittle more
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?
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
I can also do both đ
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.
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
you only have about 132 posts, need more for ratto
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
goootcha
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
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
for sure for sure
since that should hopefully help with some major performance stuff
fingers crossed lol
ditto
Jump Pads: How do you get them to actually work?
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
đ
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
yeah that looks pretty sick to me
little bit of extra polish but overall i think it's good
Really love the lighting, good job
OH YEAH this looks better!
hell freakin yeah great job man
shadows will look a lot better in final compile
i love how ominous this looks too, mapping is hella fun
"final"
exactly what i was gonna say lmao
idk how easy it'd be to do that in trenchbroom though
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
oh SHIT YOU'RE RIGHT
just go with big-ass ones or they will be hard to see and take longer to make
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
big dusk logo like a real corporation
lol hell yeah
eh, looks like a squid
put them close to the top?
just need to make the chains bigger and also "splay" out longer or something
if splay is the right word
||add balls to it||
Yes
Very intimidating
God damn I need to start playing some dusk mods
goddamn that looks niiiiiice
Any good dusk maps to start with? All I can find on the mod website is stuff like tim allen and bean textures
you can select "levels" in the search tags
Oh
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
Can you dm me with that list when you get a minute
sure, will do
Thx
ive not seen people talk about duskstein enough, iz good
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
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
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
Trenchbroom is pretty intuitive
mhm
Thank u friend
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. â¤ď¸
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
and then either asking or searching in this channel if you get stuck. â¤ď¸
Func_msgboard is a great place for that
quick question, if you include the .wad, you can put in any custom texture into dusk_sdk yeah?
think so
If I were to make a lift within Trenchbroom, would it work in Dusk?
As long as you make it using a func_door instead of a func_train, yes
Will it work as an elevator?
if the lift moves horizontally, will it still work or will dude slide off
dude will stay on
Work in progress map, I had to put another mod I was making on hold
pretty s m a l l grid size lol
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
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
Wait, do you naturally work in that grid size?
No, I only use it for smaller details. I try to stay within 16
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
hammer time
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.
same
Good to know. I guess it was going to be time to figure out skybox brushes eventually :P
oh and sunlight wont work well on big maps if they are unsealed
Interesting. I was under the impression that you generally want to avoid sunlight since it tends to flatten out light/dark contrasts
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
Sounds... Tedious but fair enough
It sort of is but it can get therapeutic after a while, at least for me.
Also makes the map run better
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?
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
yo
yo
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
1 moment
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
5:07 Transparent ...
thank u bro
2:53
you dont need that
yeah
then Quake
aight do you have quake?
like on steam or something
i mean it opened up
i'll guide you through shortly
so what we're doing here is essetially making a quake map with some non-quake stuff
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
aight so now let's get you a dusk texture wad
download this thing https://cdn.discordapp.com/attachments/670272735301074969/673215363579904011/dusk_transparent.7z
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)
yeah that will do
ai pogs
now i just need to figure out how to map
any documentation i can like get started with?
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)
they are for quake but
since we're basically making a quake map it's very helpful
mhm
i have like a minimal amount of experience in hammer
but that's all the mapping experience i have
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
np
What does palette.lmp do?
Good thing I own Quake
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 :)
working on museum exhibits which are all destructible because lol, throwing in some callbacks to cool moments in doosk đ
..needs more trees
real fake trees
this is looking like a very cool map
he uploaded a playable version without the musum btw
so you can play it already and it's pog
gonna have an open area with a window showing the outside with THE OMINOUSâ˘ď¸ TOWERâ˘ď¸ OF DOOMâ˘ď¸ 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
a bit ultrakill*
small john? how?
cursed big john bean plushie that tells you to kill it
"YAGAHA DONT TURN ME INTO A MARKETABLE ACTION FIGURE"
panicked waaaulgh'ing
all three VERY DESTRUCTIBLE exhibits done, one for each episode
e2, e3, and then e1, totally not out of order
i just got an idea
meet me in the secret soceity club in like 30-40 minutes i'll have a gift for you
oooo ok
been making quake maps for the past few days, is dusk similarly bad about slopes?
what about them
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
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
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?
yeah
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
dusk dude is literally a pill when it comes to collisions so he can walk up stuff like that with ease i'd imagine
im pretty sure you cant go over 16 unit lips
but lower is fine
maybe
but 16 is impassable
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 đ
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
hey guys who likes art???
"""fine"""
17 unit lips are walls of troy, got it
lmao
:)
it's gonna get even more wild for sure

