#dusk-modding
1 messages ยท Page 67 of 1
Thats why I want more of these style maps. Finding those tricks is really addicting and dusk has really nice movement already. I bet in the hands of right mappers and runners some really neat stuff can come about
Is there a way to just stick global lighting on the scene so the whole map gets lit
@burnt haven The "light" property under Entity controls the ambient lighting of the level. If you set it really high, like 50 for instance. The entire map will be that brightness. Doing this makes the level look really flat though.
cool ty
idk how evil to be. Currently its set up so it comes off of some jumps, if you quick save before it, sdk always loads with 25 armor 100 hp which isnt enough to complete that part
so basically you cant quick save before attempting lol
Give me all you got im up for hhe challenge. I just don't get mortar jumps since rivet jumps are more fun and effective
alright lol
first map for me so it will be awhile. If you want something now @crisp raven made rivet run and its excellent
already played it
i should probably run it. Wouldn't be to hard to get a good timing cuz of dw experience
nice
is there a scripting tutorial anywhere or something that explains how to make lava hurt you, button switches, messages, etc
@burnt haven I can just send you the .map file for Rivet Run for you to use as a reference if you want.
But what if...... I try to release this map on Halloween...... ๐ค ๐ค ๐ค
Best of luck
hall(ower)ween
@crisp raven Yea that'd be cool. Ty. I have the obstacles set up, everything is just floating in the sky but it reminds me mario 64 lol
It just needs a proper end and damaging lava
My actual map is hot garbage. lighting and textures with no sense of style lol. But the obstacles those feel nice to me
you can always do the style after the core gameplay
I didn't give a fuck about style for Rivet Run.
lol wait till you see the style on mine, its rectangles and cancer. I just wanted something hard
rivet run was a pretty good challenge tho without being frustrating. Idk what mine is lol
need someone who doesnt know it to try it eventually
Alright, who wants to try this dusk movement map challenge. Need someone to guage its toughness
how do I get the teleporters to work ?
uh not a race map, just a obstacle course pretty much
unless thats what you mean by race map.
Im having some trouble with teleporters in trenchbroom
@toxic cosmos As in the teleporter object you place by typing Object_teleporter?
yes
I cant get the tele destination to work
It either teleports me to the wrong spot or out of bounds
Yeah they don't really work atm
You need to set a trigger_teleport and have it target a player-teleport-destination (At least I think that's what it's called)
The objects do not current work
@crisp raven thx mate
Dusk obstacle map. Test your movement here.
with diamonds?
when you load a save in the SDK it resets your hp and morale, will this be fixed next update? @still raptor
lol I used that to be a bit of a jerk to make some spots impossible if you loaded from a quicksave
resets your hp and morale
wait
so you can just reload a save and get health back?
yep
your morale gets reset to 20 tho too
it suck cause if you enter a battle with M100 HP153 and die oops its harder now
oh my god
downloads the Dusk SDK and proceeds to use it for evil https://t.co/OOzuGTiomh
spooky industrial vibes ๐
lighting is a little wip, needs to be a liiiittle brighter in the center area
im experimenting with making rooms a LOT more open too so i can make use of tougher enemy types
That screenshot makes me extremely excited to mess around with trenchbroom and stuff when Im over burn out tbh
idk lol
grabbag 
Looks like e2m4 music might be good for it
Is it me or is can you not spawn enemies in trigger_teleport brushes?
Also do trigger_teleport entities not work?
nah you can
trigger teleport does work
just make sure to not cram multiple enemies into the same spot
remember - big brush but the destination is the same
so you get a big telefrag
Yeah I'm trying it out on a single mage
I'm having a trigger_once brush trigger the trigger_teleport entity that should teleport to an info_teleport_destination
But it doesn't seem to work
can you screenshot the full setup, including each entity's properties?
or just send the .map
and i'll try and look into i
t
Yeah I tried it with both
Seemed like you can't have the mage spawn inside the brush
He'd always spawn above it
spawns above it you say?
what if the brush takes up an entire room?
and the mage just stands in it?
The mage would spawn above the room
Like the mage room is this cube under the map
Motherfucker would stand above it
is the cube sealed? is the map itself sealed?
well first of all it's gotta be a brush
try moving him outside of the closet and into some untouched area of the map itself
see if that helps
Hold on
Oh it's working now
I think it's some weird shit where mages spawn 8 units above their spawn points
Alright thanks for the advice man!
np
btw just a note
the hotfix has been ready for like days now but we currently have some issues with Steam preventing a build from going up
oh SHIT
so its steams fault
like saving fix?
the patch is all i crave tbh in terms of some performance at least
I wasn't aware of that bug, but I saw it posted in here earlier so I'll get that fixed too
Currently it fixes the glaring stuff like invisible cartdogs, broken wendigos, broken idle animations, etc
oh hell yeah that's the good shit
:)
oh and reverting the Vulkan change
oh wait no that was in a patch already
nvm
oh yeah
the hotfix includes the load time improvements
so the "loading tunes" screen should be near instant now
P O G
I also added a -skip-dos launch argument
pppppOGGGGGGGG
time to start mapping again
Are the teleporter entities fixed?
Alright
so about this big patch
did you work on it previously or is it just starting after the horfix
hotfix
It's being worked on in parallel
oh siick
So, the public version of the SDK is sort of like a separate branch
And then there's the "rewrite" version, which is gradually merging with it
The first major iteration of which is what that patch is
ohhhhh damn
Also how close are we to func_vehicle
I wanna have an old soviet car that we can drift in
are animated textures possible?
Possible, but I haven't looked at how we could do it yet
Also how close are we to func_vehicle
I wanna have an old soviet car that we can drift in
[REDACTED]
is WAD3 supported yet?
WAD3's been supported since almost the beginning
Is there still no way to have func_breakables be only broken by explosives?
Not currently, because Dusk has no concept of damage types
Ok thanks
Is there a way to make textures like grates and bars transparent ?
@high magnet thank you so much ๐
Anyone know how to change a boss' health bar name?
What are you entering for the music property?
Music/e1m1_action.ogg
It probably is, I'm on phone and I justed typed that from memory
It's the same path as the ambient music which worked fine
Strange
Maybe your copy of e1m1_action.ogg is corrupt?
The game would silently not do anything if it fails to load it
np
It's 1 PM for me tf
No but I mean like
You have to live in a very far away place from here for it to be night now.
Yes, you can access the internet globally
Bruh I don't think you get what I mean
i get that it's interesting to think that it's night somewhere else in the world, and how far away it should be
It's almost 3 AM here
do you just like working in graveyard shifts
more the tram in Half-Life
yes, what
Dusk is made in Source?
no
Then?
no it's made in minecraft
fuck how could i have not known? smh
FOOL
๐
why do some textures have a "_n" at the end of their filename?
examples?
there's a "dirt" texture and a "dirt_1_n" texture
Idk it's some weird naming convention, only the textures in dusk.wad and not in dusktransparent.wad have it
So then I won't have to include these if I'm making a texture mod?
Correct
thanks
Is there any incrementing func_trigger other than func_counter?
func_breakable can trigger other things if that's what you mean
when you break it, it triggers
obviously
...or wait can it?
shit im not sure but im pretty sure it can
No I mean something that triggers after it's been targeted a certain amount of times
ah
That or maybe a way for the func_counter to not display a message when it's completed
if i can make a guess - will a "message" property change the displayed message?
like with triggers
Yeah it will, It tried putting in a spacebar as a message but it doesn't seem to register
Also if you have 1 as a spawnflag it doesn't display a message for every time it's triggered, only for when the sequence is completed
how does the lava suit work, does it just disable trigger_hurts?
Hell yeah man good shit
Keep it going
idk how to make spiral staircases conventionally
so i stitched it together with the brush tool lmao
Which editor are you using? ๐ค
That's trenchbroom
Ah, hell. I don't know if that has a proper arch tool or not.
We're all trenchbroom suckers here
It doesn't
But arches are easy to make anyway with a couple tricks
think only meatbox uses JACK
Well, you could always run J.A.C.K. in a Quake configuration, generate an arch-based stairwell in that, save it, then open it in Trenchbroom. Maybe. Possibly. ๐ฅด
God, that'd be hacky though.
Could also make a plain brush, select the rotate tool, move the rotate point to the side and start turning by a bit + duplicating
Along witb raising each time you duplicate
True, but that could get really imprecise and ugly if you don't plan it perfectly.
but it will
Because the rotate point doesn't change see
Lemme try this in practice
The shapes themselves need to be made exactly to spec, though.
Wait.
Vis isn't an issue in Dusk, is it?
yea
So overlapping brushes and janky geometry aren't that big of a deal, then.
Make it as ugly and imprecise as you want. 
It's like a xylophone falling into a black hole.
too much effort
i did that in like 50 seconds and it can be duplicated infinetly higher lol
yeah that's just proof of concept
can also just shrink it
plz dont let this suck me back into mapping i have studying to do
too late
whenever i feel like this i just take a look at the brush skull i made like 8 months ago and any desire for mapping instantly dies
It's hard to imagine life without the arch tool. Half-Life genuinely spoiled me rotten. ๐
gotta be real careful with subtract or some bad shit will happen
god
the skull
the skull is actually the result of subtract tool abuse
lemme find it
hey guys watch this
i lost the texture wad but yeah i made this monstrocity months and months ago
thank god i decided against using it in the map
AHHH
christ almighty
no the deformed thing that used to be a ball :D
oh lol
jesus
it's so pathetic lmao
we have found satan and his power is in the subtraction tool
first thing I was taught when using VHE was dont fucking carve use the cutting tool and do it manually
anyway let's do it again
Sphere
oh boy i remember trying to make a bowl in trenchbroom
How
i crashed so many times but i did it anyway
Thats cursed
lol
ew
how's making a bowl difficult
jack cant handle that
J.A.C.K.ed off
WHY
oh jesus god no
that looks FFFUCKED :D
what cinda fukin tool
i crashed at least 5 times while making it
hahaha
But how
i could go over the whole process but you'd throw up
Is that vertex tool black magic
was it the cut tool
carve
nope
alright sit down because im about to type out the whole fuckin thing
it's a bit long
that really looks fucky like.. couldnt you had made it from different brushes and just merge them together or something? or is that what you did and it ended up looking like dogshit :D
what the fuck is this
was it really that hard
thats what I was going after fritz :D
So first of all gotta make a round-ish shape by using the "custom brush" tool or whatever the fuck it is called
it's done by making a diamond shape, then duplicating+rotating it by 15 degrees, then selecting all the brushes and pressing ctrl+j which you know makes a circle
After that - make a sphere by taking that circle shape and rotating it around itself the same way i made a circle
After crashing multiple times, select the completed sphere and use the fucking hollow tool
then split it in half
look
it was made 8 months ago lmao
i didnt know better
I'm not busting your balls bro I'm just looking at that and laughing my ass off 
I'm no better I mean last I touched VHE properly it was like 15 years ago

I am really in no place to judge
if only you could see some of the shit i had in that map
sometimes i look back in horror
ayyyyyyy brush guns
fucking love these
yeah i wish the map itself wasnt ass
i dont know if i posted the tank i made in here
this thing
ugh shame i wont finish the damn map
well its better than downtowns tank 
im more comfortable with my brush stuff being more low poly
cause dusk
but it can leave things looking uhhh
man I fucking love brushes 
kinda fukin chunky
brush funko pop v1
brush funko pop v1
since im on a show-off streak
here's a thing in Trespasser that literally no one ever sees because i placed it dumb
looks soo good in it's low poly glory
daaaaaaaamn
why when can make brush
-motto of #dusk-modding
oh yeah i made a V1 models from brushes for aqua's newest map
let me show you the peak of dusk modding
it's magic
well the brushwork at least
it's perfect
for some reason it's in the gift shop of a "museum of very fragile items"
so does that imply v1 is fragile?? or is he a historical funko pop?
well with that many brushes i bet it makes the map fragile ;)
nah it's actually quite efficient in terms of brushcount i think
the map doesnt lag that bad, hopefully with the next hotfix it'll be able to double framerates
or whatever
deletes the V1 brush
map runs perfectly
lol
aww man it's a shame you still have to think about brushcount
not really
it doesnt help that uh, every face of every single brush is getting rendered
only thing that is holding the beauty back
aqua your map is fuckin HUGE right
We talking trenchbroom details?
ye
yeah and there's still plenty of space
yeah and pretty much every face of a brush is rendered
cuz i had to do the skybox like that
the street in downtown takes my computer out back to the shed
my life flashed before my eyes when my pc started chugging
it's as gorgeous as sin!
my man meatbox actually made a perfect recreation of the table in JACK
good brushwork is better than cocaine
oooooh
thats gnarly
i love it
hell yeah dude that's the good shit
not enough stained glass
make all models in tranchbroom
Jesus fuck I forgot how good that map lookes
It's a recreation of the Quake 3 map campgrounds
In the style of a cathedral
I haven't touched it in an eternity
oh god am i going to show the fuckin statue again?
the people who usually chat here probably will think "ugh this fuckin guy is showing the stupid statue? again"
well i dont care here's the statue
:)
it's a shame you lost the other side of the scale :/
it looks super cool in game since it's lit up from below
man yall got statues and shit and i got this fukin plant
And justice for all?
like howtf am i supposed to compete
plants are sick af dude
im never finishing this map :^)
mmm
oh actually
plamt
hell yeah my man that's sick
idk if Duskworld will even get mapping
proably
yea probably. just not high on the to-do list
seeing that duskworld aint finished either
...and way less people play duskworld I'd imagine
yeah there's like
5 people playing DW
I've even got recreations of the aerowalk and blood run maps from Quake 3
there are so many great unfinished maps out there
it aint too far up you can still scroll it up

dude i cant wait for weapon model replacements
i really really really want to try out the stuff i prepared
ye lol
Yeah even weapon scripting
my whole fantasy idea kinda falls apart when you remember 90% of the weapons in dusk are guns
You know what Fritz your profile pic reminds me of an easter egg I put in one of my maps
How long does it take to make these
SOUP
Soup
none of my maps took me longer than 2 weeks if i really commited
it gets faster the more you know
or slower
I've been on the same thing for a month
anyway i already did taiga with the sword and mortar
But I'm a begginer
Eat your spaghetti Jakob
yea mostly you work faster but the scope gets bigger :D
also its a good idea to save some stuff made from brushes to save you time later on
there's no shame reusing assets you have created
yeah i made a pillar once and then i just reused it like a motherfucker
also i used a smaller statue i made several times
i dont think anyone noticed (at least i hope)
i saved a pentagram brush because cmon those are always useful
the plan is for dw to get mapping yes
I should put my airplane presets .map file on the mod site
I made a staircase then reused it for the rest of the level lol
Half the staircases are copypasted
does trenchbroom have a tool for spiral staircases?
oh hey i found a screenshot of my underwater map that i never finished
'cause that was fucking LIT in VHE back in the day
everybody hated doing those by hand
Doing by hand is cooler
ofc
everything is cooler if you do it by hand
but at some point you have to start thinking about your mental health and time constraints
use the uv editor
Even smaller walls i make have a kinda copypaste texture look
select the face by pressing shift+click
the in the "face" tab you can see the editor
see the grid? drag the lines
thanks
you can also do it trial by error for the whole brush using the numbers below
I'm not using it yet though I'm making a basic map then learning the rest of TB
To test stuff on
Vriska which one are you?
true neutral
man of culture
funny because it actually alligns with my dnd shit
you disgust me
i have actually handpicked the exact precise step height to make the most use out of them in 1 of my maps
ramp? fuck that
there was alot of lawful neutral in hl1 iirc
lol
prefer that over unclipped stairs tbh
What is clip
invisible brush that you can collide with
algiht im off to bed
have fun modding folks
good night stair satan
stairtan
what alignment is intangible stair brushes atop a ramp
lawful cringe
Alright I put my thing on the mod.io
It's a .map file with a couple of brush based airplanes you can put in your maps
from the thumbnail alone that looks good
Might become more fun when func_vehicle is supported
dusk harrier dusk harrier
gotta get enough pepsi points first
Ooh thats useful
I can see people making resource packs for modders where there are models you can copy
Also I hope you guys enjoy the secret message in the file
does the lava suit work at all?
In the sdk?
y
idk, I guess the damaging triggers are different from the lava in campaign
i have actually handpicked the exact precise step height to make the most use out of them in 1 of my maps
๐งฉ moment
nah thats just trenchbroom addiction
epic mental illness dunk, my dude
lawful good huh
Putting cyrillic alphabet in english text cuz we're kewl
as far as i can tell that says -ESFYE- EISFTSI-EY

honestly my knowledge of cyrillic really fucks with me here
I was inspired by that one Raven game Singularity
They also put cyrillic alphabet in their text
hey at least you didnt use ะ as an A
Oh I would've if there was an A in secret encounter
Reminds me of that recent Chernobyl series
Is there any func in trenchbroom that triggers a sound to play?
i dont think we can play sounds in dusk yet
rip
aside from music that is
Alright
I had this piano in the map and I wanted it to play a jingle when you interacted with it like in Deus Ex and Max Payne
flesh minecraft
flesh minecraft
EAT THE MEATCUBE JACOB
Fug wrong room
my brain stopped for a second because i thought i was in memes
Patch should be incoming soon
October 27, 2020 Hotfix
* Fixed health and armor being incorrect after loading a save on a custom level.
* Heavily optimized startup code, which fixes the infamously long "loading tunes" screen.
* Lighting accuracy in Quake 1 BSP (v29) maps has been improved.
* Cartdogs no longer spawn without a model.
* Wendigos now correctly spawn invisible.
* Missing models will now display as a cube.
* Idle animations in custom models will now play correctly.
* Added a -skip-dos launch option to skip the FakeDOS intro screen.```
OH HELL YEAH
also that missing model thing? good shit
I think it's technically in the current build but the cube spawns far away so you don't see it
(Specifically, it spawns at the map origin, and then moves with the entity)
i cant wait to start the game and instantly feel blessed if the thing about startup times is that significant
i actually dreaded starting to map because starting dusk for the first time would take so long
its so fast
and what if the -skip-dos thing is on ๐
i can only get so hard ok
Opening a regular version of Dusk feels so bad now that I'm used to this SPEED
Func_Vehicle but its a boat
those top things arent going to move
also cool boat
didnt know that was possible in trenchbroom lol
that's a compiler thing
you can compile light with different properties
i permanently have -soft, -extra4 and -bounce
soft is just objectively better, extra4 and bounce and more a matter of taste but using bounce is a godsent sometimes
doesnt look that different to me
ye
RTX on
light just behaves a bit more real with -bounce imo
like shining a flashlight will actually make quite a bit of light all around the room and not just light up a small circle
well that's an IRL example not dusk
obviously
lol
i mean its pretty much literally rtx on
its exactly what RTX does, but baked instead of realtime
Gamer moment
yeah your computer doesnt die since you dont need to recalculate that light anytime something happens
granted, you cant have as many bounces with rtx or your pc would catch on fire
you can do as many as you want with a bake, as long as youre willing to wait the bake time
รs there any brush that players can walk through but not enemies?
Illusionary wall with a completely transparent texture maybe?
oh god i was so desperate to find that one
tried so many things but nope
not that i know of
I'll try my idea
i was trying to use a chomper and make it stay in a pool of water instead of flying out
lmao
illusionary doesnt work
probably something we should add
tried it
I've got this fancy staircase that opens in the ground but then you've got enemies levitating above it
my man mcclone somewhat figured out a solution to things like that
instead of starting as closed, it should start as open and get closed when you spawn in via a trigger
oh and make it a toggle
that way he managed to make a trap where walls open and enemies actually walk though them
Ah!
Smart man
idk if it'd be possible with my thing but I might try
I figured out something similar
It should be working
Problem is the staircase is probably gonna be pitch black
Actually now that I think about it the light from candle props go through wall, maybe I can use that
it should
can you show the music property?
also check if your music volume isnt at 0
btw the trigger itself doesn't work if you just walk thru it
It needs to be trigger by a trigger_once
oh fuck right
Or any other trigger
oh and that too lol
it works perfectly now
i havent touched rotating doors
lmao
i like having sanity thank you very much
Alright I guess I won't have to bust my ass making all the doors functional
Oh shit
i uh dont know if that works
I'll need to analyse this wall of text first
there are also 2 properties for it that determine the distance which the door travels and the speed at which it travels
but i forgot what they were
lemme check
Boy
sooo uhhh the black circle is where the door actually is lmao
you just set it's "origin" property to the point where you want it to actually be
and that takes trial and error to properly fit
so uh unless you want 1-2 rotating doors i'd just... not use them
Greco-roman ruins under a Ukrainian town because reasons
alternate universe confirmed
Greco roman ruins aren't the most strange thing under the town of Strelok though
hey is the infoplayerstart entity an accurate representation of duskdude's height and width
Lemme work it out, sec
Duskdude should be approximately 64 quake units tall
And around 35.2 units when crouched
is a quake unit the same as a unit in TB
Yes
ok good
(technically 32 units when crouched but the game checks a bit more than that)
As for how high steps can be
I think anything higher than 14 quake units will require jumping
yeah i sometimes make staircases a bit too tall
yeah at the very least the default-grid 16 steps are too much
learned that the hard way
8 unit tall stairs seem to do the job nicely, and look good doing it.
i make 16 unit steps then add 8 unit steps between the 16 unit ones
If you want the nitty gritty details, one Quake/TB unit is 0.03125 Dusk units
(one 32th)

Duskdude is 2 dusk units high
1 unit high when crouched (or 1.1 if you account for additional checks)
He can scale 0.45 unit steps
duskdude is minecraft steve confirmed
And he's one unit wide
were measuring in quake units though for accuracy
Yeah
dusk units are basically meters
So all in Quake units (rounded up):
Height: 64
Width: 32
Crouched: 32 or 36
Step Limit: 14
so you're saying duskdude is an absolute unit

an absolute 2 unit
Is this the ending of 2001
as long as you use -bsp2 you'll have to try VERY hard to hit the limit
how do i get bsp2
it's a qbsp compiler argument (i think it's called that in russian?)
english*
shit im sleepy
i THINK it's -bsp2
lemme check
yeah it is
i have to download it separately?
i think i have that 1 moment
now you can probably do it without to gui but my knowledge about everything is sub-par
ye that's the thing
just use it the same way you would use it for quake to compile the map, the output bsp is the same as you would do it through the tools manually
but when i compile i usually just drop the map file into qbsp.exe and let it do it's magic. ive never touched that
this thing just runs all of that for you
in order with parameters
and then puts the .bsp when you want it
just convinient
whats bsp2
yes
then just do this
i did that
did you compile maps with this before?
huh? so you compiled it?
no i wrote -bsp2 in command line arguments
oh
well in the "working folder" line select the folder where you put your .map file (you dont have to but i do that to keep it all organized)
so for example i keep my .map files here so i pointed it here
yea 1 momento
also i'd suggest not having spaces in any folder names that you include in the GUI
or map names
ye just remove the space and it'll work
The brush limit in BSP2 is approximately 2 billion

well there's your answer lol
Yeah BSP1 is limited to 65,535 brushes at maximum
32,767 brushes if signed
I think quake tools use unsigned though so it should be 65k
But there's also another artificial limit that the tools impose
So in reality the limit is much lower
yeah i couldnt have reached anywhere near 32k with my small map before
The artificial limit exists because of the hardcoded limits in DOS Quake, I believe
For BSP2 they don't apply
idk how my maps is still going
i have more than 5 rooms
probably the lack of detail
it should say the brush number when you're compiling with qbsp
yeah
nope
ok good
also you dont need quake engine and you can untick "run quake"
when trenchbroom saves though it saves to the games folder lemme fix real quick
ok
HUH
I've also been toying with a little server program of sorts so you can have the game running and building your map can automatically trigger reloading the map without restarting the game
Nice
cool
cool doesnt even begin to describe how pog that is
big pooooog
that sounds amazing
like reloading just the entities or something?
Main issue there is that quake entities have no unique identifier beyond file order
Yeah
The lack of a unique identifier makes it hard to identify what entities to change if any new ones are added or some are removed
We'd have to fork TrenchBroom or make a custom editor that inserts that information
Alternatively you'd be required to add that information yourself
But that means you need to come up with something unique for every entity in your map
"1" "2" "3" "4"...
Way too easy to accidentally duplicate
yeah i uh learned that the hard way when naming doors
Hm I wonder
"WHICI ONE IS 2"
Could have a tool that runs on your .map before qbsp
That goes through and gives everything an ID
Which would then get saved into the map
Doesn't look like TB has functionality for custom tools to run, so it'd have to be a "fake" qbsp that runs the real qbsp after itself
yeah
Ya
TEN BRUSH MAP.
sub 100 would be SUPER hard
1 whole brush for a map
you already waste six to make a room
that'd be a really shitty map lmao
4 brushes left...
its just a really large floor with enemies
already ahead of ya on the "sub 100 shitty map" thing
unless point entities count as brushes

Which is my first ever map
It does work
point entities don't count nah
You can cheat in the brush limit thing by making multiple floors where a celling works as a floor for the next... floor
Yeah
And have a single func_ladder that goeta through them with each next floor blocked out and you have to get like a key or hit a switch
Could use the same 4 walls for the entite map like this
Shit that actually sounds like fun to make
Im on it
See ya in 2 hours
lemme explain 1 moment
when i was sorting out -bsp2 i took the map i was working on and put it in working folder which is outside the renchbroom2 folder
but when i did that i couldnt reopen the map file with trenchbroom
so i put the map file into the games folder where it was before and now i cant reopen it
select the map manually through "browse"
oh no everything is untextured
oh i know what i did
lmao
i think i know why it's untextured
oh no i dont
look bottom right at texture
the groups are emtpy
try adding the wads again yo
what do you have in there?
in that folder
...hold on did you make a straight up new folder instead of removing the space?
thats what i have in my trenchbroom folder
what i did is when i was getting -bsp2 i decided to make a new folder to put the maps in
and i took the map file i was working on and put it in working folder which is outside of the trenchbroom folder
that shouldnt change anything
because i thought i could make the compiler open that folder automatically
did you change anything in these folders at all
no i renamed the first folder
oh oh oh also
i renamed it to Dmaps
huh? from the screenshot i see you should be able to click the +
aight good
lemme screenshot what i think i fucked
i changed the game path when i renamed the folder containing everything related to modding dusk
idk if that changed anything
oh yeah game path
i was actually about to type it out but then you said it's fixed
that was the problem
i changed the path to trenchbroom 2 games quake where trenchbroom automatically saves the maps i make
just now
idk if i did it right
working folder is just the folder where the compiler puts the .bsp while doing it's magic
huh
it doesnt matter where it is
yea
lemme check the text document like zambo said
where do i find that text document
wha
oh he meant just right clicking the compiled map
and then "open with"
if i understand right
i might be wrong tho
heres what i added to the staircase room btw
noice, good stuff
if i were you i'd add some trim to the corners of some things
like this stuff
so when i work maps i usually make the basic shape of everything, add further detail, add entities and keys and whatever then compile
Yeah it's a bunch of binary data
But the first 4 characters should display BSP2
If not, it's not BSP2
hmm
I recommend grabbing a program called Notepad++
It'll be able to view the file a bit more legibly
and not crash while doing so
Yeah by default it doesn't do BSP2
If you want to use qbsp directly you'll need to use the command line
Go to wherever qbsp.exe is, and type cmd into the address bar in explorer
Then do qbsp -bsp2 path/to/map.map
no items match my search
The address bar is the long one displaying the path, not the search bar
oh found it now
replace path/to/map.map with the full path
that's-
remove path/to/
Try it
should have worked
Also back in the GUI you didn't select the right folder for tools but i guess were past that now
So whatevs
Ya that seems about right
idk if i should close the program
Yeah its done
The bsp should be in the same place as qbsp
Oh shit yeah right that is weird
exorcism time
can you check the qbsp folder anyway just in case
Yeah the message just might be wrong
This whole ordeal is giving me ptsd from various computer struggles
i dont think its there
Hell it's a wonder I even got the compiler working

