#dusk-modding
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lemme fidn the copypasta
first of all find a shareware quake pak file
then make a folder anywhere
inside of it, make a folder called id1
so it looks exactly like this - lmao/id1/
and put the .pak
now go into trenchbroom, click View - Preferences, click on quake
and as the game path - select the lmao folder
there is an alternative for a palette file which should be quicker
"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"
2 ways same result expect with a pak file you should have some quick access to quake entities iirc
they get replaced by dusk entites automatically in-game
Okay, should be easy enough, I'm gonna find that pak file now
Thanks man
Oh, and just to be sure, I can't use the pak files from HL1, right?
unsure
The installer isn't compatible with the 64 bit version of windows
I'm gonna try the half life pak and see if it works
quake106.zip
oh, I thought I needed the shareware version of quake
and then I just gut the pak from it
@ancient depot yep looks like func_illusionary works and preserves transparency
hmmm. can you trigger an enemy with actual trigger to startle it?
yeah that's why i'm asking
well, that's kinda sad
i just remembered lower
and how there were enemies who were standing on the other side of the fence
"huh? lowerdude_name kills ma buddies? well can't do shit, this fence' power is too much for me"
wait hmmm
func_illusionary huh
Hopefully coming with scrpting
Triggering enemies is something that'll be fixed
The whole entity system's being redone so we can have as much compatibility as possible
"TRIGGERED"
If you put a door brush that lowers as soon as the map starts in the same spot as the illusionary, the enemies won't walk thru

but the problem is they wont walk through even after that
remember? enemies dont update their navmesh
so they dont walk through open door brushes cuz they think the door is still there
Where does the dusk.wad file go? The video on how to configure trench shows that you can drag the wad file into the texture selector, but it won't let me, so I'm just gonna put it in whatever file directory it belongs to.
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)
Thank you, that solved it
The whole entity system's being redone so we can have as much compatibility as possible
damn, sounds nice
as much compatibility as possible
by this you mean this property inheriting thingy?
like, func_door that can work as breakable as well?
No I mean supporting entities exactly as they work in Quake and HL
well, okay
You might be thinking of the brand new set of dusk-specific entities I mentioned
Which work more like components rather than concrete entities on their own
oh, i see
mmmm, components
sounds tasty
inb4 zom creates his own form of visual programming language in dusk for dusk

lmao
heya. so i'm new around here and got Dusk recently this week (steam) and been enjoying it!
is there a way i can mod sound effects for the game? with Mario 64 sound effects i mean
ever since i saw that trailer of Mamma Mia Flesh Palace (that Switch exclusive stage) i imagined how the game would be like with Mario 64 sound effects (at least for the main character) how can i mod that?
so, if you join the SDK branch on steam, you can create a sound mod using that
if you need an example of how the mods are structured, you can check out the SDK wiki, or the dusk mod.io website and check out already completed mods
heres a link to the sound category on that page
the basic gist is you just need to name your sound files correctly and put them in an appropriate folder
Note that your replacement sounds must have file names that match exactly, even if they're in a different format
For example, if the original sound is fire.flac and your replacement is an ogg, you still need to call the file fire.flac
Capitalization is important too, it can't be Fire.flac or fIrE.fLaC
oh thx!
hm, is there a way to make an infinitely opening/closing door?
been on my mind for a while now lol
that's a func_train aint it
shame we cant have it yet
at least i THINK you can make it go back and forth
ooh wait can a func_door trigger a trigger???
how are the crushers in dusk done then? They seem to infinitely repeat
dusk was made using unity not the limited modding tools
ah, so we simply cannot
i've been playing and recording some maps recently so why not link that here too? https://youtu.be/37dlmeAriNI
man the quarry was hella fun
Wait cant u make those crushers with a fast func_plat
do we even have func_plat
yes
It doesn't do crushing damage though
Missing functionality like that is why the entity system is being redone
To properly be able to support pushing stuff around, crushing things, etc
Femur breaker in dusk soon boys
When func_hurt is here can we attach it to func plats or some shit
To simulate crushers
trigger_hurt is implemented
and yes, you could use the parenting feature to attach it to a door or plat
to simulate a crusher
is wind_flight.flac in the root dusk folder the falling sound?
My mod doesn't appear in the custom maps selection, which I'm guessing is because it's a .map file
Is there anyway to playtest it without compiling it into a .bsp?
no
bsp compilation is essential
as .map files are simply a list of brushes pretty much
in order to turn that into geometry, the compiler has to do the math
Okay, thanks for the information
god im so stuck on the old update that i keep forgetting about trigger_hurt existing
Trigger hurt works?
Really?
I'm confused cause I saw the description of e1mwhat which said that trigger hurt doesnt work
Textured brushes aren't appearing, they're only grey & white missing textures
Also, I've got a single black-bar flicking on my screen, that only appears in the Dusk application
put the palette.lmp file from the pinned messages otuside of the map folder but inside the mod folder
ye
I've got a couple of fences around my map, but they're non-translucent
In-between the crosses, it's just black, where you'd normally be able to see through
use the transparent texture wad
Ask around plenty of people have it
Im not at my laptop rn so cant drop it
Lemme see who's online
@alpine depot can you help out here
oh ye
thx fam
chuck this into your wads list and use one of the textures that has { in front of it, which indicates a transparent texture
Thank you
np mate
How tall and wide is the dusk character model?
Actually, I've got a pretty good gist of it, nevermind that
But I do have another issue
Give me a second to take a screenshot, I can't describe it
turn it into a func_wall brush entity
it didn't fix it
hm, it should after you recompile
I'll try it a second time
I might just set the grid size to .0001 so that the brushes aren't touching and it might fix if the func_wall doesn't
thats strange
for me func_wall'ing always works
how did you turn it into brush entity? maybe you accidentally turned the whole map into func_wall? @west coral
I selected the fence, right clicked on it, clicked the "create brush entity" option, "func" option, then "wall" option
In trenchbroom, it's called a func_wall, and nothing else
really strange
I'm just gonna remake the fence and try again
Trenchbroom is bit strange compared to my muscle memory of hammer
I am not a higher power
you need to possess certain powers to use hammer effectively
yeah prob
hammer is probably pretty archaic compared to modern trenchbroom but I cant live without my grids
or, well jack.
Same for me
I can't use unity or blender because there's no grid
My OCD just takes over and it's like
yea it feels like I'm missing something
uhh anyone know why light.exe is just refusing to progress at all leaving my map compile dead in its tracks?
nvm it was a duplicate skybox brush
grrr
https://imgur.com/a/fvxYg0C Currently working on my own dusk level. This one is more for practice than it is any real attempt
nice goin man
are you following dumptruck_ds' tutorials?
Oh i know how Trenchbroom works
been using it for like two years
i mean I need to make it work cause i ain't doing something right, and i'll figure it out
oh wow i think you might be one of the only people with TB expereince before mapping for dusk
nice
Thanks
well i started with doom mapping, then i tried out mapping for quake
cause I do want to make games, and part of that is knowing good level design
its just that Dusk does features similar to quake but its not all the same
so you gotta learn what's different
yeah it's almost all quake/half-life features
yeah, which i'm going to have to learn the more interaction and setpiece based features
but the great thing about dusk, is you can do a more interaction based level, or you can just do a level where its all KILL BABY KILL!
exactly
what i would like to do
is make a set of levels and call it Mourning after Dusk
cause I like stupid puns
there seems to be some sounds that i cant replace with the sdk
like the alert sounds for most enemies
and hit sounds it seems
Yeah that's a known limitation with the current way sound replacements work
You can't replace music in the main campaign for the same reason
Yes, of course
np
Lmao the dream I just had gave me a map idea
A Hawaiian island where there is stuff under
underwhere?
Theres like military base and stuff under the island
oh
I wanna make a level that's at a drive in theater that plays the song Linoleum Knife from the Aqua Teen Movie
thank ya
All of the enemy models are pure white, does anyone know what's going on there?
this is in dusk itself, I should clarify
like I make the map, then I compiled it, and when I play it in Dusk they are pure white
Or would the texture files still impact that
Just the enemies, or all textures?
Just the enemies
everything else looks fine
It doesn't look like I can upload a screenshot
oooh maybe
Good thinking, imma check
Nope, that was not it
Dusk content is still on
in campaign or custom maps?
Also, a ton of my brushes are missing?
make sure you havent accidentally renamed worldspawn into something else
it's easy to do
Where would I go to check this?
click any brush that's missing
then check the "entity" tab
if it says "worldspawn" in the name tab then it's all good
What about the enemies
do I make a key named "name" and type in worldspawn?
Sorry I am having so many issues but I have neither of those options lol
hm
what options do you have then?
I have options to group, move layers, and make point or brush entities
ah wait
double click any problematic brush
a bunch of them should be selected
then do the right click thing
I'll check again
just better check them in custom maps, campaign isnt always a good way to check things
that sounds like a mod problem
is this the only mod you have installed? did you put a "textures" folder in your mod?
Yup
what did you put in there?
I have sounds, textures, palette.lmp and then the maps folder
looking inside textures it looks like everything is there?
yeah I got the soldier texture
In my specific mod folder
delete the textures folder
word?
okay
Is it not needed for mods?
you just need sounds, maps and the palette?
I'll give it a shot
Still the same
if you're just making a custom map - you dont need a textures folder or a sounds folder
well unless you're adding a custom skybox
did you relaunch dusk?
and dusk base content still has it's textures and stuff right?
in the "local" folder there is a separate folder for dusk's base content
I have the .map, .pts, .bsp and a text file named "light"
the only thing i can think of here is verifying the files or reinstallling dusk tbh
kinda have no clue
Well I appreciate you trying
Small question, how do I make a prop in the editor? I was assuming it's be in the entity tab or something, but there's nothing.
you mean a dusk prop?
Yeah
like prop_skull?
same way you do with weapons and enemies
same stuff from entites.txt
I don't see any prop_statics or anything under the entity tab
that's
well check pinned messages
see a file called entites.txt? that's all the dusk entities that can be placed
here's how to place a dusk prop_skull in your map
place any entity, go into the "entity" tab, then where you see the name just rename it into prop_skull
or anything from the list
it'll show up as a grey cube but in-game it'll be good
oh hey that's.. something
wait hold on did you place the "maps" folder in the "dusk" folder orr
how does your mod setup look starting from the local folder
Thank you, I was assuming it'd be like hammer how you can pull up a prop selector
we do have an unofficial fgd for that
never used it myself tho
it's 2 at night so im going to bed lol
good luck with your texture problem man, im stumped
night Vriska
it's \steamapps\common\Dusk\SDK\mnt\local\potential mod\maps
good night vriska, thanks for your help
whatever the issue is, it's with the soldiers specifically
other enemies I try work, which is strange
do other people use monster_army as the entity for their soldiers? is that perhaps what is going wrong
aaaaaaaaaaaaaaaaaaaaaaaaaaaaand it's fixed
no idea why lol
sorry anyone who encounters this in the future
How exactly do func_door_rotatings work? It says they're supported in the entity file, but there aren't any properties I can set in the entity panel
oh no
i suggest waiting until it's updated
or you have a fair chance of going insane
You can check my func_door_rotating map that includes the .map to see how it's set up
vriska made an iceberg, and he didn't add it for nothing lol
Isn't fucn vehicle real

is there a way to see object entities in trenchbroom yet or are they always red boxes?
are animated textures implemented?
(with the quake naming format, +0blah, +1blah, etc.)
are animated textures implemented?
@broken ridge No. Not yet at least.
alrightty, thx
Heya guys I'm new here but love Dusk a ton and just wanted to say, if you guys are making a mod and would like some music for it go ahead and hit me up! I'm kinda just trying to get into the industry π and would just be happy to get stuff out there
Sorry if this sounds like shameless self advert LOL
help AAA
which 0.5?!
oh wait shit
column 86 fuckin duh
uh oh now it's just not responding
yeah ok uh im still stumped
h-help
it gives ya the coords
Try turning it off and on back again
find that point
Yeah afaik that means a leak
You can go directly to it on trenchbroom
Forget where exactly is the option but you can put the coordinates there
leaks normally dont cause that tho
I c
you sure you didnt change the format? valve/standard i mean
how would i change the format
iunno
autosave?
yeah ill just load one of those
dargh
9:15pm autosave
an hour of work
fuuuuck
would love to recover it
can i try loading the map?
ye sure ill dm it
oh uhhh if there's a way to change the format i'd love to know :(
we fixed it
and i just found the original error: the wad i was using had a wood texture called wood 3 and trenchbroom doesnt like spaces between words in a filename so it should've been wood_3 instead
durrr
does func_door_rotating work in the sdk?
yes but it's a mess
lemme find my message
func_door_rotating requires the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place where you want the door to rotate around and have a "distance" property that decides how far the door goes
You can also add a "speed" property for obvious things
uh....I guess it's best just to not use that yet then.
yes.
Note that it'll of course work fine if you're mapping using GoldSrc tools
We just need to add some extra features so you can use it properly in Quake format
For texturing, is there a fit to size button?
I'm trying to make a lever to activate a secret, but the texture for the lever is way too large
In hammer, if a texture is too large or small, you can press a button to fit it the side of a brush
i think you have to change texture's size manually :c
well, this is gonna take a while
@ancient depot heya, sorry for the ping.
So, here's the thing: for some reason i can't make brush render invisible with rendermode and renderamt, unless i choose some kind of texture with transparency.
Pic 1: non-transparent texture, 100% visible in-game
Pic 2: transparent texture, invisible in-game
is this a bug or some kind of weird quirk?
renderamt is ignored if rendermode is 0 iirc
but it works with the other texture π€

using a texture with transparency likely causes the brush to use the transparent shader
which would cause renderamt to not be ignored
niiice
How do I get a button to change textures when pressed?
Like how in the game, pulling a lever will change the texture to look as if it was pulled
For some reason the button moves when I press it?
For some reason the button moves when I press it?
@west coral So what I do (I don't know it there are other methods) but I put a replica of the button with the texture I want below the actual button. After that you just set lip to zero wait to -1 (or the toggle spawn flag, I'm pretty sure either works) and make sure the that the replica button, (which is just a brush with the same dimensions and similar texture of the actual button) is slightly smaller than you button.
The result? You press the button, and it moves back behind the replica and looks as if the texture has changed.
Idk if that makes sense
Would a message key-value on a trigger_counter override the default "SEQUENCE COMPLETE!" message that appears?
Perhaps?
nope it does not :(
try putting a message on the thing that's being triggered
So I need a door to move into the ground, but the directional movement arrow is only available for the X & Y axises
You can set angle to -1 for up and -2 for down
Alternatively you can set a full 3D direction by setting angles
@alpine depot Unfortunately the trigger_counter messages are hardcoded right now
I believe it's the same in Quake
You can set a no message flag at least
and then just trigger another entity to display a message
oh right lol
Looks like NoMessage has a bug though, which causes "SEQUENCE COMPLETED" to not be affected
Or maybe that's also the Quake behaviour
Nope, that's a bug in our trigger_counter
nomessage is meant to disable all messages on it
yet another reason all of this is being redone
Ya'll know why buttons don't make noises?
Because sounds on buttons simply aren't implemented
The sound system is another one of those things the SDK is completely redoing because it's not really equipped to handle it
Dude, what isn't being redone? 
Almost nothing, the SDK is a complete rewrite
So should I just trigger another entity to make the lever flip noise?
There are no sound trigger entities at all
but if there was, you could have done that, yeah
So my button is just gonna have to be silent?
For now, you can set it up to play sounds and they'll work once the feature is supported
The Quake func_button has a sounds value which is set to a number
0 will play buttons/airbut1.wav, 1 will play buttons/switch21.wav, 2 will play buttons/switch02.wav and 3 will play buttons/switch04.wav
So if you have an equivalently named file in your mod, that sound will play when sound triggers work
Almost nothing, the SDK is a complete rewrite
does this mean all the maps are going to be broken after update?
It's possible there could be a bug or two in some maps that relied (intentionally or not) on something that might have been a bug
But overall? No
relied (intentionally or not) on something that might have been a bug
i wonder
oh
yeah some of the lower's invisible walls are going to be visible because rendermode 0 bug
If you compile Lower to HLBSP and load it up in Half-Life, that should represent what they'll look like
as a rough estimate
nah, i still have nightmares of how it looked after ambient light was introduced
i'd rather fix all of this
before the update
I mean we can also implement internal fixes specifically for maps that break
As in, for a map that matches EXACTLY for that version of Lower, we can mimic the wrong behaviour
So it looks correct
that might be good for the maps that aren't going to be updated
Also makes sure old versions remain functional
nah, i still have nightmares of how it looked after ambient light was introduced
not only without fixes it looked ugly as sin but also these black soldiers actively asserting dominance
powerful
ewww
How do I change the skybox? I want to get a nighttime atmosphere
six key-values in the worldspawn entity
then a path to your skybox textures relative to your mod's root folder
Thank you
what's up with that giant beer bottle
ewww
- person who uses bloom

what's up with that giant beer bottle
beer books

idk actually
probably i pushed it and it flew away
are there any plans for what formats custom models will be in?
I was messing around with iqm and it wooorks a little bit
You can currently replace most enemies with IQM (Inter-Quake Model)
But there are plans to support GoldSrc MDL and a few vertex animated formats such as Quake MDL, MD2 and MD3
ah cool
Any hope for something like gltf or glb format replacing or is that a pipe dream?
Those are full scene formats, rather than individual model formats
I think they'd be overkill, and they have way too many features to support
Fair enough
Ok call me a fool but doesn't quake mdl REALLY suck ass?
Yes
It's not intended for people to actually make new models with, but rather for better support when loading Quake format stuff
Oof makes sense why its so miserable to work with then
IQM and GoldSrc MDL are the ones you'd want to use for new content
Resting from Map Jam https://dusk.mod.io/cart-garfield
resting
THE GRIND NEVER STOPS!!!!!
I charge Jon, itβs what I do.
Just vanilla
HD mods when
ew
WHERES MY INTENSIFIED BLOOM
chunky pixels all the way
I WANT MORE BLOOM
ps1 graphics mod pog
ultradusk
exactly
just the jam server
lemme snag my screnshors and toss them here though
bottom image is very out of date already lol
lighting is changed and looks a lot less flat
Ultrakill's lust layer mushed together with floaty island wizardry from hl1 xen among some other weird ideas I'm brewing up
may or may not be a ballbuster on Cero Miedo- I suck at dusk when its anything over I Can Take It but enemy placement so far is tough enough to really hurl you around if you aren't careful, feels a lot less spammy than some portions in my other maps which is definitely a plus
I wish we had an archvile type enemy lol
...is the giant floating pyramid intimidating enough? Idk if it should be bigger with massive bright red lights on it or something lol
this looks really good but i will not forgive you for using bloom
and now aqua
aaaaah shove your invalid opinions beneath dusk
set the color palette to vivid
actually I wonder, was the bloom pulled off using the post processing stack in unity, or something a bit more custom?
cuz if its the former we could technically do all kinds of crazy post processing goodness, like Vignettes and film grain and chromatic aberration.... mannn id kill for all that in dusk....
id unitonicslly love it
Absolutely disgusting
OOH AMBIENT OCCLUSION
It's a boomer shooter
hey dont shit on my boy AO, it's alright
it obliterates my frames
Why would you ruin it with post processing
a boomer shooter is subjective and ill mod it to hell if I want to
hey dont shit on my boy AO, it's alright
its the least worst
hey pixelation can be considered post processing right
No, it's FOR the boomer shooter
God I bet you play with limited fucking palette
It literally says summer 94, why wouldn't you have it on
Yeah I do, it says boomer shooter so I play it like a fucking boomer shooter
you better have light flares off or your opinion is invalid
I bet you play with texture filtering on 
cringe wannabe bewmor
me?? cringe?? you use bloom
lol filtering can't do anything justice because the textures are too low res
smoothing the image out like that would just destroy all of the clarity and make it feel like you're playing a game made of peanut buttee
butter.
smoothing out the image huh
like how bloom literally makes the game look like a marker bleeding through everything
in a good way :DDDDD

doesnt that look just great?

I love it
shame, shame
it feels sloppy & ugly
it looks like i opened my eyes underwater
I do that all the time
no wonder
...maybe thats why bloom doesn't affect my eyesight negatively and make my retinas bleed
yeah ok
maaaaaybe bloom is a little bad but come onnnn dusk does it right
i bet you people have light flares on EW
I designed Downtown Showdown with a bloomed out skybox in mind!
YES I DO!
LIGHT FLARES LETS GOOO
light flares isnt that bad
yes it is
how
thats fair
row*
maaaaaybe bloom is a little bad but come onnnn dusk does it right
no
99% of games dont do it right, dusk is definitely one of them
bloom is the effect you use for 2 seconds when a character walks from a dark room into a blinding light
if dusk did it right then it'd have it off on default
oh wait
if dusk did it right then 99% of players wouldn't have it on, because they're not insane
oh wait
i hate 2000s bloom
but if you wanna blame somemoe for bloom in dusk
don't blame anyone who leaves it on
spam the creator of dusk unti lhe take sit out
though the bloom in fear 2 is really fucking good
please blame anyone who leaves it on
it was added as a joke and isnt on by default
dont poke the devs about this
Oh god fucking fear 2
I hate how all the controls are remapped from fear 1
because fear 1 i actually felt good to control
fear 2 just threw me off entirely and the whole game just feels off
wait going offtopic, forgot i was in dusk mods
you cant leave till you make a mod
fuck
that's the price to pay
channel names dont matter what server do you think this is
Bloom
channel names dont matter what server do you think this is
i, as a modertator on a certain server, say that's a lie, post above was made by misbehaving user gang

jokes aside, imo that's okay to sometimes digress from the channel's topic
that's how human interaction works, you start in one place and 10 minutes later you talk about something else
Β―_(γ)_/Β―
you'll like #gloomwood then
go into that channel and count messages directly about gloomwood
that's uh
yeah that's what it's ALWAYS like
i'd say dusk-mods 99% of the time stays on topic
not like the opposite is bad
try placing a bunch of smal health pickups in a rom in your map
does that look good
laughs in week 2 lower
oh god i remember playing some map a really long time ago and like
when i turned off light flares
my fps increased by 30 frames at LEAST
the guy had placed an unfathomable about of small pickups
he he
lense flares go brrrrr
i wish we could change these post's colors
and other light fixtures
make em a brush
boom
problem solved
place a pickup inside
yeah that was a long time ago so dont worry
things probably arent the same now
and my laptop is real bad
When I play test my shitty test maps my laptop sounds like it's about to take off lol
Like I check task manager and dusk is just eating the cpu
yeah i mean dusk is a videogame
So I'm trying to make a lever make a noise when I pull it, I've set the sound to 1 in trench, which means it should be using switch21.wav. I renamed a wav sound file to switch21 and launched the game, but it still doesn't work.
Then whats the sounds folder for?
for enemy/weapon/pickup sound replacements
I thought I could've replaced the lever sound and it would work in the level
nah no custom map sounds for now
Okay then, I guess it'll just be silent
It will work in quake though
flashbacks to making a sickle select sound an entire music track before we had actual music so you could select them and put them away to keep the music going
Sounds fun
there uh probably workarounds you can do
we tried triggering enemies that arent used often with changing theit aler sound
so button triggers a rat in a box below, forcing it to make the alert sound
didnt work for multiple reasons but you know
hey here's an idea
breakables have different materials right?
one of them is a "teleporter" type material which makes a unique sound that's not made anywhere else
make a breakable brush with that material, replace the teleporter sound with the sound you want, sprinkle some multi_manager magic in there and voila
cuz you CAN trigger breakables to break

You know, zombie could add some random sparse unrelated features and then modders could find weird wacky workarounds using em
Trigger_hurt is broken right?
people said it works, didnt use it myself like ever
So you could just alert the rat, and then push it into a trigger_hurt for max kills?
or you could just teleport another rat into it
telefrags work fine
Wait if you squish an enemy with func doors do they die
nah
They just kinda e x I s t
Missed opportunity David
also you can teleport several gas cans into each other to cause an explosion
Oh yeah, that could easily work
which is the thing that kills you in the func_vehicle meme map
well if trigger_hurt can work with a delay then you can simulate a crusher no problem
im just not sure since i never used it
1 - h
2 - trigger_teleport works on props just fine
if you give a teleport a targetname it'll be disabled till you trigger it
so just keep it there till you want the prop to teleport
Nice
Hehe
What texture do you guys use for triggers, or do they not appear in-game?
they dont appear in-game
triggers would be a little immersion breaking if they showed up lol
Yeah, I thought there was some completely transparent texture or something
Aughaha cmon trigger me aughaha

they dont appear in-game says the person who has a visible trigger in derailed
god fine ill fix it rn
wh-
ok it fixed itself i guess
or i just never recompiled??
lmao
ok i did recompile but did i never upload that??
im confused and scared when did i fix this
i mean i know that last version had the trigger
can someone test this version for me and hopefully im not just crazy???
just nbclip up through the start ceiling n go to the rat arena and look up at the vent chute thing
wish i could but i have an exam in 50 minutes
i'll test it when im back if no one does it
ehh fuck it i'll just upload this actually
if it breaks again ill recompile and put THAT there
yeah im probably gonna revise the SHIT out of derailed at some point, a lot of the enemy layouts are super spammy and the whole map could just use a makeover especially now that there are more tools at my disposal to work with
I've got a object_campfire in a fireplace, and want to have it lit when starting the map
Is there some sort of flag I can set to toggle it?
Actually, better question, can I change the color of lighting?
yup you can change light entity colors
add a _color key-value
and for the value, it's RGB separated by spaces, not commas
so 128, 128, 255 would just be 128 128 255
you cant have a campfire lit from the start
...oh shit wasnt that a thing i asked for all the way back when the sdk released?
Probably, but functionality like that exists automatically in the rewrite
Since entities all have enabled states, instead of being wrappers around jank internal objects that need everything wired up manually
remind me again, is rewrite THE next patch or is the next patch PART of the rewrite
both

the features I've talked about thus far are next patch territory
oh hell yeah
large
as large as big john?
a chungus, even
a big chungo :DDDDDD
benis :DDDDDDDDD
big chungus or BIIIG chungus?
beeg.
begg.
egg.
quick put a 37mb egg picture into the files and push that as an update
lmao
patch notes:
Minor improvements
Major*
correct
patch notes: added ability to enable campfire at map start, Other minor improvements.
i just want func_train for floating islands :(((
Patch notes:
h
Update size: 2gb
patch notes:
I DONT KNOW WHAT I DID BUT IT WORKS THANK ME LATER GUYS
patch notes:
Patch notes:
just look
What if Zombie is human Nihilanth John Carmack Jr
What if hes both
Impossible
can func hurts be moved with func doors
yeah
to simulate crushers
i heard some people say yes
huh it didnt get moved
but the trigger hurt worked
so how do you make a crusher
nvm i scrolled up
Is there a good way to hide the UI/ weapons for screenshot purposes?
It E X I S T S
Nice
DINERO 

is there a way to force a brush into being rendered regarless of the map being sealed?
i keep something out of bounds to move it inside after a switch and, because the map is cutting out everything the player wont see, the brush gets fucked out of existence by the compiler too
any way to go around this?
i cant make it a func_wall since it needs to be a func_door to actually move into the map
can't you just put a small box around the func_door
hmmm good idea i'll try that
but wont that still count as an area the player never sees? i'll try anyway
yeah that did it
thanks
is ambient_generic from hl1 compatible with dusk or not?
Any sound-related entities aren't currently implemented aside from a custom trigger to change the music
You can put an ambient_generic in your map and it'll work once we implement support for it, but right now the game will just ignore it
im currently working on a jokeMap for my friend and wanted to make it also compatible with dusk and i was just curious if the ambient would work
but sadly it wont, not yet
It should as of the upcoming patch
would you say its soon or soon(tm)
My dream is that one day someone can make a 1:1 remake of nitro family in dusk
maybe i could do that
having trouble with a button-controlled trigger_counter again
just like before - pressing 1 button makes the counter complete or presses it twice
Looking for playtesters. Dm me and I will send you the .zip.
dusk isnt optimized yet... wait a couple decades
nuts.wad exists
on doom or dusk?
dusk
Do we have any slaughtermaps yet?
huh? slaughtermaps?
like scientist slaughterhouse mod for HL?
kill kill kill kill kill
Is there a list of compatible entities in Hl1 that are recognised by Dusk?
thanks
Does the tram still not work?
i just had a very bizarre idea; can you parent items to info_player_start?
I think so although I've only seen it in source and not goldsrc so idk
I've had the idea for this particular map for a few years ( https://www.reddit.com/user/SP00FFy/comments/jpbx6m/unfinished_train_map_for_tf2/ )
It's a bit short but I think you'll like it.
I did run into some problems tho. I can't get the doors to work properly. I can'...
I'm making a train map
too bad func_train isn't supported yet
just use a scrolling texture for the terrain
great idea
pogs
Nice map bro!
This does remind me a bit of the first level of EP3 in Death Wish for Blood.
Or was it EP2?
Can I create visgroups?
In hammer, you can group together brushes and props, then disable them in the editor to focus on what you want
Thank you, I see how to do it
I thought that creating a group through the right-click menu would work
nah
That sucks
Yeah it requires support for light styles, which is one of the most difficult Quake BSP features to implement in Unity
damn they need to make unity 2
lol, that would probably make it worse tbh
I mean they did make Unity 2 π€
Yeah its called dusk sdk
I remember how much of a hassle it was to turn lights on in off in hammer
Cause the source engine's lighting is baked in
same here
I don't know how it is in Unity, but I'm gonna guess it's a worse hell
Also, what's the property for a jump pad to increase the height?
I remember hearing it's multiplicative of your normal jump height, so I'm guessing it's supposed to be a low number
yeah try 3 or 4
oh the property itself is uhhh "amount" i think?
pretty sure it's "amount"
It might be because it's slightly submerged in the ground to make it not levitate and break immersion, but it's still just spam jumping an inch off the ground
can you show the properties?
odd, that should work
@alpine depot you use jump pads all the time, what could be the issue here
Looking through previous discussions of jump pads, it looks like people are using decimals?
if anyone is using jump pads, i'd wager a value of 1 or lower is the cutoff for normal usage unless you want to start a space program
most jump pad in the game are like between .6 and .8
Yeah, I didn't think about that
you sure you're not hitting the celling or something?
So I think I just forgot to save and then used the old properties
yeah classic stuff, happens to me all the time
if anyone is using jump pads, i'd wager a value of 1 or lower is the cutoff for normal usage unless you want to start a space program
well that accurate
wow you dig THAT up

oh man i remember that time
i used "light" on worldspawn for my map and spent days trying to make _sunlight work...
without having any sky brushes
What's the trigger value for music?
on a trigger_changemusic brush entity you put a music value, with the filepath to your music which is relative to your mod's folder
the full directory, or just sounds/[insert song here]
I'm gonna be putting off compiling for a while just so I can get everything done, but this should work, right?
it should, do you have a sounds folder in your mod directory?
yeah
yup, should work just fine then
@long anchor so that's what DUSK models would look like with the MDL format
the vertex jiggling
Any way to expand the orange box for a bit more space?
I'm assuming anything that passes it doesn't compile
clip textures don't work, right?
Pretty sure they dont
So how do you guys make clips?
Invisible brushes
I don't
Is there a completely invisible texture?
Either rendermode/renderamt settings or being a lazy ass and stretching out a transparet texture
In the uv editor
you guys want a funny? this is how the rivet comes out if you holster the weapon then click
sideways carrot amirite
Explosive carrot
feeding your pet bunny TO THE EXTREME
is this how daisy died
Dusk mapping is so weird man
I expand my map by like 2 inches, the file gets 1000 more kbs
I detail everything and change everything, it only goes up by 2 kilobytes
I've got a skybox, that counts right?
nah it's bit more complicated
look
tbh i don't really know how to explain leaking and sealing
brain is dead
if you wanna test leaking you can put -leaktest as an option in the qbsp thing and itll fail if the map isnt fully enclosed and output a file you can load into trenchbroom thatll snake a lil path to where the leak is
That's a point file
I came over to trenchbroom from using Hammer
and every map has to be perfectly sealed in order to keep the lighting working
What's the trigger to end the level when a player passes through it?
What's the trigger to end the level when a player passes through it?
trigger_changelevel
Oh, I thought you had to interact with that like a button to change the level
tbh i don't really know how to explain leaking and sealing
ill explain
actually i think dumptruck ds has a video
Mapping for Quake: TrenchBroom 2.0 - Episode 2 - Troubleshooting
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the βHelpβ menu.
Mapping for Quake on Discord https://discordapp.com/invite/j5xh8QT
If you havenβt watched the TrenchBroom 2 Quickstart p...
tl;dr seal up every brush so that you can't make any arrows out into the void, one really useful trick is to load up a point file & press . so that you can bring your camera to the leak
I noticed that none of my "trigger_changemusic"s are working
Yes, I have a folder called "sounds" with e1m1_ambient in it
trigger_changemusic cant be triggered by walking into it
it has to be triggered by something via a target
like trigger_once
so just put the player's spawn in a trigger_once and it should work?
you can select a starting music by adding the music property to worldspawn
without having t use _changemusic
i'm organizing the entities.txt into categories, i'll publish it here when i'm done




