#dusk-modding

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dire spoke
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oh this is very nice thank you

gritty forge
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onty

ancient depot
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Very nice

crimson patrol
honest stag
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we finished the map jam btw

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7 maps total
the host is asleep so yeah

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the page will be up when they wake up

crimson patrol
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approved x2

jagged halo
alpine depot
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big pog let's gooooo

spring trench
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How do you start doing Dusk mapping? I dont do any modding and wanted to try with dusk

verbal peak
spring trench
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I thought i was only for quake?

west coral
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Congrats to everyone else that submitted a map

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Backwards support

verbal peak
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dusk uses quake tools for mapping

west coral
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Trench creates .map files that when put through a tool to convert them to a .bsp, the map will work through DUSK

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Though it's a small process to set everything up correctly right off the bat

spring trench
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Ok thanks

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can wait to get started

gritty forge
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How do you start doing Dusk mapping? I dont do any modding and wanted to try with dusk
@spring trench need help?

spring trench
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No its good now

gritty forge
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aight

spring trench
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I will just learn how to use trenchboom

gritty forge
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i'll make a steam guide today on how to get started to make dusk maps and hopefully it'll get pinned here

spring trench
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ok great

foggy creek
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Is there a version of Dusk.Wad that works for half life?

honest stag
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oh boy new bloodin modding incoming

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also what kind of a wad half-life uses?

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wad3? dunno much about it

foggy creek
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yeah Quake uses Wad2 and hl uses Wad3 imma just convert it in wally.

honest stag
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i have a wad3 version

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uploading

foggy creek
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Thanks

foggy creek
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I'm pretty sure that Wad is missing most of dusk's textures

honest stag
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How many are there?

Im pretty sure this wad was converted from the original

foggy creek
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Like 60 textures max

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I'll send a imgur link

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Nvm I somehow just got all the textures

gritty forge
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I need to play that Winter Jam someday

honest stag
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The maps arent too huge, the 10-day limit was in place after all

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So id say you can finish all of em in an hour

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Maybe less

gritty forge
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Fair

safe ice
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for some reason when I hit apply to the map I want to play

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it doesn't appear in custom levels

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it doesn't even get checked

crisp raven
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You check it THEN hit apply

honest stag
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are you sure you're actually apply-

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yeah

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there's a checkbox

safe ice
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hmmm

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nevermind i'm dumb

safe ice
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is it just me or do the SDK mods lag like a lot more than the normal game

alpine depot
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yeah they sometimes lag a lot

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especially my maps lol

honest stag
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at the start they will lag for a bit

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just give em a moment

alpine depot
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yeah for sure

safe ice
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eh for some I can push 60

alpine depot
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bigger maps will spike in lag for a bit

safe ice
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others around 40

alpine depot
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i find that Low Spec mode helps for frames

honest stag
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ye

safe ice
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that is my fps in low spec mode...

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lol

alpine depot
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..oh

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lol

honest stag
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well uh good luck them

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then

alpine depot
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aight time to start writing a big fat comment to review all the maps

honest stag
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here's my really short review of all the maps

The pit: Great, a tiny bit short but good
Disregard: awesome, although feels like a bit too much ammo sometimes
Manors of flesh - sick as fuck, but secrets are too hard to find for my tastes
Above and Below - fuckin awesome, got lost a couple times but it was mostly my fault
DiveDeepIntoSin - dude that is the coolest shit, classic aqua map, big map big fights
Purgatorium - Amazing map but enemies are a bit spammy by the end, dev said he'll make an updated vresion so it's all good
Heaven and Hell - my map so i cant really review it lol

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i uploaded the vids of all the maps but play them yourself damnit

gritty forge
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aight time to start writing a big fat comment to review all the maps
maliciouspog

ancient depot
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is it just me or do the SDK mods lag like a lot more than the normal game
The version of the SDK that's out currently acts kind of like a "tumor" on regular Dusk, which is a source of many performance issues

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That's why the next patch is starting to merge in all of the code rewrites so these issues start to go away (and so we can add new features without introducing subtle bugs all the time)

gritty forge
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new features

gritty forge
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I wish you didnt need to load up the sdk to play custom maps

west coral
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eventually

alpine depot
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god i just wrote a fucking NOVEL on the jam page lol

honest stag
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lemme see

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what the fuck

gritty forge
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I gotta see how my 20 hours 20 monsters doom map will look in dusk

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Oh my god

honest stag
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just keep in mind that uh those kinds of tools will probably just give yoi the base geometry

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and not always high-quality

gritty forge
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yeah im certainly not gonna put it anywhere & pretend like it's any good lmao

dire spoke
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step 1: use oblige to generate a level
step 2: use wad2map
step 3: qbsp.exe
step 4: ???
step 5: profit

gritty forge
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boom, infinite dusk maps ๐Ÿ˜Ž

west coral
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Can I disable a layer from getting added to the .bsp?

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One of the worst things for playtesting was having to fight through a ton of enemies to reach what I wanted to test

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So grouping them up into a layer, and then disabling it or something would be super nice

dire spoke
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in trench broom you can right click->omit from export

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right click on the layer

dire spoke
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Also, will duskworld ever get SDK support for like, custom deathmatch maps?

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because it looks like on top of the work already done for singleplayer multiplayer is like, a whole nother program

still raptor
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yes

dire spoke
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schweet

crimson patrol
bold orbit
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the SDK is currently a tumor that will eventually overtake and replace the original framework but as something more efficient

long anchor
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they are just redoing the engine for Dusk 2 and make us test it

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I uncovered your conspiracy

drowsy dirge
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will dusk ever move out of unity?

dire spoke
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To what?

alpine depot
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why would it lol

last talon
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Gek wants source dusk

dire spoke
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Let's move dusk to gamemaker

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Not studio or studio 2 or whatever but OLD ass gamemaker that barely has any 3d support

lime isle
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How do I get trenchbroom maps into unity...

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anyone know anything ๐Ÿ‘€

sharp trail
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why would you want to do that?

dire spoke
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just unity in general or into dusk?

lime isle
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Unity in general

safe ice
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glad to hear the current SDK is just a "tumor" lol

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it seemed really badly optimized

dire spoke
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im pretty sure theres some bsp importer plugin for unity that like, you can turn a trenchbroom map into by compiling it

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but from what ive heard if youre just working with unity it might be better to use something like probuilder for making levels unless you REALLY really like trenchbroom

lime isle
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Thanks! Might look into that. Trenchbroom is just really awesome, Probuilder is awful and I'm too lazy to learn realtimeCSG, although maybe it's time.

west coral
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Unity hmm2

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Might just be that I'm cringe and can't work without a grid...

dire spoke
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Does unity not have like a grid snap thing?

west coral
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I can't find one

alpine depot
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ProGrids exists but they took it off the asset store

ancient depot
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It's available in the package manager now I believe

gritty forge
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god

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i miss the quote feature

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it was so much better then this shit

honest stag
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use a valve format instead?

gritty forge
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valve format hates that too

honest stag
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did you try?

gritty forge
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yes

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gonna try & compare Disregard to 20hrs.wad -> map

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maybe that'll help

honest stag
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can you link the map to me so i can try and run it in trenchbroom

gritty forge
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this is what I get for using an application from 1/16/2000

dire spoke
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wait can we not quote anymore

gritty forge
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yeah

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fuck you discord :(

dire spoke
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i miss the quote feature

gritty forge
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WHat

dire spoke
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i think waht you need to do is like

gritty forge
dire spoke
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backspace out the @

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or just yknow, use the meme arrows

gritty forge
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why did they remove the quote shortcut then

dire spoke
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very cool

honest stag
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why did they remove the quote shortcut then
@gritty forge h

gritty forge
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now i have to go boomer style &

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better then using discord's shitty new feature

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disregard.map

honest stag
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lemme try somethin with your map

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i literally had that issue with aqua and fixed it

gritty forge
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hrmrmmmmmmm..

broken ridge
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is there an entity name for the red key? (key_red_key isn't what I thought it is)

honest stag
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@gritty forge hey guess what

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also key_red_key for me usually falls through the ground

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for some reason

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i ran your map

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you didnt actually convert it into the valve format and just selected it in the editor did you?

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cuz i converted it to valve and it works

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it's uh

dire spoke
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try key_red_magic or key_red_card?

gritty forge
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???

honest stag
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not very promising tho

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lemme link it

gritty forge
honest stag
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you can probably salvage it though...

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maybe

gritty forge
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pog

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thanks for help

honest stag
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geometry it s abit fucked but it's there

gritty forge
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a bit fucked
WHAT AM I LOOKING AT

honest stag
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the level itself is there it's just uh
the way it's cut up is fucked

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obviously the converter doesnt know which brush serves which purpose so if you want to get it back up you'll have to do some manual work

gritty forge
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Jesus christ

honest stag
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but you know i can see it being done

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...eventually

gritty forge
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It looks like the void / empty space in Doom was made out of one single brush in trenchbroom

honest stag
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yeah

gritty forge
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And wad2map just went fucking drunk samurai on the void

honest stag
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ctrl-k that bitch from a cube

gritty forge
dire spoke
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potentially since oblige is open source we can automate this process more if we really wanna mess with application code from 2000

gritty forge
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the true test:

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running this through a compiler

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and seeing if I get a leak

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pray to god I don't

honest stag
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you probably will?

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but huh maybe not

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do it i dare ya

gritty forge
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i can DrEAM

honest stag
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ther'es like 1800 brushes btw

broken ridge
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oh you're right, all the key_*_key entities end up lower than they should be

honest stag
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actually i used yellow and blue and they were fine

gritty forge
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i don't think i got a leak

honest stag
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sometimes keys just fall through though

gritty forge
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not sure what the hell the error is

honest stag
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oh did you place an info_player-start

dire spoke
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wait is this why almost every custom map uses only blue and yellow keys? i didnt know that was a thing lol

gritty forge
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ok i probably should have placed one

broken ridge
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same deal when they're item_key1 and item_key2

honest stag
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not really, i've seen people use red
but i eventually gave up and just used buttons

gritty forge
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if this works i will genuinely be impressed

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still hates me

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deleted the 2nd info_player_start so that shouldnt be a problem

honest stag
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try removing the "-"

broken ridge
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seeing what happens when it's placed 128px higher

gritty forge
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WE GOT A LEAK

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AAARRGGHHH gg

honest stag
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figured

gritty forge
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but

honest stag
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wait why is that a problem tho

gritty forge
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but but but

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if i

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if i cover the ENTIRE map

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with {blue_sky

honest stag
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dusk runs with leaking maps though...

gritty forge
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it won't leak will it

honest stag
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well it technically wont leak but

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you lose all the benefits of a sealed map

gritty forge
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God

honest stag
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you can run dusk maps with leaks no problem though

gritty forge
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Looking at the geomtery is so weird

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I can recognize the map I made in UDB but it's so so so fucked up

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how did these brushes even get here

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this is the open area leading into the exit

dire spoke
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my goodness that looks janky as hell

honest stag
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oh it is worse when you actually fly around in-editor

gritty forge
honest stag
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ohhhh fuck me

broken ridge
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yeah, placing keys 288px above where they should be is a workaround

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thx

honest stag
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huh
wow i could swear i tried that in one of my maps and nothing turned out right anyway

gritty forge
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MY FUCKING

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OH GOD

honest stag
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well this looks... fine?

gritty forge
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IT'S FLOODED WITH RANDOM BRUSHES

honest stag
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i mean floor and celling are a bit weird but

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that looks lik something playable?

dire spoke
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what does the original look like in UDB?

gritty forge
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what does the original look like in UDB?

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loading it up in UDB right now

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side by side comparison in 3d viewer

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The entrance is literally BLOCKED with random brushes

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It's telling you to turn back

dire spoke
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oh my goodness how!!

gritty forge
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actually the problem may have been that computer terminal

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wad2map.exe probably hated this

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it looked good & someone on the mapping jam complimented it but never again, spent way too much time

dire spoke
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that does indeed look rad

honest stag
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can confirm

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looks cool

gritty forge
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this is gonna take so much work to turn into a playable dusk map

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once i'm done i'll release it only here because nobody should ever have to experience this nightmare again

honest stag
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might as well make it from scratch lol

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sounds like it'll be easier

gritty forge
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so many damn random brushes

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i dont even know how they got there

honest stag
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is it the tree collisio box or something

gritty forge
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unsure...

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after some work this is actually starting to look recognizable

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do you think I can get away with patching all leaks by just making a really big brush over the entire top of the map

honest stag
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god that just makes me sick when i look at it

gritty forge
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leaks, leaks, leaks everywhere

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theres no way this wont instantly kill the SDK when I load it

honest stag
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wha

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1 leak is equal to 500

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it wont do much if the map isnt that big and there's a leak

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we aint running a quake map in year 2000, we can handle some leakage

bold orbit
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My map is just

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big box

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it's only killed one enemy

gritty forge
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Its an escher painting

gaunt galleon
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I'm so sorry but I'm here to ask a stupid question: is the SDK updated yet

honest stag
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since which point

gaunt galleon
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Uh, like may

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I think i last used it in august

honest stag
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since august yeah once

gaunt galleon
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but there was an update on the horizon

honest stag
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i think...

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yeah there was

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big performance stuff, the game loads super fast and you can use a -skip-dos launch option to skip the fake dos thing

gaunt galleon
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oh the performance thing was exactly what i was hoping for

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dope

long anchor
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My map is just
big box
it's only killed one enemy
reminds me of first version of lower

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that had a huge ass skybox

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it was 500 times bigger than map itself

honest stag
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yeah you tried having a starry night sky cuz we didnt have proper skyboxes right

long anchor
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well yeah but

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at "release" we had skyboxes

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and i just left the one i made cause

honest stag
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we.. didnt tho

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it was eighter the yellow one or the default sky one

long anchor
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i mean at lower's release

honest stag
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ah

long anchor
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i just didn't think about all of this affecting performance

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same for leaks

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also my lack of knowledge about leaks lead me to not caring about mountain brushwork

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the part you can see on the level - good, nice

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behind? a b o m i n a t i o n

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that's why i wanted to completely redo this part in lower 1 after i'm done with 2 and 3

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and maybe even expand some parts? idk

cunning fulcrum
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looks like a normal dusk map to me malicioushappy

long anchor
gritty forge
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update on 20-hrs

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i think i'll keep it as a secret level, I have an idea for a mapset called GMOTA where you only get to use low-tech weapons

gritty forge
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should only have like 5 minutes of gameplay when i'm done, i don't feel like expanding it any further

ruby drum
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Looks good

drowsy dirge
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can it have a boss fight at the end?

gritty forge
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sure

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i've had an idea for a gorey room with gross stuff

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i'll turn that into an arena

lost carbon
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Hi. After downloading SDK and putting the mods into the right folder, DUSK can't still see the mods. I'm on GOG. Any tips?
Would love to try the maps from the last jam

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I can see the folder with the map name, but it's stated there is "none" content

gritty forge
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Would love to try the maps from the last jam
TURN BACK

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2 faqs on how to get sdk up & running

lost carbon
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can't make it works, even with those links

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shouldn't be so complicated, I've played mods from other games. But for DUSK I have no clue, should be something as simple as 'put in in the mod folder and end of story"

gritty forge
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okay

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send screenshots of EVERYTHING inside of your sdk

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for example here's my sdk

lost carbon
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I am doing it sec

gritty forge
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looks fine to me

lost carbon
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wait

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right? But it doesn't works

gritty forge
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show screenshots of \Dusk\SDK\mnt\local\purgatorium

lost carbon
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I'm on GOG, maybe it matters

gritty forge
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purgatorium > Purgatorium

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delete the middle man

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just move all the folders inside of Purgatorium to purgatorium, that's probably the issue

lost carbon
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hope you're right

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I've not created the folder, just exctract it

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@gritty forge It works! Thanks a lot!

gritty forge
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tip:

lost carbon
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Such a silly problem

gritty forge
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dont play disregard

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disregard bad ๐Ÿ˜Ž

lost carbon
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bad in which way?

crisp raven
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It make all other levels look terrible in comparison

gritty forge
lost carbon
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Ah, alright )

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thanks anyway, it was such an odd problem

still raptor
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Beware @lost carbon , the gog sdk version is very out of date, we'll be updating it soon

foggy creek
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Is there any software for blender that can allow it to export as a .iqm?

honest stag
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yes there's a plugin

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1 moment i had a link somewhere

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also

foggy creek
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thanks

honest stag
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it's not a good video of mine but it should do the job

gritty forge
honest stag
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nice minecraft floor

foggy creek
honest stag
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i already like the look of that

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big stalker vibes

foggy creek
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I was kinda going for a cyberpunk city look but It's kinda hard to pull off with Dusk textures

honest stag
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oh wow that might be downright impossible or something
dusk textures are prime stalker industrial type stuff
maybe some magic mixed in

foggy creek
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yeah might have to make my own textures or use some of half life's

honest stag
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or your could grab some from the quaddicted wad collection thing

foggy creek
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what's that?

honest stag
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lemme find the link

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all kinds of wads but i wish there was a preview

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kinda have to guess by name

foggy creek
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are they meant for quake or half life?

honest stag
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i think they are technically quake but hey can be converted right

foggy creek
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yeah I can convert them

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it's just hard to tell with transparent textures

gritty forge
honest stag
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dew it

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it looks better that way

bitter wedge
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@honest stag pinging you because it's your map, but I was trying to play Heaven and Hell from the jam but it was near unplayable because none of the textures loaded in and it got to a point where I could not see what I had to do in order to progress and had to quit

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I tried reinstalling the mod, restarting DUSK SDK, etc. and could not get the textures to load

honest stag
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huh???

bitter wedge
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is it broken for me for some reason or is that just the way the level is

honest stag
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were they checkerbox textures?

bitter wedge
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they were just gray

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a light gray

honest stag
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that's.... odd
i dont think anyone else had this?

bitter wedge
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everything was the same shade of gray

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it was quite strange

honest stag
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...huh

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can you show a screenshot?

bitter wedge
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well i'll try again, this was a few days ago

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knowing my luck it is probably fixed

honest stag
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i never patched it or anything and i did send it to other people along with testing myself

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i dont think anyone had trouble

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or at least no one said they did

bitter wedge
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okay never mind it IS checkerboxy I just remembered wrong

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oddly the toilet loads fine in this room

honest stag
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shit did i forget the fucking palette file

bitter wedge
honest stag
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yes i did
i guess everyone has one by this point

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get palettte.lmp from pinned messages and put it into the mod's folder

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so just into Heaven and Hell

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shit i cant belive i forgot it

bitter wedge
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oh okay I'll try this again then

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thanks

honest stag
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i should drop an update to the host

ancient depot
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The palette will be embedded in the next update so not having it won't matter anymore

honest stag
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phew

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that next update is lookin better and better

long anchor
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^

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inb4 next update is full sdk release

honest stag
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hahaha jk.... unless?

ancient depot
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Something close to that is the plan, yeah

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Just missing a few larger features

sharp trail
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:)

honest stag
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oh woiw damn

ancient depot
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That's why it's a significantly larger update

long anchor
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damn nice

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Just missing a few larger features
like scripting

ancient depot
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Yeah pretty much

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But if time permits, you may be pleasantly surprised on that front

honest stag
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HWA

lost carbon
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@still raptor Yep, it seems to crash from time to time

still raptor
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we will be updating it soon

honest stag
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this is probably a dumb thing to point out but

ancient depot
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history has been made

honest stag
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take a guess which map is it

ancient depot
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I'd wear it like a badge of honor tbh

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That said, I haven't gotten around to playing the map jam stuff yet

honest stag
sharp trail
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what map

honest stag
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someone got upset

sharp trail
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AWWW LOL

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that makes sense

honest stag
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so yeah it's not technically on an actual map but still

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proud to be

sharp trail
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i'll give you another dislike when i get home you bafoon

honest stag
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hahha shit

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speakin of the map jam - maps there are some good stuff

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i played em all pretty much twice (and dozens of times played my own map)

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god i wish i had more time

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i basically spent 5 days instead of 10 making the map because of studying
and the final days were spent frantically trying to fix bugs and make a portal work

ancient depot
honest stag
bold orbit
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Time?

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Is it that time again?

long anchor
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wait zom but we still can include custom ones

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in case we want custom ones

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right?

ancient depot
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@long anchor yes, the built in is just a fallback if you don't include one

gritty forge
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poggers

high magnet
alpine depot
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yooooooo

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YOOOOO

dire spoke
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anor londo-lookin ass, cool

bold orbit
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not the archers

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not again

honest stag
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wow that looks sick as fuck

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puts my tiny cathedral to shame

crimson patrol
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Holy shit that's awesome

last talon
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oh man the dream is real

high magnet
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dream is big if tru

foggy creek
high magnet
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Is that the cyberpunk city?

foggy creek
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Hopefully it's begining to look more cyberpunk

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and yes

high magnet
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I think it will look pretty convincing with big skyscrapers

foggy creek
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yeah I'll save those for the skybox

high magnet
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I'm thinking the town_building3 texture with blue and pink lighting could be good too

foggy creek
#

yeah I tried using custom textures but when put together with Dusk's textures they just looked off.

high magnet
#

Yeah I like to only use the default textures too

honest stag
#

you could just scrap dusk texture and go full-custom

#

way cooler imo

#

textures*

high magnet
#

Nice map anyway man!

foggy creek
#

yeah I was gonna rip ion fury's textures but fuck converting build engine textures.

#

also I don't have the game

honest stag
#

wow ion fury textures would do sooo well

#

also from my experience q1 textures mix really really well with dusk ones

#

like the default q1 ones

foggy creek
#

yeah I have some q1 texures and a full rip from Diakatana

honest stag
#

oh wow damn

foggy creek
#

I prolly won't finish this map until Dawn comes out or a custom fgd file gets made.

honest stag
#

im pretty positive someone already made a custom fgd

#

i assume you want a hammer fgd? or JACK whichever you use

foggy creek
#

I use JACK which is just a better version of goldsrc hammer

#

so yeah the hammer fgd

honest stag
#

someone 100% made a custom fgd for trenchbroom and i think there was also one for hammer

#

lemme look

foggy creek
#

someone should pin these links.

#

seems you have quite a few

honest stag
#

alright im not sure if this one is the half life version but it was made by a guy who used hammer

foggy creek
#

I'll take a look thanks.

#

it works but jack if giving me errors saying it can load certain models because they aren't incuded

honest stag
#

ah yeah it's probably because he used quake models to represent the entites just to not have them as cubes

foggy creek
#

either way should still work.

honest stag
#

ye

foggy creek
#

thanks

honest stag
#

oh man it was made way back in january jesus

#

it's been so long

#

cant believe im still into modding dusk

foggy creek
#

Time flies when you're having fun

still raptor
#

has anyone done a full custom texture map other than books and beer's egyptian themed one?

honest stag
#

by full custom texture you mean retetextures enemies?

still raptor
#

nah just the map even

honest stag
#

i had a small brain aneurism writing that

#

oh the chapel then, but it's short

still raptor
#

oh yeah i forgot that one

honest stag
#

other than that the only map that used a lof of custom textures is this one

#

also a very very underappreciated amazing map

tall zenith
#

damn nice

honest stag
#

made all the way in may by mcclone

#

shame he doesnt map anymore

gritty forge
#

I played through that Pirate Ship map before

#

It reminds me a bit of the Galleon DM map from UT99

still raptor
#

oh yeah that map was fun

gritty forge
foggy creek
#

Disreguard 2 when

gritty forge
#

if i make it it'll be a super secret level inside of one of my dusk maps

#

i'm gonna sort out the dusk_transparent.wad

#

gets kinda annoying seeing a bunch of unusable textures that are for enemies/objects

#

once i'm done sorting i'll post it here

foggy creek
#

If you want I have a custom version of the wad with better aligned textures and coloured version of the door indication textures.

gritty forge
#

dm now maliciousultra

foggy creek
#

aight 1 sec

#

also not sure if you know about this link but

#

has a ton of free wads

gritty forge
foggy creek
#

yeah it even has a full game rip of diakatana and heretic it think

gritty forge
#

TIL if you set the key value on a door to 4 instead of 1/2/3 players can't open it at all

#

or maybe im dumb

#

i'm trying to make a trap on my map & the door was openable so I set key value to 4

#

ez fix ๐Ÿ˜Ž

gritty forge
#

gentlemen, i come to you in a time of great need to bother thine once more with questions from a nub
any way to get these damn clip textures to actually collide with the player?

#

im trying to block the tops of fences so players cant just cheat with Clip
except it doesn't block them at all
i've tried various func_ types on the clip brushes & none of them have worked

honest stag
#

instead of using a clip texture just use a func_wall with rendermode and renderamt

#

same effect

gritty forge
#

okay

honest stag
#

set rendermode to 1

#

renderamt to either 0 or 255

#

i think it's 0

gritty forge
#

works perfectly pog

#

thanks for the help

honest stag
#

cant shoot through it tho and neither can enemies

honest stag
#

oh man is that a "make a big box around the map" sealing i see

#

cuz if that's what you'll do then you might as well not seal the map at all

gritty forge
#

yeah it is

#

its an outdoor area so i don't think it'd matter, but i just sealed it with brushes coated with skybox texture

honest stag
#

outdoor stuff matters too
it's supposed to look like a normal room but some walls and the celling have a sky texture

#

sky textures are invisible but still seal maps

gritty forge
#

yeah but i'm trying to copy the cheap forest effect in e1m1

#

fuck accidentally closed dusk sdk

honest stag
#

yo can i have the .map so i'll take a look at the way you sealed it and maybe improve it
it's just a nice thing to have going forward as your maps will compile quicker, run better, weigh less if you seal them

gritty forge
#

sure

dire spoke
#

speaking of that cheap forest effect in e1m1 whats like, the best way to do that without stretching your forest out into infinity

#

is it just that you need the restraint to go: "ok, thats far enough, nobody will notice"

honest stag
#

Well the player is only so tall right

#

As long as the height of the trees is right then no one will notice

#

Or fog but we don't have fog yet

dire spoke
#

i was thinking more about how the top texture tree thing seemingly stretches out forever

#

but thats most likely achieved through fog so alrighty

honest stag
#

im actually not sure exactly what you mean
does the treeline not circle around the map?

dire spoke
#

lemme screencap what i mean

gritty forge
#

if you try to look hard enough you can see limits to the forest

honest stag
#

yeah that's what i said

#

no fog

dire spoke
#

yeah i noticed em once i went to get a screencap

gritty forge
#

the forest in e1m1 just looks infinite cause its harder to see with fog ๐Ÿ˜”

dire spoke
#

the silent hill trick

#

ill just go as deep as i need to until it looks alright then

honest stag
#

or add hills/mountain-y terrain and not worry

#

mountains are actually quite easy too

dire spoke
#

clip the cieling low enough

gritty forge
#

if your gonna try to make a e1m1 esque forest here's some tips i have:

#
  • use those tree objects inside of entities.txt / sorted one i posted a long time ago
#
  • make the trees func_detail_fence
honest stag
#

or be an absolute chad and make your own trees from brushes so they get properly affected by lights

dire spoke
#

THERES A FENCE DETAIL??

#

dang i really shouldve studied that entities.txt

#

ive been using func_wall because it lets the transparent texture not have the skybox leak through

gritty forge
#

made by Super Ninja Fat#8010

#

apparently they didnt have the roles to send it here but this is really fucking useful pog

dire spoke
#

yoooooooo sweet

honest stag
#

at least i think it should

gritty forge
#

tried that on trenchbroom and it didnt work for me ๐Ÿ˜”

#

got tired of looking through entities.txt and just started searching for a .fgd file laugh

honest stag
#

benn mappin for a year now with no dusk fgd
suffering? yes

#

do i care? no

gritty forge
#

chad

crimson quest
gritty forge
#

im gonna go searching through this fgd to edit the color of some boxes but this is really fucking sick, thanks approved

crimson quest
#

Np

gritty forge
#

any intruders wanna test out my second dusk map soonโ„ข๏ธ?
i'm working on the playability & gameplay right now
it should be finished soon, so after that I'll get to lighting & overall refining

honest stag
#

i'll do it w/ recording

gritty forge
#

i'll dm you the map when i'm done

gritty forge
#

cool dusk sdk bug i found: was recompiling my map & decided to start it up while it was compiling cause im a lazy fuck

#

the lighting was all glitchy & weird and my edits in trenchbroom didnt show up during gameplay

honest stag
#

that's not really an sdk bug aint it

gritty forge
#

i guess so

dire spoke
#

im always down to test levels, i feel like we both learn something with it, or whatevs

gritty forge
#

wtf's the difference between func_detail & it's variants, func_group and just making a named group

#

i'm watching trenchbroom tutorials and this really good mapper uses func_detail to group up smaller stuff

honest stag
#

func_group will make all the brushes have the same properties
a named group still has individual brushes iirc

#

func_detail doesnt seal maps, func_wall does

#

func_detail is used for VIS mostly iirc

#

but i might be wrong

#

from the quake wiki - func_detail_wall : This func_detail variant doesnโ€™t split world faces. Useful for when you want a decoration touching a floor or wall to not split the floor/wall faces (youโ€™ll get some overdraw instead.) If it completely covers up a world face, that face will get clipped away, so itโ€™s not suitable for fence textures; see func_detail_fence instead.

func_detail_fence : Similar to func_detail_wall, but its better in that it doesn't use up a static entity and renders as part of the world which is faster. It is suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire.

gritty forge
#

aight

long anchor
#

func_wall does
impossible

#

i've been lied to? this whole time?

honest stag
#

i mean uhhh yeah that's yeah

#

who lied to you

#

at least i THINK it does

#

like 99% sure

#

lemme run a quick test

#

...huh

#

it didnt seal the map

#

i guess I'VE been lied to lmao

#

and i guess i lied too

#

wow where the hell did i even pick up the "func_wall seals maps" thing

#

i'll inform myself properly now

crimson patrol
#

What is seals

#

Never understood that part

crimson patrol
#

Cute

#

Anyway how do you seal the map

#

Why is it useful

honest stag
#

ok so imagine sealing being the same as filling your map with water
if some part of the map leaks into the void, basically being an area where the player shouldnt ever be, then the map isnt sealed
but if the map IS sealed, the compiler knows that some faces of the map will never be seen by the player, so it cuts them out

#

the result is a much faster compiling time, lower file size and better performance

crimson patrol
#

Oh

#

Damn

#

That's cool

honest stag
#

it's not essential, but it's a good thing to do

crimson patrol
#

Wait so if you cover the whole map in a big box it counts as sealed

#

Oh I just realized that's not how that works lol

honest stag
#

technically yes
but here's the problem - since that big box itself contains the outside faces of your map, and the inside rooms leak - it leaks into the big box and the outside faces arent cut out

#

the only faces that ARE cut out are the outside faces of the big box

crimson patrol
#

Yeah I see that

#

Wbu skyboxes

honest stag
#

but then you probably ask yourself what to do with outside areas eh?

#

yep

#

you know how skyboxes work in quake?

crimson patrol
#

No

honest stag
#

outside areas in quake are actually enclosed rooms and not outside areas
because the celling isnt open, it's a brush with a special sky texture

#

so it counts as a sealed room

crimson patrol
#

Big box 2 electric boogaloo

honest stag
#

Mapping for Quake: TrenchBroom 2.0 - Episode 23 - Skyboxes & Fog

PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the โ€œHelpโ€ menu.

Mapping for Quake on Discord
https://discord.gg/f5Y99aM

If you havenโ€™t watched the other episodes in this series hereโ€™s the playlist:

https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_...

โ–ถ Play video
crimson patrol
#

That makes sense

#

Oh

#

Theres a dump truck ds vid on it

honest stag
#

there's a dumptruck vid on everything

crimson patrol
#

How to seal maps
How to make vehicles out of doors
How to drive a car
How to climb mount everest

honest stag
#

TIL about "mangle" property on lights making them a spotlight

long anchor
#

How to drive a car
#func_vehicle_when

gritty forge
#

doesnt func_vehicle work?

#

๐Ÿค”

dire spoke
#

It just works

crimson patrol
#

just make vehicles out of doors

gritty forge
#

after vast searching through func_msgboard & old/broken websites...

#

i have found it...

#

obj to map...

#

this was not worth it

crimson patrol
#

lol

gritty forge
#

i just wanted to use the cerberus statue from untrakil

#

and it wont even export to .obj

#

FUCK

gritty forge
#

Untrakill

sharp trail
#

dramatic music

foggy creek
#

Just import the .OBJ into blender and use the export to IQM plugin

gritty forge
#

no, it literally won't export to an .obj

#

i wanted a cool detail where my map had the statues from untrafart ๐Ÿ˜”

honest stag
#

remake them

#

they are pretty basic

#

i made a full v1 model from brushes

gritty forge
#

whwhat

#

how

honest stag
#

ye

#

Aqua used it in Downtown Showdown

gritty forge
#

cool

#

my 2nd map's at like 80% completion to draft stage

#

once i'm finished with the draft / barebones i'll send it to everyone who wanted to playtest it, i don't want to get the difficulty wrong

foggy creek
#

finished my first block out now I gotta add enemies and stuff

honest stag
#

oh i love those types of bridges if that's what this is

foggy creek
#

yeah they are pedways and it's the final arena for my map

honest stag
#

really atmospheric imo

foggy creek
#

probably gonna use the duke bros as the final boss

gritty forge
#

ooh looks good

foggy creek
#

yeah but adding enemies is gonna be a pain

gritty forge
#

Gentlemen

#

I am here to bother you once again

#

This func_door in my map won't budge

#

I'm using dusk_snf_g.fgd if that helps at all, but I haven't had any problems with the other doors duskthink

crimson patrol
#

No speed value

#

Add that

gritty forge
#

ah, thanks

#

im kinda dumb laugh

crimson patrol
#

Its fine

#

Trenchbroom is a finnicky bitch

#

I wrote myself instructions to use doors lol

gritty forge
#

In ~20 minutes I'll drop the draft to all the intruders who wanted to playtest the draft

crimson patrol
foggy creek
#

has anyone got a .fgd file that doesn't use quake models?

gritty forge
#

i hope the next SDK update could use a spawnflag for info_teleport_destination that turns off silent teleports

#

my map's small so it relies on a bunch of teleports to spawn in enemies for the player to fight & i miss the cool effects & sounds that teleports did in the campaign ๐Ÿ˜”

foggy creek
#

I mean the next update is supposed to be pretty big so maybe

gritty forge
crimson patrol
#

Fun fact you can teleport 2 barrels into each other to create explosions

gritty forge
#

oooh

crimson patrol
#

Yeah

#

I'm using that in the map that I will make

long anchor
#

my map's small so it relies on a bunch of teleports to spawn in enemies for the player to fight & i miss the cool effects & sounds that teleports did in the campaign ๐Ÿ˜”
you can make this effects with func_breakable

#

you can set the material to

#

something

#

and upon breaking it will create such effect

crimson patrol
#

Smort

foggy creek
#

When doing enemy placement is it alright to use hl1 npcs?

crimson patrol
#

Yup

foggy creek
#

thanks I wasn't sure as some people say not to

drowsy dirge
#

such talented mappers
I have to get into dusk mapping sometime

#

i intended to when I got the game

gritty forge
#

yeah it's fun

#

trenchbroom is a really great editor & you can make some crazy stuff with it, but i've heard people use other editors as well

#

my first map was just trying to get around & learning how to use the editor in the 1st place
|| and it was a complete dogshit map ||

gritty forge
honest stag
#

are your sides of the4 skybox flipped

#

cuz it looks like it

gritty forge
#

yeah it looks like it

#

let me get a recording

honest stag
#

is the player ever going to see the bottom part of the skybox?

gritty forge
#

no

honest stag
#

well then there's your solution

#

just flip the side textures

gritty forge
#

aight

gritty forge
#

https://andrewyoderdesign.blog/2019/08/04/the-door-problem-of-combat-design/ really interesting article I found pre-disregard when I was getting used to the tools, I highly recommend anyone who wants to make maps to check this out

Letโ€™s say Iโ€™m making a level for a classic first person shooter. To start, I build an arena and add some monsters. I donโ€™t want the player to be attacked as soon as they start the game, so I add a โ€ฆ

honest stag
#

prototype.wad POG

gritty forge
#

ohh yeah that is prototype.wad

#

didnt even notice

dire spoke
#

I like how it describes rooms as being solved because it makes quake sound like a board game or puzzle

#

therefore proving that quake deathmatch is just fast chess

gritty forge
#

well i mean, yeah

#

it's pretty accurate

#

doom, quake, dusk, they all have the same goal

#

get to the exit

#

the sub-goals are smaller things like "get that keycard" or "find [blank]" or "open that cool gate so that i can progresss" or "fill this room to the brim with corpses"

#

then there's even smaller miniature goals for the player

high magnet
#

Doom Eternal's design goal was to be real time chess

gritty forge
#

i think your job as a mapper is to guide the player to their goal while giving them some challenge along the way

honest stag
#

i think your job as a mapper is to make a nice looking map

gritty forge
#

lots of the video is just talking about making stuff look accessible but there's good points in it as well

high magnet
#

I think your job as a mapper is to make the player have an adventure

#

That's why I always said, the story in doom is as important as the levels

gritty forge
#

ooooh looks really nice

honest stag
#

dude that is sick as fuck

high magnet
#

Thanks!

dire spoke
#

your job as a mapper is to spawn jakob right behind the player as soon as they take a step forwards and only give them a pistol to deal with it

high magnet
#

Can't wait for scripting

#

So we can spawn 13 marauders behind the player

dire spoke
#

I wonder if once monster modding gets to a point, we could make monster-tier versions of bosses to use as enemies to up the availible roster?

#

like have a lil guardian croc fella runnin around, shootin bombs

high magnet
#

Yeah lil crocmen were meant to be an enemy at one point

#

And so were tiny horses

dire spoke
#

maybe realistically have it be more player-sized?

#

idk ive been keeping a list of "cool things to do once scripting is implemented" things

foggy creek
honest stag
#

...huh

#

wow why is it-

#

why

foggy creek
#

Black mesa had one i guess

foggy creek
#

Also when compiling the .map or .vmf file does it matter what compiler you use?

honest stag
#

enlighten a noob - why compile to vmf?

foggy creek
#

Jack saves it as a VMF but I can convert it to a .map

#

vmf is valve map file it's what it stores the bsp info as until it compiles lighting and stuff

#

once it's compiled it's a .bsp file

gritty forge
#

@high magnet I'm lovin' that cathedral

alpine depot
#

those shadows are sexy as hell

frigid sluice
#

If scripting ever makes it possible i want to make an arch vile in dusk

crimson patrol
#

The doom 2 archville was so jank lol

high magnet
#

wdym

#

You mean the doom 3 one?

crimson patrol
#

No

#

The OG archville

high magnet
#

Why though

crimson patrol
#

It's cool but the way it works is weird

high magnet
#

It works exactly as intended

#

It ressurects enemies

#

It can only attack when it has a direct line of sight

crimson patrol
#

Alright

high magnet
#

Ok?

honest stag
#

Alright

crimson patrol
#

What I meant was that his fire attack works in a weird way, not a bad one per say

honest stag
#

it's like a vortigaunt attack

crimson patrol
#

Like it checks if you're in view, then it blinds you with a fire Sprite, damages for 20 and causes an explosion for 80 damage

#

Its unusual

high magnet
#

I mean

#

That's how it's coded but in practice the way it works is that it just does and inevitable 100 dmg attack when in view

crimson patrol
#

Yup

#

Computers were to weak to support a different way

#

But it works fine

frigid sluice
#

I know an exploit where you can avoid part of the damage if you hug a wall, which i imagine makes you immune to the splash damage portion of the attack, or something like that. Are you sure it was just flat damage in the original doom 2?

dire spoke
#

please do expand on this

gritty forge
#

god no

jagged halo
#

"I can take it"

gritty forge
#

TIL: Turning down the music volume in the Dusk SDK while inside of a custom level doesnt effect the music volume

gritty forge
foggy creek
#

looking good

crimson patrol
#

Pog

blazing tulip
#

Very nice

long anchor
#

ah yes

#

reminds me of how i kept track of lower's progress

crimson patrol
#

Add a dlc to lower

ancient depot
gritty forge
#

ohh

long anchor
#

Add a dlc to lower
can we sell mods

#

can i pull off paid skyrim mods

honest stag
#

for duskbucks

long anchor
#

lol

#

special offer

#

only for 200 duskbucks

#

you can buy this new handsome 1887 skin

honest stag
#

make private texture mods with golden guns and shit

#

and sell them for duskbucks

long anchor
#

call Dave, we invented microtransactions

crimson patrol
#

Lootbox mod where you get weapon skins at random lol

#

It costs 50 dusk bucks every crate

gritty forge
#

i cant finda fix for this

#

i've been playtesting the map constantly with -dirtdebug and when i got to actually lighting the map

#

this nightmare shows up

foggy creek
#

I know leaks can fuck up lighting but that's as much as I know.

gritty forge
#

this thing's fully sealed ๐Ÿ˜”

west yarrow
#

Remember when bethesda sold people mods and said they were mini dlcs lol

#

That was hilarious

gritty forge
west yarrow
#

Dumb question but can i install quake mods into dusk?

dire spoke
#

if its just extra levels then most likely

west yarrow
#

Yeah i was wanting to get quake maps people made and play them inside dusk if possible

honest stag
#

dont expect modded stuff like arcane dimensions to work properly tho

west yarrow
#

Not sure what that is tbh

honest stag
#

maps for quake mods basically

#

arcane dimensions is the biggest one with many features added, so many maps are probably for that

west yarrow
#

Oh okay gotcha

dire spoke
#

figured i should show off what ive got so far

#

veeeeerrry messy but it looks alright in-game

honest stag
#

ey lookin good

dire spoke
#

is it a bad idea to make whats essentially 2fort in dusk before any tf mod or even multiplayer support? maybe lol

honest stag
#

wow i actually wanted to do that

#

but turned out that remaking a map was kinda boring\

dire spoke
#

ive kinda used it to learn and kinda put interesting spins on it

#

for example here's the blu flag area

west yarrow
#

Ah that looks cool

gritty forge
#

is there an entity file i can use with trenchbroom?

dire spoke
#

There's a fgd file that was passed around earlier if that's what youre looking for

honest stag
#

or just do it manually via the entites.txt file

dire spoke
#

Yeah and to do that you would just put in any point entity and change the class name, the only thing you would really be missing out on is bounding boxes for the entities

gritty forge
#

thanks

#

anyone happen to have that file?

honest stag
#

yea 1 sec

#

this might be a JACK fgd

gritty forge
#

thank u

gritty forge
#

there's also another one

#

i use this one in trenchbroom, it's REALLY fuckin good

crisp raven
gritty forge
#

thanks

gritty forge
#

still haven't managed to fix the lighting problem on my map ๐Ÿ˜”

#

you know what

#

fuck it

#

20 minutes, i'll fix the biggest issues I found & release it

honest stag
#

did you ask Zom?

gritty forge
#

no, not yet

honest stag
#

show em
it looked like something that he should know of

#

at least the issue looked familiar

gritty forge
#

aight

honest stag
#

@ancient depot my dude Q dude here is having this issue with his map, we tried many things but couldnt fix it, any ideas?

gritty forge
#

yeah if it helps i'll dm .map file

dire spoke
#

this might be a stretch but dont sunlight values only go to 400?

gritty forge
#

it's not sunlight

#

both tests had fucked up lighting with/without it

#

i have it set really high so that if it's fixed i'll be able to immediately tell

honest stag
#

oh i forgot to ask

#

which properties do you compile with

gritty forge
honest stag
#

did you try without dirt/dirtgain?

gritty forge
#

no

honest stag
#

do it

gritty forge
#

alrighty

honest stag
#

damn

ancient depot
#

I'm gonna hope it's an issue with the lightmapper and not dusk itself

#

you can also try BSP2

honest stag
#

(that's -bsp2 you add onto qbsp)

gritty forge
#

fuck it why not

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i'll try bsp2

honest stag
#

you probably should be doin that anyway btw

gritty forge
honest stag
#

you uh compiled that really quickly huh

ancient depot
#

yeah that's a really fast runtime for the light tool

honest stag
#

and you had all these options for it too

gritty forge
#

i only have -extra4 on light.exe

honest stag
#

still that's fast for me at least

ancient depot
#

my suggestion would be to try running light with different settings

honest stag
#

oh right q dude i forgot that you linked me the .map
i can now try and compile myselkf

#

1 sec

gritty forge
#

same with -soft

ancient depot
#

you mentioned that when running it under quakespasm it was fullbright

#

what does that compile look like under QS?

gritty forge
#

yeah, under quakespasm it seems like it's working & the really high sunlight's working

#

ill try -soft & -fast on qs

ancient depot
#

what's your worldspawn look like?

gritty forge
ancient depot
#

stuff starting with _ is compiler territory so that can't be an issue with support on our end, so it could be the size of the map

#

maybe the math for reading the lightmaps loses precision

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try moving the map around

honest stag
#

im looking at the map in-editor and it's neatly in the middle

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not too big either

ancient depot
#

hm, mustn't be that then

gritty forge
ancient depot
#

it's really weird because that looks like the lightmap math got fucked up

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if that is the cause this SHOULD be fixed in the next patch

honest stag
#

uhh

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dusk just fuckin crashed on me

ancient depot
#

but I'll need to look at the map further today

honest stag
#

when i launched the map

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lemme try again

ancient depot
#

did you get a log from it?

honest stag
#

not sure
i'lll just try again

ancient depot
#

but yeah at least this stuff is only cropping up NOW when most of that code is about to be abandoned lol