#dusk-modding
1 messages Β· Page 74 of 1
and it is 2 levels connected
π
actually not sure if i connected them
but they are supposed to be story wise
their biggest drawback is me not realising how lighting works and just slapping "light 300" on it
maybe it wouldnt look so bad if it made some changes
there's also some really good maps on there
but the creators never ported them
furiously searches through mod.db
check the "addons" tab
and look at the first uploaded mod
january 5th jesus fuck
that was like 3 days after the sdk came out
the sdk didnt have a proper skybox back then
and we couldnt change it
it was just YELLOW
also some props may not be rotated properly since we used other stuff for rotation
im not even sure if it'll work
You guys had it hard back in the day
Details?
uhhh i might find some pics
1 sec
alright i cant find it
but one of the things that also happened is fully dark textures were flipped
for some reason
Let's just be thankful the dark days are behind us π
It's gonna be hype
"now with 2 more enemies!"
Now with urinals!
and beer books!
I wonder if there will be dusk vr mod. I haven't puked so far in my headset but if I'm to puke I'll puke from doing backflips in dusk
Sadly fast shooters like that does the really suited for vr
There is half -life 1 vr. But I thlnk it's a source engine it's running on so it's not really applicable for dusk I think
Is there any new big mods for dusk? Last time I cheked the biggest mod for me was Mike stoklassa model
Map packs maybe?
there's pleeenty of maps
well first of all there's the 2020 map jam
with 7 maps
if you're looking for something very themed, i'd like to shill my own map trespasser
there's also a fuckton of maps by Torii
Is it on duskmods?
yep
i can link em here
Alright!
oh oh oh also this

Hmmmm... say is there a way to play multiplayer crossfire map from hl1 in dusk multiplayer?
drag and drop the bsp and it'll be there
but there'll probably wont be any textures
should work with the palette? dunno never tried it
I'll try tinkering with this later
somehow my .bsp and .lit file just dissapeared
I still have the .map file
how do I get a new bsp and lit file?
compile again?
the .map file?
well...
Yeah?
what do you compile?
drag and drop the map.bsp file into qbsp.exe and lit.exe
my mind kinda exploded?
i thought trenchbroom does lterally nothing to the .bsp
it just operates with the .map file???
wtf
o shi
I got an error message
Too many edges for standard BSP format. Try compiling with -bsp2
yeah compile with bsp2
kinda should be doin that anyway
how
1 sec
in your folder with qbsp, type cmd into the adress line
then type into it
qbsp.exe -bsp2 mapname.map
i THINK that's how it's done?
or just qbsp with no .exe
that outputs the bsp itself, then just yeet it into the light.exe
yeah lol
assuming im replacing mapname.map with my maps name
ye
oh you should probably keep it without spaces
??
fails to find the file tho
Failed to open thecityofdis.map: No such file or directory
can you screenshot?
I have ericwtools in my quakedev folder but compiling that way hasn't been an issue
so it shouldn't be
a problem
maybe put the map in the qbsp folder and compile from there?
at least that works for me normally
is there a "light 2" as well or do I compile light using light.exe still?
I have that lol
wait wha
why not use it then lol
ah well
we arent using it for dusk tho
we're just like "hey look at this quake map SIKE i'll take that bsp to dusk"
also
I know this convo took place like
2 days ago
but
jesus didnt invent rocket jumping
ABRAHAM LINCOLN DID
i have a question
so one of my maps is gonna take place in a big yacht, should i start with the interior rooms or the exterior ship?
Interior rooms
Starting with the exterior will only end in heartbreak π
thanx
New here.
Have a stupid question. I've seen somewhere a custom FGD for DUSK, and would like to find it again. Really don't wanna manually write all keyvalues. Using jack, btw. Does anyone have it?
π
I use this one
No, cringe is banned in dusk
Alright, i'm pretty new to the creation of maps in Dusk and im struggling to add stuff like throw able chairs and plates. would someone be able to tell me how i've to get those in a level
Wait, read the reply above, gonna look at the mdels from that
Got props working, now im struggling with getting the environmental light to function
what is the problem exactly
So ive got this little place made just to test stuff and i saw that in the dusk3.fgd there was light_enviroment
i tinkered with it but it just made itself into a spot light
unless it requires a skybox of sorts
Ive looked around and im using the method of dragging the .map onto the qbsp from ericwtools and then dragging the bsp to the light part
okay
thats how I've done it too
so then you've compiled the light part properly
did you set an angle for the light?
or rather
does the arrow on the light node hit a surface? Cause it might be that it just doesn't show because it doesn't project on to anything
I tried changing the angles on the light_enviroment
going to try compile and test now
it might very much be that you need a proper sky box
you might want to try the light node first and see if it works
Light node didnt work, as for the skybox, how would i get a proper one
also if this helps my light_environment thinks of itself as a normal light
so does the environment light work?
Nope, it doesnt seem to, when placed high up its pitch black, when close it acts like a normal one
mhmm, only when close
so it does work
that's probably because the light level is low
try increasing it
and putting it a bit further back
by the way, you don't create ambient light for the whole map using one ambient light node
that would be done on the maps key values through _sunlight and _sun_mangle
Ah, im quite use to using hammer for valve maps so some things that seem similar are a bit weird
Alright, thank you for the help
no problem :)
Im more used to hammer
for valve games
aaalso, one more question
is there skybox lighting in the game
yea
that would be _sunlight and _sunlight_mangle as well as _sunlight2
sunlight 2 beign ambient light whereas sunlight is direct sunlight from one point
Can you customise the colour of the lighting?
no, if yo have nothing selected and go to entities
you see the map keys in the top
you have to add your own keys there with the names _sunlight etc
and add values to them
I started like 3-4 months ago, but I barely do anything because I have no spare time
_sunlight is there but ill add the others
Me and my friends love the game so im deciding to get into creating maps for us
School takes 80% of the day
eeyeah
Fortunately I manage to have a lot of free time lol
but
school takes up the rest
Going to do a test now to see if my sunlight works
lets hope
_sunlight2 doesnt seems to work for me but there is an option just called light which works the same
light is a global key meaning it sets the minimum light of the map to that value
so I'd advise against having it later on
but it's good for now
whereas sunlight2 is ambient light but is restricted to areas that are "outside" (where the skybox can project light)
Hmm, the skybox i currently have is the empty abyss that if i walk off i fall infinitely
you need to make a skybox box to use sunlight 2
as in
a closed box
using the sky textures
Ill try tomorrow
To get a proper skybox that can give off light you need to make a box of brushes and give them skybox textures
However it makes sense to create the boundaries you want for your map before you add your skybox. So it can be properly sealed. It doesn't make sense to make your whole map and just surround it with a big cube of sky.
depends on what kind of map you make
My current map that has islands for example
kinda needs a big ass box
yo uh im not srue if it's even supported
might be wrong here
slap a combo of _sunlight and _sunlight2?
Mhmm, gonna mess with that tomorrow
Rn Iβm really just testing a bunch of stuff
To get use to it
there is a list of all supported triggers and funcs in the entities.txt in pinned messages
it might also be missing some
oh i guess triggers aren there
oops
most of the used ones at least
it IS old
'night mang
Oh yeah I get Christmas break tommorow though
nice but that floor texture
The floor texture looks good imo
Itβs a bit more cartoony but it suits the style of the buildings
i would probably add a different darker floor texture under every doorway but you know best since it's your map
i agree
it stands out a bit too much to me
something darker and more "single-piece" would be better imo
but hey your map
could use some trim too
the walls that is
I could perfect the level beyond reason but at that point I'll never finish it
true
I'll check some other textures though
also trim is not gonna happen lol
the buildings are diagonally placed
it will take literal ages to fix a trim to them
another question:
How do I make textures transparent? In GoldSrc and Xash you just have to set it to rendermode "solid", or rendermode "texture". I'm pretty sure Dusk doesn't support that, however i've seen that TREES texture can be transparent. Am I wrong? Do I miss something?
are you using just a basic dusk_wad?
there is one with proper transparency
hold up i'll give it to ya
wow, i thought that will include some obscure hax, but there is a proper wad. Good to hear.
this one has 99% of all the basic textures along with it so dusk_wad is irrelevant aside from maybe a couple missing?
thx
you also need to make the textures func_illusionary if you want the textures behing the transparent textures to sshow up
thank
Im back for an hour so its time to continue my little test map
Question if anyones alive, see the walls sprite walls in dusk levels of the trees, how do i make that
That may be in dusk better wad
the transparent dusk wad has this yes
You can also align that texture manually
also here's a thing i forgot to post a loooong time ago
Left to right
object_tree_1
object_tree_2
object_tree_3
object_tree_4
object_tree_5
object_tree_alive
object_tree_broken
object_tree_pine
object_tree_stump
object_tree_surreal
They were placed at the same height, so 4-5 and surreal should probs have their origin point adjusted?
just for reference when you want to use a dusk tree but dont know which one from the list to use
the only reason i remembered about this is because when i finished a level after playing the default dusk campaign in the sdk it dropped me into this map i made lmao
Trying to add fog to my map now
; - ; sadness
fog makes the dusk levels scary in certain ways
yuuup
just having fog doesnt hurt any map really
was going to send an image of my level but just realised i cant
you can send an imgur link
you'll be able to send stuff when you get a rat rank after a bit of activity
should be soon enough
^ eventually...
ooooh looks nice
the boxes are just tests
Nifty
arent you in that server tho lol
Which?
I do not, may I haz invite
No I'm not good enough lol
I'm yet to take my first mapping exam
who knows maybe
i thought about hosting one but it might be too late
since a possible deadile would have to be like 15-20 days
and that's way beyond crimbo
Gonna try that
Maybe torii hosts another
well the reasons would be the same for not hosting it tho
and people just have families and stuff to go for during holidays
Oh yeah
like hey we only got 7 people to make the maps and that's during quarantine
unless you count "change the .txt file in stalker to make the knife have infinite range" as modding - i did
Hitscan knife
Iβve thought about trying to mod but Iβm just sticking to mapping rn
Its gonna be painful to learn coding when the full SDK is out
Oh and modeling
Oh no
i'll def be forever thankful to dusk and zombo since i picked up mapping, blender and will possibly pick up programming once scripting rolls out
it's just really easy to learn when you have a clear goal
still waiting to use the guns i made for dusk
I started trying to make a game in unity using quake open source code
Quake in unity
Nearly got the hops working but Iβve left it for about 3 months
:^(
i tried making a game in unity as well
it was a shitty meme slender ripoff and i got the mechanics working after a while but when it came to mapping oh boy
i realised i've been spoiled by trenchbroom
just couldnt touch any mapmaking tools in there
use realtimecsg
Trying to model in unity is worse than anything
I picked up unity for 2 hours
it's closest to trenchbroom i'd say
I did not enjoy my time
realtimecsg? i dont think i've seen it when i fiddled with unity
maybe i'll give it a shot
How the hell was a game with maps as good as dusk made in unity
Iβd love to create a game with a mix between gloomwood and dusk
Glusk
file conversion magic i think
They used the unity pro builder I think
probuilder
poopbuilder
Pro builder is weird, all you need to know is subdivide
And then realise youβve gotten about 200 vertexes on the one shape
lol i tried using realtimeCSG but i didn't know how to turn it off
last time I touched it it was quite not so comfortable to use
so i uninstalled the whole asset package entirely
Is probuilder the paid version?
omg i think i actually did that
wow holy shit yeah i did that
god probuilder is so gross though
Na I think itβs free
RCSG looks like literal heaven
My dream is to make a 3d engine that resembles good ol build engine
ah the wonderful climbing of dusk
duskdude is actually a mountain goat
Well, he does have a beard. Could be hiding horns under that hat.
hes hiding horns under the beard
upside down goat horns
guys i dont think duskdude is human
make this canon
duskgoat
just add vertical clip brushes on the sides :o
bro same
I actually wanted that patch to be out by now but if you want to know why it isn't yet: ||my dog had to be put down a while ago, which left me too depressed to work for a while. I'm slowly getting back into it, but... yeah||
Next Jam in early April
ok
second one looks like minecraft
first one has cobblestone ground though
sorry to hear, what patch are you speaking of?
The big upcoming patch with much more complete BSP support, custom weapons, etc
Most likely some form of fog, since the plan is to bridge the functionality gap between custom maps and the campaign
I don't think it'll be implemented in maps the same way it's done in Quake or GoldSrc though, probably some custom thing
(Mostly because supporting the other two forms means we need to ensure it's compatible)
More random implementations so we can find jank workarounds?
No I mean, it'd be full fog support
Just the way you implement it in your map would be different
(The Quake & GoldSrc methods both have different visual results, and it'd be hard to get that exact)
ah fuck i made a dick on accident
"on accident"
im trying to recreate the start of cyberpunk but my pc might just melt if i try and run cyberpunk while mapping at the same time
so i'm winging it and now i made a dong
To be fair, that is accurate to the start of cyberpunk
lol
it's gonna look really shoddy since i cant do custom model stuff without doing really ugly brush jank
but i'm gonna make it the best i can lmao
That is the craziest friggin' level
"on accident"
How can I make custom maps?
oh that's a bit complicated topic for me rn
@honest stag i think you made a vid about it at some point right?
i have a steam guide
Can I get a link?
here
damn that's nice
Thanks
follow the instructions and by the end you'll have a folder with all the tools you need to make dusk maps
The reason I want to make a map right now is for a school project and after that I just want to make maps for the fun of it
Have fun!
If you wanna get the hang of trenchbroom, check out dumptruck_ds on youtube
Me and the boys gonna enter the PENIS LEVEL.
uh oh
noooo
Im back and making my map again
π
just noticed it wont let me flip models upside down
Ok can someone help me with the skybox
does it need to be a certain func
or can it just be a brush with skybox texture
Make a dusk mod but at least the room's and the head of the enemies are dicks, minus the enemy heads, make dicks drawn on them because you know that shit would be an easy way to get banned off the planet known of earth
Also make all of the fire sounds just someone shouting pp
NO
When you search it up here you get 461 results
if you make it, at least add in my no message instead of the david picture?
holy shit
Also if you are going to make h-dusk
Make the cult's logo a pp
That texture is from hexen 2
i recognize it
Its the boss portal texture
first civvie and now hexen 2
i feel like im in a mental asylum full of insane people
what are you all talking about

oh i will, i was just fuckin around
yes
1 moment i'll copy paste how to do them

you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
ive been spending my whole life trying to get it working
swap right & left too
Ive done that but for some reason it aint working, ima send what mine looks like
try to make the image be like 256x256 of 512x512
what was wrong with it? i'll check it out
ohhh that thing huh
that WAS very confusing
What texture is that
Used from someone elses map, they said it can be freely used, ive mimicked their folder set up
but ill show it
no like what's the actual texture name on the face
if the texture starts with sky then the SDK recognizes it as a skybox texture & loads the sky
also i'm unsure if you should have it named as "WGTsky"
Mmm, so i need to create a wad for it
also guys
sdk gets pissed if the structure of the mod isn't exact, like maps folder not being named maps
do you have any like ideas/wishes for what I shoul/could add in terms of map themes for my map pack?
castle
wait wha i dont think that's needed
yeah it's not needed
i dont use any of my skybox textures in wads
rn I'm working on my creepy/dark city, the necro islands map with houses and the church
and im gonna do a snowy forest too
just make sure the texture's name starts with sky
Alright, im confused though it works for the other persons sky
here's HIPH's folder structure; textures has the skybox textures
that's... not needed
for a fact
wat??
i have some textures set up without that
you can name em whatever as long as they are properly referenced in my expereince
for example
no no no on the face
ah that
yeah
no idea why blue_sky_cloud texture exists when it looks like it'd definitely work
so id need to change the weird yellow texture on my roof for the skybox
Skyboxes are a pain
Yeah, change those to a texture starting with sky
there are some here that start with sky and work
obv it doesnt matter which skybox texture you choose since the brush is fully transparent
do it anyway lol
try renaming the folder from WGTsky to textures, i have it named as textures & it works fine for me
hold up
Does the skybox brush have to have a certain class
how does it look in game exactly
if you dont mind, could you send me the .map? i'll try and compile/set up folder for myself and see if my custom skybox works
vriska what do you have the folder with the skybox textures named as
Ill send you it after i try the changes
"textures" normally
ive set the skybox thing on the roof to a func_detail
do i need to set it to any specific thing
or is that gight
ight
also uhh
i just woke up so i might be confused
but what exactly is your problem with the skybox BRUSH?
if it's completely transparent in-game then you did everything right
Yeah its transparent, but i want it changed from the basic cloudy boi to something else
yeah well
the skybox brush and the skybox textures in your folder are 100% unrelated
believe it or not
Okay, so its an issue with my folders then?
the only reason we need a skybox brush is for sunlight and map sealing
try renaming it to "textures"
and obviously adjusting the worldspawn values accordingly
done so i think
still nothing?
dang
could you send the map if it still doesnt work?
na, the transparency one too
yeah i have em
ye
the issue was file fuckery of quake and half life
Im worried, after saving half my brushes seems to have disapeared
π₯Ί
middle island is just a shape rn
still need to detail the cathedral
so to enter the cathedral you'll need all three keys then the map ends once you enter the doors and the next level will be inside the cathedral except it will be bigger on the inside because fuck logic and impossible rooms are cool B)
how do I make a 3 button sequence that opens a door and get those "only 2 to go" etc
messages
Give the buttons a message value
that's the thing though
the message needs to change depending on how many buttons are triggered
Ohh I see what you mean
You could make all 3 buttons say the same message
Then when you press one, all 3 buttons retract to reveal 3 more buttons seamlessly
Which have different messages
Might have to go with the janky way for now
well I can always ask first lol
trigger_counter
yea
so trigger_counter is a point entity first of all
is that for the buttons or do I link the buttons to a trigger counter with a targetname?
not a brush entity
you make each button target the trigger_counter
just make sure they have a "wait" value of "-1"
also set the "count" (i think) key on trigger_counter to however much you need manually
so I can like
default value doesnt work
rename a light entity to trigger counter?
yeah
count is how many buttons it's gonna count?
and then when all are pressed the counter can target a door that then opens?
Can you give something more than 1 target?
yes
Like differently named
through multi_manager
but that one is kind of a doozy to explain
thankfully
i wrote a page for it on the dusk sdk wiki
also, is the count supposed to target the button or vice versa
hol up
buttons target trigger_counter
trigger_counter targets door
this is the thing you'd use for triggering multiple entites at once (or with a delay set specifically for each)
now back to playing stalker mods
how do I make a secondary message below a message?
I've seen it before
guessing it's not the message key but like some secondary message key for that
;-;
You can put \n in a message to create a new line
is it possible to have two different message triggers and have one pop up below the other?
Right now, yes
You just need to put a bunch of \ns at the start of the second message
lol
Or actually maybe not, it might override the message with the second trigger
I don't think it creates a new message each time
yea it doesnt work
I have a count trigger that triggers the "sequence complete" message but I want a secondary text saying "an old garage door opens"
Ah, the trigger_counter messages are hardcoded
or is it possible to replace the sequence message?
You can't change them, even in Quake
ah
It's a limitation we'll probably lift at some point, since I agree it's a stupid one
It's definitely not a limitation we need to copy
well
I did make the count trigger target a trigger once that says "an old garage door opens"
but it quickly flashes the first sequence complete message
but I guess that's kinda fine
I think there's a flag that disables the message, but it's not implemented
I'll make sure there's a way to do it in the next patch
:D
is there any way to make it so that the player spawns in a map without any weapons after playing a map that gave weapons?
I want one of my maps to remove all the weapons like the iron cathedral so you have to use the sword in the start
nope
awh
is there some way to make enemies able to walk through doorways?
I want an enemy to be able to charge you after you open the door
but they don't seem to be able to pathfind over the doorway
:(
Enemies can't pass through doors yet.
aw
Spawning multiple enemies with one button is painful
I intend on trying to create the impression that the very map is made of gore as if it's alive
only to then have the giant flesh monster in the subway charge at you in the end
you can barely see it in the backdrop of the first pic on one of the giant buildings but there's a huge gore tentacle along the wall and I'll add more things like that eventually as well as small holes in the walls with gore etc
there might bt but it's jank
hold on i'll put down the solution by mcclone
"just a triggerable door with an enemy behind
so in dusk its a door with spawnflag 33
this makes it toggleable and start out opened
that means that navmeshes are generated
all you need to do is trigger the door with a trigger_once to close it, then at some point reopen it"
@gritty forge
4 u
does it give an error message?
expected integer or decimal, but got string (raw data: '-nan(ind)') [line 16495, column 65]
send me the .map
if it is what i think it is i'll fix it
can I just drop it in discord?
sure
fixed it by converting to valve format
same stuff as aqua's map probably but we couldnt find the culprit texture
okay so im new to all this moding stuff. im not about to ask for a step by step tutorial from yall, but i was looking into modding the powerups, specifically the serum of blistering heat
i want to be able to use it whenever i want or at least make it activateable whenever i want
i couldnt find any mods that did anything similar
not posisble yet
i think you can do that with the cheats already
and yeah it's not possible to do that
you can change enemy models or create custom maps, that's about it for now
and sounds/textures
oh dang where do i activate cheats, sorry if thats been answered ad nauseum before, i JUST got this game to feed my boomer shooter addiction
there's steam guides for a list of all of them and what they do
here it is
OH HELL YEAH thank you so much i was just googling for it
so for modding that stuff is it just not opened up for that stuff to be messed with yet or has that just not been done yet
not opened
oh yeah that
but hey, if it's not jank then why bother?
you can already do a LOT with mapping though
may seem a little limited on the surface but when you figure it out it's pretty flexible and awesome
not too much
a lot but there's a lot that's behind closed func_doors
if only trigger_teleport could teleport pickups
not when i tested
i kept trying to make a "looting" mechanic where you open say a car trunk and it pops out a health kit that's teleported in
but they just refused to teleport
there goes my cyberdusk plans :(
eventually this expereince will totally help with THAT one mod that we talked about with veven
but untill the sdk is pretty much done we cant really do anything outside of concept art
i think we can do a lot more if we just-
lmao oh no none of that
oh YES
if i see some decent mapmaking tools then i dont mind
actual scripting wasnt too bad in unity
scripting is a matter of Getting Goodβ’οΈ
even with my very very very limited vision
realtimeCSG looks very promising
but i need to know how to TOGGLE IT OFF
AGH
when i figure that out i'm literally unstoppable
hahaha i coudlnt turn it off either
man i'd rather make maps in blender than unity
seriously
yeah but like
i learned what there is to blender mostly but
texturing is still kind of wonky
i cant make proper uv maps so the texture image looks fucked even tho the normal texture is fine
so that's probably not a good thing for mapping
well damn, maybe ill be the first one to mod the properties of blistering heat lol
id love to change its activation protocols, make it so it always activateable with a key press, that way you can switch it on the fly and make it to where you can choose its normal activation (stop moving to stop time) or just (press or hold to slow time)
but! like yall said itll probs be a while till anyone can do that kind ahting
basically
be on the lookout for sdk updates
you'll know when you can do that probablyu
Ye ye ye
Also! I still cant figure out how to activate cheats and cant find info on how
So like, just start typing? Theres no command line or text-box you open up
I gotcha
oh also dont know if that applies but
if you set a different language on your keyboard cheats wont work untill it's back in english
but that's again probably just specific to people from other countries
tried doing the doorway fix
and the 33 spawnflag works
but when I make a trigger that closes the doors they stay closed
despite what wait time I set
right
so why wont it let me open the door
like
without the trigger it starts open and works fine
with the trigger it's closed but cant be opened
it seems to be because it has a targetname it ignores the player inputs efter that
yeah sorry i stepped away
just make a button next to the door that controlls the door itself
boom problem solved
whenever a door has a targetname it cant be used
it has to be targeted to open
that goes for breakables too iirc
ah well that makes it kinda lame
I want the doors to be openable in a normal way
is there some way to put an invisible button in front of the door?
maybe like
a button with skip brushes?
yeah you can put a trigger_once in front of the door
isn't that one you can walk into tho?
it'll just open if the player is too close
but if you put an invisible button then enemies cant walk through it again
i dont really see how buttons are lame tho lol
every single door ever is use-only so buttons actually stand out
imma sleep
good luck with the map mang
Ok, so I recently got a new computer and so I had to transfer all my mapping files from my old computer
I have the Dusk wad loaded into the program but for some reason i can't see the textures
I remember having this issue before but I can't remember how I fixed it
in game or in the editor
in game, drag palette.lmp into the mod folder
In the editor
in the editor, its probably the game path
make sure the game path for Quake is pointing towards where all your editing stuff is
pointing it towards id1 would probably work too
gfx in id1 needs to have palette.lmp or the textures won't work
How do I change the game path
oop found it
I'll try re-downloading some of the files
I got it working
thanks

is it currently possible to replace the glitter particles on the sword with something else?
say, fire?
you might be able to edit the texture of the particles if it's in the texture folder in the dusk SDK base content folder.
Oooooooh
I can't find it but I have found stuff like rain, leaves, mage projectile particles and a few other particles so it's probably there somewhere.

I had an incredible spurt of motivation yesterday
and did a ton for my first map
it's at the point of nearly being finished
prolly 75%
just need more secrets, few more fixes and rooms made out, as well as some buildings and enemies and a bit better ammo distribution
I also had a good idea for my second map with the islands
to enable big pve rooms
basically utilizing teleporters going in to rooms outside the main map
Yeah that's a good technique
it will save a ton of resources too
because the map is heavily focused on design and uses a lot of angled buildings and making islands big enough for several arenas AND making them look good would tank performance
and look weird
cause it'd take the focus off of the main cathedral having other huge buildings
I realise I'm gonna have to optimise the maps I make so they don't play like shit

How do you even optimise
not entirely needed if the map isn't big or very complex
I wouldn't be the one to ask lol
apparently don't use candles, angled things and use skip textures
lol
I use all of those
Angled things? Wut
like
buildings that are angled 45 degrees
etc
I think
it seems to mess with the performance at least
Got a question, is it possible to make my water look like its flowing
those are fine to use???
I think it's when you have a lot of it
nah not really? they should be perfectly fine
How do i get a door to rotate when opening
ohhhh boy
func_door_rotating is a "bit" unintuirive to use
hold up i'll drop the 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 dolr goes
You can also add a "speed" property for obvious things
Okay, yeah that is weird
IF IT AIN'T JANK THEN WHY BOTHER
yeah it's complete hell lmao
never touched a rotating door in my life as a result
well
GO THROUGH THE SEVEN CIRCLES OF HELL FIRST
if you're using hammer ior jack it's fine
since rotating doors ARE in half life
and trenchbroom just needs some manual work
Mhmm, so i place the door at 0 0 0
yup
wouldnt that mean the door wont be visible where i want it
the 'origin" property dictates where the door ACTUALLY is
but it needs to be at 0,0,0 in-editor
Hmm, how do i figure out the origin
if you use a point entity and place it at the spot where the door "hinge" would be
put down a light entity and look at its own origin key-value
yeah you'd see the coordinates of the hinge spot
then copy/paste that into an origin value on the actual door brush entity
hmm isnt too weird then
hahaha just wait till you see how much you need to adjust it then
alright gamers
REAL work begins on Cyberdusk 2077
got a good vision of how i want the map to look
did ya get some juicy texture wads?
not yet
working with the dusk palette as much as possible because it has such a nice aesthetic
anything else probably looks too muddled together and bland
Nevermind, i take back about it being kinda simple
Door just didnt rotate
distance is an angle
so 45 degrees
and speed is (i think) the percentage that the door travels in a second
at least that's what it looked like
seems like it should rotate just fine
hmm, ill set it lower to see if that helps
but nothing happens, maybe i need to move the origin or the door at 0 0 0 properly





