#dusk-modding

1 messages Β· Page 74 of 1

honest stag
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hahaha what if i told you that i made worse stuff but it's not uploaded on mod.io but on mod.db instead

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when the sdk first came out

crisp raven
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Hol up

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Real shit?

honest stag
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and it is 2 levels connected

crisp raven
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πŸ‘€

honest stag
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actually not sure if i connected them

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but they are supposed to be story wise

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their biggest drawback is me not realising how lighting works and just slapping "light 300" on it

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maybe it wouldnt look so bad if it made some changes

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there's also some really good maps on there

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but the creators never ported them

crisp raven
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furiously searches through mod.db

honest stag
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check the "addons" tab

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and look at the first uploaded mod

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january 5th jesus fuck

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that was like 3 days after the sdk came out

crisp raven
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The sky is yellow

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In this screenshot

honest stag
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the sdk didnt have a proper skybox back then

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and we couldnt change it

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it was just YELLOW

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also some props may not be rotated properly since we used other stuff for rotation

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im not even sure if it'll work

crisp raven
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You guys had it hard back in the day

honest stag
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the lighting was super fucked

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like mega fucked

crisp raven
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Details?

honest stag
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uhhh i might find some pics

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1 sec

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alright i cant find it

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but one of the things that also happened is fully dark textures were flipped

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for some reason

crisp raven
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Let's just be thankful the dark days are behind us πŸ™

honest stag
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yea
also no colored lights

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no music

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cant wait for future updates

crisp raven
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It's gonna be hype

crimson patrol
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What if

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Bunker 2

honest stag
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"now with 2 more enemies!"

crimson patrol
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Now with urinals!

long anchor
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and beer books!

quick herald
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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

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Sadly fast shooters like that does the really suited for vr

honest stag
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someone tried real hard to make one iirc

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or at least showed interest in making one

quick herald
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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

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Is there any new big mods for dusk? Last time I cheked the biggest mod for me was Mike stoklassa model

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Map packs maybe?

honest stag
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there's pleeenty of maps

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well first of all there's the 2020 map jam

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with 7 maps

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if you're looking for something very themed, i'd like to shill my own map trespasser

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there's also a fuckton of maps by Torii

quick herald
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Is it on duskmods?

honest stag
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yep

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i can link em here

quick herald
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Alright!

honest stag
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oh oh oh also this

quick herald
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Lool sweet

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Thank you! I'll check them out when I get home!

honest stag
quick herald
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Is dusk able to run hl1 maps without converting?

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I saw some videos

sharp trail
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wdym without converting

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i think you just have to load the bsps

quick herald
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Hmmmm... say is there a way to play multiplayer crossfire map from hl1 in dusk multiplayer?

honest stag
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drag and drop the bsp and it'll be there

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but there'll probably wont be any textures

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should work with the palette? dunno never tried it

quick herald
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I'll try tinkering with this later

gritty forge
gritty forge
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somehow my .bsp and .lit file just dissapeared

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I still have the .map file

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how do I get a new bsp and lit file?

honest stag
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compile again?

gritty forge
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the .map file?

honest stag
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well...
Yeah?
what do you compile?

gritty forge
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I usually do the bsp file

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it works too

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lol

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bsp and lit file actually

honest stag
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huh???

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how

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trenchbroom saves stuff into the map file tho

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how is it-

gritty forge
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drag and drop the map.bsp file into qbsp.exe and lit.exe

honest stag
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my mind kinda exploded?
i thought trenchbroom does lterally nothing to the .bsp
it just operates with the .map file???

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wtf

gritty forge
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o shi

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I got an error message

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Too many edges for standard BSP format. Try compiling with -bsp2

honest stag
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yeah compile with bsp2
kinda should be doin that anyway

gritty forge
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how

honest stag
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1 sec

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in your folder with qbsp, type cmd into the adress line
then type into it
qbsp.exe -bsp2 mapname.map

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i THINK that's how it's done?

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or just qbsp with no .exe

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that outputs the bsp itself, then just yeet it into the light.exe

gritty forge
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adress line?

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where do I type cmd

honest stag
gritty forge
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ah fair

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you just wanted me to open cmd lol

honest stag
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yeah lol

gritty forge
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assuming im replacing mapname.map with my maps name

honest stag
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ye

gritty forge
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lol

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can you rename a .map file without problem?

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or does it cause issues

honest stag
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oh you should probably keep it without spaces

gritty forge
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yea thats why

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lol

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but can I

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without corrupting the map or some shit

honest stag
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before you throw it in?

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yeah

gritty forge
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??

honest stag
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and after too

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name doesnt matter

gritty forge
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fails to find the file tho

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Failed to open thecityofdis.map: No such file or directory

honest stag
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can you screenshot?

gritty forge
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I have ericwtools in my quakedev folder but compiling that way hasn't been an issue

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so it shouldn't be

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a problem

honest stag
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maybe put the map in the qbsp folder and compile from there?

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at least that works for me normally

gritty forge
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worth a try

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yay

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shit worked

honest stag
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noice

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you know uh

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much of that could have been avoided with a compiling GUI

gritty forge
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is there a "light 2" as well or do I compile light using light.exe still?

honest stag
gritty forge
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I have that lol

honest stag
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wait wha
why not use it then lol

gritty forge
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I just don't know how to use it for dusk

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lol

honest stag
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ah well
we arent using it for dusk tho

gritty forge
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o

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yea

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fair

honest stag
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we're just like "hey look at this quake map SIKE i'll take that bsp to dusk"

gritty forge
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also

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I know this convo took place like

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2 days ago

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but

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jesus didnt invent rocket jumping

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ABRAHAM LINCOLN DID

crimson patrol
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i have a question

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so one of my maps is gonna take place in a big yacht, should i start with the interior rooms or the exterior ship?

crisp raven
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Starting with the exterior will only end in heartbreak πŸ’”

crimson patrol
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thanx

rocky merlin
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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?

gritty forge
crisp raven
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πŸ‘

rocky merlin
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thanx

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gonna try it rn

crimson patrol
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No, cringe is banned in dusk

snow marsh
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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

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Wait, read the reply above, gonna look at the mdels from that

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Got props working, now im struggling with getting the environmental light to function

snow marsh
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So ive got this little place made just to test stuff and i saw that in the dusk3.fgd there was light_enviroment

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i tinkered with it but it just made itself into a spot light

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unless it requires a skybox of sorts

gritty forge
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might be

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but how do you compile your map?

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when updating the bsp file

snow marsh
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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

gritty forge
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okay

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thats how I've done it too

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so then you've compiled the light part properly

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did you set an angle for the light?

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or rather

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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

snow marsh
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I tried changing the angles on the light_enviroment

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going to try compile and test now

gritty forge
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it might very much be that you need a proper sky box

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you might want to try the light node first and see if it works

snow marsh
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Light node didnt work, as for the skybox, how would i get a proper one

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also if this helps my light_environment thinks of itself as a normal light

gritty forge
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so does the environment light work?

snow marsh
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Nope, it doesnt seem to, when placed high up its pitch black, when close it acts like a normal one

gritty forge
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wdym a normal one?

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it works when it's close?

snow marsh
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mhmm, only when close

gritty forge
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so it does work

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that's probably because the light level is low

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try increasing it

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and putting it a bit further back

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by the way, you don't create ambient light for the whole map using one ambient light node

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that would be done on the maps key values through _sunlight and _sun_mangle

snow marsh
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Ah, im quite use to using hammer for valve maps so some things that seem similar are a bit weird

gritty forge
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okay

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ambient light, as far as I can tell, is for rooms and such

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smaller areas

snow marsh
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Alright, thank you for the help

gritty forge
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no problem :)

crimson patrol
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I love when new people get into modding

gritty forge
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^^

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I started only about a month ago

snow marsh
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Im more used to hammer

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for valve games

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aaalso, one more question

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is there skybox lighting in the game

gritty forge
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yea

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that would be _sunlight and _sunlight_mangle as well as _sunlight2

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sunlight 2 beign ambient light whereas sunlight is direct sunlight from one point

snow marsh
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Can you customise the colour of the lighting?

gritty forge
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_sunlight_color

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and _sunlight2_color

snow marsh
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Are they entities?

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(_sunlight)

gritty forge
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no, if yo have nothing selected and go to entities

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you see the map keys in the top

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you have to add your own keys there with the names _sunlight etc

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and add values to them

crimson patrol
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I started like 3-4 months ago, but I barely do anything because I have no spare time

snow marsh
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_sunlight is there but ill add the others

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Me and my friends love the game so im deciding to get into creating maps for us

crimson patrol
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School takes 80% of the day

snow marsh
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^ its a pain

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im off till Christmas anyway

gritty forge
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eeyeah

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Fortunately I manage to have a lot of free time lol

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but

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school takes up the rest

snow marsh
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Going to do a test now to see if my sunlight works

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lets hope

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_sunlight2 doesnt seems to work for me but there is an option just called light which works the same

gritty forge
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light is a global key meaning it sets the minimum light of the map to that value

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so I'd advise against having it later on

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but it's good for now

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whereas sunlight2 is ambient light but is restricted to areas that are "outside" (where the skybox can project light)

snow marsh
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Hmm, the skybox i currently have is the empty abyss that if i walk off i fall infinitely

gritty forge
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you need to make a skybox box to use sunlight 2

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as in

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a closed box

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using the sky textures

snow marsh
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Ill try tomorrow

crisp raven
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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.

gritty forge
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depends on what kind of map you make

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My current map that has islands for example

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kinda needs a big ass box

snow marsh
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The classic open box vs precise placement

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Similar to hammer

honest stag
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might be wrong here

snow marsh
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Yeah, I thought so

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Might be why it changed itself to a normal light

honest stag
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slap a combo of _sunlight and _sunlight2?

snow marsh
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Mhmm, gonna mess with that tomorrow

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Rn I’m really just testing a bunch of stuff

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To get use to it

honest stag
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there is a list of all supported triggers and funcs in the entities.txt in pinned messages

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it might also be missing some

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oh i guess triggers aren there

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oops

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most of the used ones at least

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it IS old

snow marsh
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True

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Anyways gonna sleep now before I tire myself out

honest stag
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'night mang

crimson patrol
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Oh yeah I get Christmas break tommorow though

sharp trail
gritty forge
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The floor texture looks good imo

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It’s a bit more cartoony but it suits the style of the buildings

sharp trail
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i would probably add a different darker floor texture under every doorway but you know best since it's your map

honest stag
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i agree

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it stands out a bit too much to me

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something darker and more "single-piece" would be better imo

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but hey your map

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could use some trim too

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the walls that is

gritty forge
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I could perfect the level beyond reason but at that point I'll never finish it

sharp trail
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true

gritty forge
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I'll check some other textures though

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also trim is not gonna happen lol

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the buildings are diagonally placed

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it will take literal ages to fix a trim to them

rocky merlin
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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?

honest stag
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are you using just a basic dusk_wad?

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there is one with proper transparency

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hold up i'll give it to ya

rocky merlin
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wow, i thought that will include some obscure hax, but there is a proper wad. Good to hear.

honest stag
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this one has 99% of all the basic textures along with it so dusk_wad is irrelevant aside from maybe a couple missing?

rocky merlin
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thx

honest stag
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i wonder why it's still not pinned

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it's like the must-have wad

gritty forge
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you also need to make the textures func_illusionary if you want the textures behing the transparent textures to sshow up

ancient depot
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there

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lol

honest stag
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thank

snow marsh
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Im back for an hour so its time to continue my little test map

crimson patrol
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Zombino

snow marsh
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How does one give a shape more vertexes

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Never mind, figured out

snow marsh
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Question if anyones alive, see the walls sprite walls in dusk levels of the trees, how do i make that

honest stag
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wdym exactly

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the forest texture?

crimson patrol
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That may be in dusk better wad

honest stag
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the transparent dusk wad has this yes

crimson patrol
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You can also align that texture manually

honest stag
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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?

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just for reference when you want to use a dusk tree but dont know which one from the list to use

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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

snow marsh
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Trying to add fog to my map now

honest stag
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not supported

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yet

snow marsh
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; - ; sadness

honest stag
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yea ikr

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fog is pog

snow marsh
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fog makes the dusk levels scary in certain ways

honest stag
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yuuup
just having fog doesnt hurt any map really

snow marsh
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was going to send an image of my level but just realised i cant

honest stag
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you can send an imgur link

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you'll be able to send stuff when you get a rat rank after a bit of activity

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should be soon enough

gritty forge
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fog and weather

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when when wheEEnn

snow marsh
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^ eventually...

honest stag
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at some point in time

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or as they say

snow marsh
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there

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what ive worked on so far

honest stag
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ooooh looks nice

snow marsh
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the boxes are just tests

honest stag
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oh 1 sec i'll steal some advice about the forest thing

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thank you duskyAI

crimson patrol
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Nifty

honest stag
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arent you in that server tho lol

crimson patrol
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Which?

honest stag
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the map jam server

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which is the one i pulled this from

crimson patrol
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I do not, may I haz invite

honest stag
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jam's over tho

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i thought you were a participant for some reason sry

crimson patrol
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No I'm not good enough lol

honest stag
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people literally made their first ever maps there tho

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several in fact

crimson patrol
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I'm yet to take my first mapping exam

honest stag
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in fact some of em learned the basics as they go

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10 days was the limit

crimson patrol
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If there is a Christmas jam I'll join

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I finally have the time

honest stag
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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

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and that's way beyond crimbo

snow marsh
crimson patrol
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Maybe torii hosts another

honest stag
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well the reasons would be the same for not hosting it tho

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and people just have families and stuff to go for during holidays

crimson patrol
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Oh yeah

honest stag
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like hey we only got 7 people to make the maps and that's during quarantine

crimson patrol
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How many people have started modding here

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❔

honest stag
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unless you count "change the .txt file in stalker to make the knife have infinite range" as modding - i did

crimson patrol
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Hitscan knife

snow marsh
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I’ve thought about trying to mod but I’m just sticking to mapping rn

crimson patrol
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Its gonna be painful to learn coding when the full SDK is out

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Oh and modeling

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Oh no

honest stag
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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

crimson patrol
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I'm thinking of learning C#

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And moving to unity

honest stag
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still waiting to use the guns i made for dusk

snow marsh
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I started trying to make a game in unity using quake open source code

crimson patrol
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Quake in unity

snow marsh
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Nearly got the hops working but I’ve left it for about 3 months

crimson patrol
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:^(

honest stag
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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

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i realised i've been spoiled by trenchbroom

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just couldnt touch any mapmaking tools in there

tepid python
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use realtimecsg

snow marsh
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Trying to model in unity is worse than anything

crimson patrol
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I picked up unity for 2 hours

tepid python
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it's closest to trenchbroom i'd say

crimson patrol
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I did not enjoy my time

honest stag
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realtimecsg? i dont think i've seen it when i fiddled with unity

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maybe i'll give it a shot

crimson patrol
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How the hell was a game with maps as good as dusk made in unity

snow marsh
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I’d love to create a game with a mix between gloomwood and dusk

crimson patrol
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Glusk

rocky merlin
snow marsh
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They used the unity pro builder I think

honest stag
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probuilder

tepid python
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poopbuilder

snow marsh
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Pro builder is weird, all you need to know is subdivide

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And then realise you’ve gotten about 200 vertexes on the one shape

alpine depot
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lol i tried using realtimeCSG but i didn't know how to turn it off

rocky merlin
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last time I touched it it was quite not so comfortable to use

alpine depot
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so i uninstalled the whole asset package entirely

crimson patrol
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Is probuilder the paid version?

honest stag
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wow holy shit yeah i did that

alpine depot
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god probuilder is so gross though

snow marsh
alpine depot
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RCSG looks like literal heaven

rocky merlin
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probuilder is now free

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sometime ago it was paid plugin, but that was long ago

crimson patrol
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My dream is to make a 3d engine that resembles good ol build engine

honest stag
crimson patrol
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duskdude is actually a mountain goat

modest imp
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Well, he does have a beard. Could be hiding horns under that hat.

gritty forge
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hes hiding horns under the beard

crimson patrol
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upside down goat horns

gritty forge
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guys i dont think duskdude is human

crimson patrol
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make this canon

modest imp
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duskgoat

gritty forge
bold orbit
ancient depot
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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||

crisp raven
crimson patrol
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ok

gritty forge
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ok I think I prefer the second one

tall zenith
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second one looks like minecraft

crimson patrol
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you look like minecraft

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go shit a block

gritty forge
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first one has cobblestone ground though

gritty forge
ancient depot
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The big upcoming patch with much more complete BSP support, custom weapons, etc

gritty forge
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oh okay

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will there be fog and/or weather πŸ‘€

ancient depot
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Most likely some form of fog, since the plan is to bridge the functionality gap between custom maps and the campaign

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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

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(Mostly because supporting the other two forms means we need to ensure it's compatible)

crimson patrol
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More random implementations so we can find jank workarounds?

ancient depot
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No I mean, it'd be full fog support

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Just the way you implement it in your map would be different

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(The Quake & GoldSrc methods both have different visual results, and it'd be hard to get that exact)

alpine depot
ancient depot
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"on accident"

alpine depot
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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

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so i'm winging it and now i made a dong

ancient depot
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To be fair, that is accurate to the start of cyberpunk

alpine depot
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lol

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it's gonna look really shoddy since i cant do custom model stuff without doing really ugly brush jank

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but i'm gonna make it the best i can lmao

gritty forge
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That is the craziest friggin' level

long anchor
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"on accident"

regal crystal
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How can I make custom maps?

long anchor
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oh that's a bit complicated topic for me rn

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@honest stag i think you made a vid about it at some point right?

gritty forge
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i have a steam guide

regal crystal
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Can I get a link?

gritty forge
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here

long anchor
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damn that's nice

regal crystal
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Thanks

gritty forge
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follow the instructions and by the end you'll have a folder with all the tools you need to make dusk maps

regal crystal
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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

crimson patrol
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Have fun!

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If you wanna get the hang of trenchbroom, check out dumptruck_ds on youtube

sinful vector
gritty forge
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uh oh

alpine depot
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noooo

snow marsh
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Im back and making my map again

crimson patrol
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πŸ‘

snow marsh
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just noticed it wont let me flip models upside down

snow marsh
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Ok can someone help me with the skybox

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does it need to be a certain func

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or can it just be a brush with skybox texture

merry flare
#

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

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Also make all of the fire sounds just someone shouting pp

crimson patrol
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Dusk gone sexual

#

😳

merry flare
#

H-dusk- You know waht

#

what)

#

First person to make it fucking dies.

crimson patrol
#

That had been suggested before

#

And soon it will be more than suggested

merry flare
#

NO

crimson patrol
#

When you search it up here you get 461 results

merry flare
#

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

gritty forge
#

changed out the windows

#

for this soul texture

#

it is a liquid so it also moves

gritty forge
#

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

bold orbit
#

Mm yes

#

RED.

honest stag
gritty forge
#

not sure if I sent this

#

lol

snow marsh
#

skyboxes are gonna kill me

#

i need help before i lose all sanity

gritty forge
#

what

#

skyboxes?

#

@snow marsh

snow marsh
#

yes

honest stag
#

1 moment i'll copy paste how to do them

gritty forge
honest stag
#

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

snow marsh
#

ive been spending my whole life trying to get it working

gritty forge
#

swap right & left too

snow marsh
#

Ive done that but for some reason it aint working, ima send what mine looks like

honest stag
#

try to make the image be like 256x256 of 512x512

gritty forge
#

has anyone figured out how to fix hiph's lighting

honest stag
#

what was wrong with it? i'll check it out

gritty forge
honest stag
#

ohhh that thing huh
that WAS very confusing

snow marsh
#

rip

#

This is what it looks like

honest stag
#

and what about the mod folder setup

#

can you show that?

gritty forge
#

What texture is that

snow marsh
#

Used from someone elses map, they said it can be freely used, ive mimicked their folder set up

#

but ill show it

gritty forge
#

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"

snow marsh
#

Mmm, so i need to create a wad for it

gritty forge
#

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

honest stag
gritty forge
#

yeah it's not needed

honest stag
#

i dont use any of my skybox textures in wads

gritty forge
#

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

snow marsh
#

Alright, im confused though it works for the other persons sky

gritty forge
#

here's HIPH's folder structure; textures has the skybox textures

honest stag
gritty forge
honest stag
#

for a fact

gritty forge
#

wat??

honest stag
#

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

gritty forge
honest stag
#

Trespasser

#

works fine

gritty forge
#

no no no on the face

honest stag
#

ah that

gritty forge
#

yeah

honest stag
#

i thought you meant folder skybox

#

man the terminology gets confusing fast

gritty forge
#

no idea why blue_sky_cloud texture exists when it looks like it'd definitely work

honest stag
#

try the default quake wad sky textures

#

i use those with no issues

snow marsh
#

so id need to change the weird yellow texture on my roof for the skybox

#

Skyboxes are a pain

gritty forge
#

Yeah, change those to a texture starting with sky

honest stag
#

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

snow marsh
#

im using skybox2_top

#

that was the yellow one

honest stag
#

do it anyway lol

gritty forge
#

try renaming the folder from WGTsky to textures, i have it named as textures & it works fine for me

honest stag
#

hold up

snow marsh
#

Does the skybox brush have to have a certain class

honest stag
#

how does it look in game exactly

snow marsh
#

looks like the regular old cloudy skybox

#

but the one i want has stars

honest stag
#

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

gritty forge
#

vriska what do you have the folder with the skybox textures named as

snow marsh
#

Ill send you it after i try the changes

honest stag
#

"textures" normally

snow marsh
#

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

honest stag
#

then that just doesnt seal the map tho

#

worldspawn should be fine

snow marsh
#

ight

honest stag
#

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

snow marsh
#

Yeah its transparent, but i want it changed from the basic cloudy boi to something else

honest stag
#

yeah well

#

the skybox brush and the skybox textures in your folder are 100% unrelated

#

believe it or not

snow marsh
#

Okay, so its an issue with my folders then?

honest stag
#

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

snow marsh
#

done so i think

honest stag
#

still nothing?

snow marsh
#

mhmm

#

Ima do another compile

#

just incase

honest stag
#

dang
could you send the map if it still doesnt work?

snow marsh
#

sure, ill need to give you the wads too wont i

#

unless you have them

honest stag
#

do you just use dusk_wad?

#

then i have it

snow marsh
#

na, the transparency one too

honest stag
#

yeah i have em

snow marsh
#

Ight

#

test run time

#

Luckilly the space is low

#

Ima DM it to you if thats alright

honest stag
#

ye

honest stag
#

the issue was file fuckery of quake and half life

snow marsh
#

Im worried, after saving half my brushes seems to have disapeared

honest stag
#

wdym

#

like you mean saving and loading?

#

in-game?

snow marsh
#

nvm

#

fgd

#

scared me, i was on my custom fgd

#

in trenchbroom

gritty forge
#

not sure if im spamming picso f my map at this point

#

lol

crisp raven
#

Show em

#

We know you want to

gritty forge
#

πŸ₯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)

gritty forge
#

how do I make a 3 button sequence that opens a door and get those "only 2 to go" etc

#

messages

crimson patrol
#

Give the buttons a message value

gritty forge
#

that's the thing though

#

the message needs to change depending on how many buttons are triggered

crimson patrol
#

Ohh I see what you mean

gritty forge
#

I know there's a way to do it

#

but idk how it's done

crimson patrol
#

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

gritty forge
#

I'm confident there's an easier way to do it

#

but I thought of that too

crimson patrol
#

Might have to go with the janky way for now

gritty forge
#

well I can always ask first lol

honest stag
#

trigger_counter

gritty forge
#

yea

honest stag
#

so trigger_counter is a point entity first of all

gritty forge
#

is that for the buttons or do I link the buttons to a trigger counter with a targetname?

honest stag
#

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

gritty forge
#

so I can like

honest stag
#

default value doesnt work

gritty forge
#

rename a light entity to trigger counter?

honest stag
#

yeah

gritty forge
#

count is how many buttons it's gonna count?

honest stag
#

yea

#

it can coult pretty much anything that's able to trigger something else

gritty forge
#

and then when all are pressed the counter can target a door that then opens?

honest stag
#

breakables, enemies dying, that kinda stuff

#

yea

crimson patrol
#

Can you give something more than 1 target?

honest stag
#

yes

crimson patrol
#

Like differently named

honest stag
#

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

gritty forge
#

also, is the count supposed to target the button or vice versa

honest stag
#

hol up

honest stag
gritty forge
#

okay

#

as I thought

#

thx

honest stag
#

it will print the "2 more to go" message by default

#

X more to go that is

honest stag
#

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

gritty forge
#

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

gritty forge
#

;-;

ancient depot
#

You can put \n in a message to create a new line

gritty forge
ancient depot
#

Right now, yes

#

You just need to put a bunch of \ns at the start of the second message

gritty forge
#

lol

ancient depot
#

Or actually maybe not, it might override the message with the second trigger

#

I don't think it creates a new message each time

gritty forge
#

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"

ancient depot
#

Ah, the trigger_counter messages are hardcoded

gritty forge
#

or is it possible to replace the sequence message?

ancient depot
#

You can't change them, even in Quake

gritty forge
#

ah

ancient depot
#

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

gritty forge
#

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

ancient depot
#

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

gritty forge
#

:D

gritty forge
#

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

honest stag
#

nope

gritty forge
#

awh

gritty forge
#

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

#

:(

crisp raven
#

Enemies can't pass through doors yet.

gritty forge
#

aw

snow marsh
#

Spawning multiple enemies with one button is painful

gritty forge
#

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

honest stag
honest stag
#

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

gritty forge
#

wtf

#

my map won't open in trenchbroom now

honest stag
#

does it give an error message?

gritty forge
#

expected integer or decimal, but got string (raw data: '-nan(ind)') [line 16495, column 65]

honest stag
#

send me the .map
if it is what i think it is i'll fix it

gritty forge
#

can I just drop it in discord?

honest stag
#

sure

honest stag
#

fixed it by converting to valve format
same stuff as aqua's map probably but we couldnt find the culprit texture

nocturne mirage
#

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

honest stag
#

not posisble yet

alpine depot
#

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

honest stag
#

and sounds/textures

nocturne mirage
#

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

alpine depot
#

there's steam guides for a list of all of them and what they do

#

here it is

nocturne mirage
#

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

honest stag
#

not opened

alpine depot
#

also not done yet too i'd imagine

#

or not polished enough to be usable by modders

honest stag
#

oh yeah that

alpine depot
#

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

honest stag
#

not too much
a lot but there's a lot that's behind closed func_doors

alpine depot
#

lmao

#

dont forget my mans trigger_changemusic and trigger_teleport

honest stag
#

if only trigger_teleport could teleport pickups

alpine depot
#

and the generic triggers

#

ah shit they cant?

#

damn

honest stag
#

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

alpine depot
#

there goes my cyberdusk plans :(

honest stag
#

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

alpine depot
honest stag
#

lmao oh no none of that

alpine depot
#

oh YES

honest stag
#

is that on your freakin taskbar

#

are you crazy

alpine depot
#

yeah

#

and no im not a masochist

honest stag
#

if i see some decent mapmaking tools then i dont mind
actual scripting wasnt too bad in unity

alpine depot
#

scripting is a matter of Getting Goodℒ️

honest stag
#

even with my very very very limited vision

alpine depot
#

realtimeCSG looks very promising

#

but i need to know how to TOGGLE IT OFF

#

AGH

#

when i figure that out i'm literally unstoppable

honest stag
#

hahaha i coudlnt turn it off either

#

man i'd rather make maps in blender than unity

#

seriously

alpine depot
#

you can do that

#

perfectly not normal

honest stag
#

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

nocturne mirage
#

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

honest stag
#

basically
be on the lookout for sdk updates

#

you'll know when you can do that probablyu

nocturne mirage
#

Ye ye ye

#

Also! I still cant figure out how to activate cheats and cant find info on how

honest stag
#

type em like in doom

#

so just in-game

nocturne mirage
#

So like, just start typing? Theres no command line or text-box you open up

honest stag
#

yep

#

just type

nocturne mirage
#

I gotcha

honest stag
#

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

gritty forge
#

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

honest stag
#

they should be toggle

#

so wait time is irrelevant

gritty forge
#

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

gritty forge
#

it seems to be because it has a targetname it ignores the player inputs efter that

honest stag
#

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

gritty forge
#

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?

honest stag
#

yeah you can put a trigger_once in front of the door

gritty forge
#

isn't that one you can walk into tho?

honest stag
#

it'll just open if the player is too close

#

but if you put an invisible button then enemies cant walk through it again

gritty forge
#

ah

#

ok lame

#

im gonna stick with the regular doots

#

doors

honest stag
#

i dont really see how buttons are lame tho lol

#

every single door ever is use-only so buttons actually stand out

gritty forge
#

I want the doors to be opened with e

#

idk

#

makes sense

honest stag
#

imma sleep
good luck with the map mang

sacred flicker
#

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

gritty forge
#

in game, drag palette.lmp into the mod folder

sacred flicker
#

In the editor

gritty forge
#

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

sacred flicker
#

How do I change the game path

#

oop found it

#

I'll try re-downloading some of the files

#

I got it working

#

thanks

gritty forge
gritty forge
#

is it currently possible to replace the glitter particles on the sword with something else?

#

say, fire?

foggy creek
#

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.

crimson patrol
#

Oooooooh

foggy creek
#

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.

crimson patrol
foggy creek
#

I think there are a few missing textures and stuff tho

#

might not be there

crimson patrol
#

Niceee

#

I don't get motivation often

sharp trail
#

go look at stuff

#

thats how i get motivation

gritty forge
#

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

crimson patrol
#

Yeah that's a good technique

gritty forge
#

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

crimson patrol
#

I realise I'm gonna have to optimise the maps I make so they don't play like shit

gritty forge
#

yea it's always a good practise

#

bu

crimson patrol
#

How do you even optimise

gritty forge
#

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

crimson patrol
#

Angled things? Wut

gritty forge
#

like

#

buildings that are angled 45 degrees

#

etc

#

I think

#

it seems to mess with the performance at least

crimson patrol
#

So I have to wolfenstein my maps?

snow marsh
#

Got a question, is it possible to make my water look like its flowing

honest stag
#

nope

#

not yet

honest stag
gritty forge
#

I think it's when you have a lot of it

honest stag
#

nah not really? they should be perfectly fine

snow marsh
#

How do i get a door to rotate when opening

honest stag
#

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

snow marsh
#

Okay, yeah that is weird

alpine depot
#

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

snow marsh
#

Want to rotate your door like a door should work?

#

NO

honest stag
#

well

alpine depot
#

GO THROUGH THE SEVEN CIRCLES OF HELL FIRST

snow marsh
#

Am i still gonna try

#

hell yes

honest stag
#

if you're using hammer ior jack it's fine

#

since rotating doors ARE in half life

#

and trenchbroom just needs some manual work

snow marsh
#

Mhmm, so i place the door at 0 0 0

honest stag
#

yup

snow marsh
#

wouldnt that mean the door wont be visible where i want it

honest stag
#

the 'origin" property dictates where the door ACTUALLY is

alpine depot
#

origin is the coordinate position of where the door will be-

#

yeah

honest stag
#

but it needs to be at 0,0,0 in-editor

snow marsh
#

Hmm, how do i figure out the origin

honest stag
#

if you use a point entity and place it at the spot where the door "hinge" would be

alpine depot
#

put down a light entity and look at its own origin key-value

honest stag
#

yeah you'd see the coordinates of the hinge spot

alpine depot
#

then copy/paste that into an origin value on the actual door brush entity

snow marsh
#

hmm isnt too weird then

honest stag
#

hahaha just wait till you see how much you need to adjust it then

snow marsh
#

it was odd when i didn't understand it properly

#

Yeah, testing time

alpine depot
#

alright gamers

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REAL work begins on Cyberdusk 2077

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got a good vision of how i want the map to look

honest stag
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did ya get some juicy texture wads?

alpine depot
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not yet

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working with the dusk palette as much as possible because it has such a nice aesthetic

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anything else probably looks too muddled together and bland

snow marsh
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Nevermind, i take back about it being kinda simple

honest stag
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get the doom 3 wad

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get it

snow marsh
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Door just didnt rotate

honest stag
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did you add "speed" and "distance"

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properties

snow marsh
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distance was already there

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set it to 45

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and speed is 100

honest stag
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distance is an angle
so 45 degrees
and speed is (i think) the percentage that the door travels in a second

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at least that's what it looked like

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seems like it should rotate just fine

snow marsh
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hmm, ill set it lower to see if that helps

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but nothing happens, maybe i need to move the origin or the door at 0 0 0 properly

honest stag
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nah that wont do anythin

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i still have a map where rotating doors work soooo iunno

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lemme check it again real quick

snow marsh
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ill ss mine

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gimme a sec