#dusk-modding
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try disabling the wait key
alrighty
wait default value?
It worked, i changed two things gonna figurwe out what one fixed it
it was the speed value
its still at 100 but i set it myself
default keys dont always work right
mhmm, ive had problems similar
like for example trigger_counter
"count" is 2 or 3 by default but only counts down 1 thing
and if you set it manually it's fine
someone's figuring out rotating doors?
rest in rips my friend
i'll remember you as a brave man
(or not man? idk)
I hope rotating doors get better support
dont know jack shit about jack
learn hammer and you'll know jack about jack
I would but It won't compile a compatible vrad for some reason
or worldcraft rather
I mean, there's a dummy amount of documentation
TWHL and Valve's own wiki
but is it worth the trouble
imo yeah lol
Can't you just use the Goldsrc method even in trenchbroom?
Nope, but I believe support for it is coming in a future TrenchBroom update
GoldSrc support is being worked on, last I checked
what exactly will i get out of jack tho
legit curious
idk, what do you get out of trenchbroom
like what can i do there that i cant do in TB
better support for complex geometry etc spiral stairs and spheres.
besides lack of func_door_rotating 
The map compiler needs to support it as well, note
So I think ericw-tools would need changes too
well i dont have to specifically use ericw's though right?
yeah I would just use JACK for the BSP geometry and import it as a .map file to trenchbroom.
i can just use whatever is the half-life version of compiling tools
Correct, but I'd prefer if our setup was compiler-independent, which is why I've got other solutions coming
ah alright
I think JACK's biggest trait is faster brush creation in terms of both precision and speed
imma look at some videos on it
see what it's all about
one of the reasons JACK is better than Trenchbroom.
that too
wow damn
and very easy to finagle with vertices
and then there's this to make a sphere in TB https://twitter.com/BafuBal/status/1302548823156363265?s=20
Discussing spheres on Quake Mapping Discord yesterday. Here's a quick way to make a simple approximation of a sphere, using "czg-curve" profiles, clip, extrude, scale, and some convex merging.
#trenchbroom #quake #leveldesign #brushscience https://t.co/URSVCO4NNM
114
it even makes the curves vertexes snap to the nearest 1 unit integer.
I have considered making a custom editor a few times, but I'm not convinced it'd be totally worthwhile
JACK and TrenchBroom serve perfectly well, we just need to generate editor definitions
yeah lmao, JACK just asks you how many vertices you want and then just generates it for you, as one whole brush
and you can even cut it in half
or into thirds/ fourths
A gripe I have with JACK is it being closed source, which makes it less appealing
If it were open source I probably would've forked it for dusk
and then we'd have recommended that
There's https://github.com/Gocnak/sdk-2013-hammer but uh
It'd probably be questionably legal to fork that
I remember there straight up being an open source Hammer replacement, made from scratch
no clue where the fuck it went
possibly lost on Facepunch forum after it was yeeted
Sledge?
Sledge isn't being developed anymore right?
Yeah it's dead
nah it wasnt sledge
Also
is there 3d viewport editing like in tb or is it just side view grid stuff
like that
though Sledge's source code is on github
Nope, but I believe support for it is coming in a future TrenchBroom update
GoldSrc support is being worked on, last I checked
fr?
idk how far he got tho
holy shit
Yeah I saw some discussion of it on the TB server
yoooooo half life modding here i come
haha i wish i could use that but i cant use newer TB versions since they require updated drivers
And i cant update them for multiple reasons
so mine is stuck on summer 2019 version
That's weird, do you have any idea why that's required now?
Did it bump the OpenGL version it uses or something?
nope
no clue
but i straight up cannot start it without updating drivers first
maybe i should try again real quick
see if it's fixed or anything
inb4 it works
i'd love that

i hear there's a dark theme now is there
Yeah
sick
hope it works
is there any way to make explosions apart from teleporting explosive barrels into each other?

Env_explosion support when
That's a GoldSrc entity right
yeah
Should be in the next patch then
nice
I've been working on getting in every Quake & HL entity

siiick
oh fuck
that means i have to finish lower series before the patch so i don't have to redo a shitton of gascan explosions
o7
Is there any particular error you get?
nope
Anything in Windows event log?
i asked around before in the quake mapping discord and they told me it's the drivers but aight lemme check
Just curious if it's crashing or just hanging
nah cant find it
not sure where the logs for TB are but i'll look in the folder
If you wanted you could try building TB on your PC and running it through a debugger to find out where it crashes lol
But building TB requires installing Qt which is a massive pain in the ass sometimes
oh uh i dont think im good enough for that lol
maybe i should try giving the new drivers a go again
What was preventing you from upgrading?
backin up before that for sure
oh well my screen kept blacking out all the time and any web browser page would crash after 10 seconds of use
right after i updated
tried with multiple ones

You could try putting a mesa3d opengl32.dll in the tb folder lol
to use software rendering
not sure what this is but hey if it lets me lauch tb im happy
inb4 ip snatcher
Zombie hax your computer
if zombie wanted to snatch my data then he probably did with all those .dlls he sent me
lol
Vriska gets haxed and exposed by zombie (GONE WRONG) ๐ฑ ๐ฑ ๐ฑ
im 2011 ford ranger
h
That 10gb "work" folder
im... kinda scared to look how much does my dusk mods folder weigh tbh
i havent cleaned it once
alright time to test the thing
for me it's almost 5 gb
seems fine
tb aint starting even with that
tbh we should exclude the base dusk content folder in it
darn

TB booted for me with it
Make sure you get a 32bit dll for 32bit TB and a 64bit one for 64bit TB
yea i made sure
lemme double check
Can you combine ericw's Qbsp with Jack's Vrad to have coloured lights while still using trenchbroom to map?
ye both of em are 64
yup
weird, it should be working then
should i try an older version of this thing
Without software GL:
With
You can tell it's jaggier
I confirmed with process explorer that it's loading the right dll too, so I wonder why it still dies on your end
i just want to launch it tbh
life with a shitty laptop made me not care about jagginess
tryin again
does it not even reach the main screen?
it lets me select a game and then nothing
hm
oh wait tb puts crash logs only for maps doesnt it
and it names it mapthing.log
shit
i'll look on the issues thing for tb
see if anyone has this too
aight time to check
no log
there's only a log from my previous TB session with the old version
wtf
huh? it seems like
hold up
i will shit if this was the problem
nope
so in the log it said TB is launched with my integrated GPU
and i thought hey maybe the new version doesnt work on it, i'll try the main gpu
nope same thing
the fact that it crashed even with the Mesa3D dll has me suspecting that it's not actually driver related
and the fact that it was the same on both gpus is uh probably contributing to that eh
Potentially yeah
tried compatibility mode, launchin as admin
still the same thing
wow uh that's exactly what i need
nope it wasnt
I hate it when Trcenh Booolrom doesn't work
my sides
i think this started since the first 2020 version
there were no updates in 2019 so i still have it
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2019.6 so this build works?
but then this one doesn't: https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2020.1-RC1 ?
because that's very useful info in diagnosing if so
yeah the upper is the one i use
and that one didnt work
i'll double check right niw
it's only win32?
yeah 64-bit builds are new as of 2020.2 I think
There were some GL-related changes between the two, but they don't seem like they'd cause this
I might try building TB with this change removed later
That's the only thing that could possibly affect this as far as I can tell
you sure it's worth the hassle lol
the only thing i really need from newer tb versions is the dark mode
unless they added cooler shit that i missed and if i did i kinda dont want to know cuz i'll be sad
in like 3 years when i upgrade i'll be able to use it

@honest stag complete shot in the dark but maybe you're missing a C++ redist?
i highly doubt it
the release page mentions needing all three
but i'll try
Windows users please install the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019:
since i tried to work in unity i had to install visual studio and i probably installed it then
but i'll do it
so maybe as of 2020.1 the stuff needed by GLEW changed
2019.6 mentions only needing the 2017 one
worth a shot
not starting but it wants me to reboot my pc
who knows maybe it'll work
there's a goddamn windows update waiting though uuurghhh
and my phone cant use discord cuz it's huawei shit without google services which discord needs
so see ya in like 30 minutes i guess
fingers crossed lol
hrmm, that's disappointing
lemme try
nope
it should work by itself, with nothing else added right
just extract and launch
dang
yeah
oh the bright side i finally restarted my laptop after god knows how long
it cleared 7 gigs of space from the temp folder

oh well guess im staying on the good old 2019.6
never changed since i made my first map there
extremely weird that 2020 builds just die though, I'll have to try and play around with making that custom build later
i'd be very grateful but i've got a feeling it wont go well, and it aint worth it either
since i would need a new custom build anytime i want to update
i'll go ask the quake mapping boomers about this
why make a custom build all you need is a offical FGD file
oh ๐ฆ
hmmmm
nah don't think so
wait wha you're on 2019 too?
im not sure but i think it needs quake to load actual quake models in-editor
or quake files that it
but hey unsure
oh yeah i think it is
alright i have another question
what people use to open/edit .pak files
hmm
Slade3 can also open pak files
Quick question: I don't have quake so i can't see any of the entity models, is there a way to fix this?
in trenchbroom that is
you can get the shareware quake files
they'll have the models
but there's kind of no need?
yo vriskaman
but hey if you want to look at the ranger instead of a green cube in info_player entites for exmaple then shoot
ya
did you ever transform iqm to mdl
honestly i cant remember
i think i transformed .obj to mdl
or wait no i just exported my blender models as MDL in the first place
why do you need mdl?
but i can do the whole iqm to mdl process if the model is good enough for mdl
i'm trying to make TB show dusk models but they are in iqm and TB says it's unsupported
mdl is needed for display in tb
it's one of the things that are auto generated along with the fgd for the upcoming editor defs
oh sick
but i guess for now we'll have to make do eh
yeah
i'll send you a mage mdl in a moment veven
I wonder what I should do for a player model
mmyes gimme gimme
lmao
YES
except it's a hat and a beard
I considered a capsule as a joke but it wouldn't stand out properly
yeah i'd like to see the rotation of the model as a first glance tbh
also
can this be changed lol
or is this placeholder stuff
๐
they're not loaded currently
ah aight
and that fakedos thing is a placeholder
can you make your own ones?
pog
the plan is to have a trigger_movie
I really want to make those text end screens
I think the fakedos video in there has different text too
.mdl should embed textures
ah alright
assuming it found the textures when exporting
oops i kinda just did it
lemme do it with the texture loaded into noesis
as obj yeah
wait what
eh not too big of a deal to import-export that stuff
what's dark claw?
a cut weapon
yeah remember back when the model update came out i asked zomb for gun models
alright alright the moment of truth
still have those
...it didn't work
oh right
prob quake models are overwriting this shit
oh
now it works but uhhhh
vriska remember the first time you tried bringing custom models? and that vacuum cleaner was gigantic?
it's kinda same but mage is super small
lmao show it
noesis can do that if you put -scale 32 32 32 in the options when exporting
i think i need to include texture in pak file too right?
zom said they are included and i did export from preview while also having the texture
so i dunno
maybe noesis doesnt do it lol
tiny mage
small john
hmmmm
odd
says it's fetching no textures but i include iot
it*
try it
this is the scaled version
same size tho
ah okay
For some reason when I place a red mage in my level it's the same size as a regular mage is there a way to edit the scale in trenchbroom?
wait waaa really?
yeah 1 sec
it's also the same size in game
TURN BACK
@foggy creek lmao wtf
I have no idea why
I think that may have been an oversight
hold on aren't they the same size as regular ones?
I'll look into it
yeah i could swear they are bigger
no they're meant to be like 2x as big
red mages are bigger
never noticed lol
same
nah
dont see why that would change it
fgd is just for an editor
yeah it shouldn't affect it
the game had all sorts of weird scaling stuff when I was adding custom models
I might have accidentally messed up alpha mages in the process of tidying that up
Also are some of the missing textures being added in the next patch?
yeah
there shouldn't be any missing ones
1 sec
there are missing sounds though
if they're in your map then you might have not included the texture wads and palette files???
file*
I've been considering reorganizing all of the textures by episode instead of the big mess it is currently, but I need to make a mod updater first
we're almost there man
so it doesnt break retexture mods
baby mage :DDDDD
hold on i'll try to mess around with fgd numbers
x16
I can't find the blue riveted metal texture in any of the wads.
the one used for colored doors?
no the one in the ss
if i can make the texture properly included then let's port all the models into the fgd
i probably will somehow
if it's not in the wad that doesnt mean it's missing
the textures are in mnt/local/dusk/textures
pog it works
most of the wads are community made
I also checked there
and the only ones we've put out are temporary
I can double check but it should be in there
demoman's sticky bomb?
still too small
or BONEBALL
hmm
hmmm
alright hour about 22
aight bet taken
maybe that time instead of 32 you did 322 or something? 
They call me Bet Man for a reason
nah couldnt have
@foggy creek which map is that shot of
i copied zomb's message
lol
E2M1
32 is the scale dusk uses so maybe something went wrong during the export, who knows at this point lol
it's fbx
sorry
you know i'll try 32x again
i hope you're not trying to shove that fbx file into trenchbroom
nnah
sorry it's the default format for export lol
also the texture just needed to be placed in the same spot as the model
yea that's the fix
Oh you guys started on this finally
lmao i guess so
Took longer than expected
once the scale gets figured out it ought to be smooth sailing
yeah
@foggy creek textures/control_panel2.png
tho for the texture shit idk lol
B E H O L D
noice so it WAS 32x
my 25x bet lost ๐
so how did the previous 32x attempt get so huge lol
tho his legs are bit buried underground
The work to align every model and bounding box to the correct scale is very tedious so I understand why nobody wanted to tackle it
it's fine as a preview
alright now
since the enemies would likely get pushed up/fall down to the ground when spawned
i'll just export all the models and put them in a zip file
and thus the reason I'm opting to automate everything is revealed lol
with such a small unit difference etc
i think i can do some offset in fgd
alright time to get to work
Yeah I had started doing one manually ages ago, but got about 6 models in and stopped
After making the fgd next thing is to update the dev wiki... time to learn how to make good wiki articles.
The Power of the Beer Books Gangโข๏ธ
There's some more formal documentation in the works to replace the current dev wiki
That documentation will then later be copied onto the wiki probably
the weapon models will have to be done a bit differently since i just have the .obj but i'll just export as iqm through blender
I was heavily focused on accuracy for it, so placement and offset (no being pushed up or falling down) was very important to me
lmao yeah
fully functional elevator ๐
just kidding but it has sounds and makes it FEEL like it orks
works*
witchcraft.
multi_managers are heaven
YOOO DOCUMENTATION
OOH i had a very weird idea for stuff
wooooah niceee
what if we could load different mod folders for each level
so model replacements work differently for two levels
That would be extremely complicated, but I've considered similar ideas
say, shrek becomes the welder in level1 and then he's big chungus in the next
Basically letting you specify additional mounts per map
we could specify it via worldspawn with like a modfolder key-value
It would be detached from the map itself
oh i think i'm beginning to see the issue
It'd be more like an external mapname.cfg file
ooh right
Like how .lit and .ent files work currently
uhhhh is there no cartdog model?
Nope, because Cartdog is unfortunately like, the most complex to export model in the game
I think I have an animation-less export of it somewhere?
since it;s just for the fgd
God the cartdog model is annoying
leatherneck, cartdog and turret
That's the reason he only takes one color in duskworld
Yeah, Leatherneck is also super complex
Because it has a different skeletal hierarchy for its death animation
maybe i'm an idiot but it seems fgds offset setting doesn't affect how it appears in editor
or it does affect it but i use numbers so small i don't see it
"the experiment is a terrifying creation of immense power, i wonder what it's named"
"friendship"
to be fair we always refer to it as "horse"
yo do we have differnt enemy spawns for small and big experiment?
i never checked
why are there 2 models for intoxigator_baby and intoxigator_son
monster_experiment and monster_experiment_failed
and there's a bunch of different intoxigator objects internally and I think I just gave them all external mappings
the models are probably identical aside from scale
almost done
?
the bbox for the mage is 1.8 x 2.988 x 1.8
With its center at 0, 0.018, 0
(in Unity units, so multiply by 32)
hmm
what's this
i'll go do the .obj stuff
That's also in the Unity coordinate system, so you need to swap the coords around for Quake
it's the mdl models that i just exported
oh
Unity to Quake (for a scale/size) is z, x, y
i'll go fuck with the .obj stuff now
yeah i figured, quake uses z-
yea
jesus
Very important.
uhhh why isnt blender opening :)
WE CAN FINALLY HAVE FGD WITH ENEMY MODELS
the most important texture is bone_ball_projectile
yeah exactly
Yeah I don't think that texture is used
i'll start in 5 hours or so
i still have to add the remaining shit anyway so no rush
๐
and after that the only thing that remains is wad with all the textures
i failed once, now i know how to do it
tho we can't have absolutely the same textures as in campaign cause working with transparent pixels is pain

i remember zom said something about
that wad3 supports this stuff?
i don't remember
hmmmm unsure if that's what the top part should look like
are the uv maps screwed?
They look flipped
ah probs
i completely forgot how to manipulate textures in blender
ah what was it again
gimme a moment
Is there anyway to get around monsters not going past a closed door once it's opened?
I dusk uses nav meshes but that's all I know
i think no
god the copy of the dusk folder in my dev directory is a mess
the textures folder is even worse because it's full of auto generated test stuff
nice counter stike maps
yeah it just has a shitload of wads shoved in lol
I think numod is a folder with all models replaced with half life barney
Barney dusk mod when
Colored neon lights
More tech
oh wait i know i'll make the game crash if the bsp exceeds 8mb
lmao
I can give you Vrad for coloured lighting
nah i already have colored lighting
Captivating story while funny glitches are happening
which is why it's ORANG
oh ok
orang,.....
Utan
yes
๐ฆง
fixed it
shiny turret
Bruh
Turret do be looking polished ๐ณ
also it's blurred HERETIC
I hope they aren't just doom 3 diffuse textures
https://www.quaddicted.com/files/wads/ all the WADS
https://forum.zdoom.org/viewtopic.php?f=37&t=54839 I recommend these
Discussion about ZDoom
click on the .jpg files to see a preview
someone went through the effort to render them out properly for use as flat textures
also it has blood wads Imma remake the funeral house some day.
now i gotta start staring at the gameplay trailers for cp2077 because im not starting a new playthrough just for the prologue mission lmao
you doing the scavenger mission?
yup
it seems as if i cant export the turet model as iqm
gltf should work
it's also very bright near the windows
and currently the level is just
orange
and dark
https://www.youtube.com/watch?v=raDJTzGybj4 kinda like in this video
CLICK HERE FOR AN UPDATED VERSION OF THE REMAKE:
https://www.youtube.com/watch?v=8B_I9Hqc_zs
Hello guys! I'm back with a new upload!
Some of you might have seen the gameplay video from CD Projekt regarding their forthcoming title "Cyberpunk 2077". Personally I've been waiting 6 years for this game to come out, since I saw the first trailer. I'm...
the thing aint exporting wtf
also it's the song in that area
uhhhh not sure what im doing wrong
i've done this process already
it plays on the radio as you go through the apartment like diagetic music or whatever
what ever you call it
ah jesus christ im watching the gameplay for it now
time to remake the entire map ๐
LOL
It's not a long dungeon so shouldn't take long
still the balcony part will be cool
LOLWAT
uhh so what i did was
i love when people leave messages like this
i couldnt export as iqm so i just went ahead and used the blender .mdl exporter
but wtf
the file is smaller than most others though
alright maybe i'll just skip blender entirely then? 1 moment
yo veven if you're not bust
busy*
could you test the model
kay
watching the gameplay trailer is making me sad now :(
see if that does it
Watch a yt livestream probs gives you better chances to look at stuff.
no i mean like
the actual game is underwhelming in comparison
like i know e3 stuff is much better than the actual product but this
yeah hype does that
they probs gonna silently get rid of the old gen versions
it's big and flipped
it's small and faced in wrong direction
direction is okay but it's still tiny
too big
Is there any way in trenchbroom to make it so that faces at an angle don't look any different to faces that aren't at an angle?
anotha one
wdym
1 sec
i'm not sure exactly what you mean but if it's like here then there's a button to reset texture scales n' stuff
this is how it looks in jack
i'm pretty sure it's fine now
oh it's jack
shit sorry
i still think most people use TB
eyyy alright now i can export the rest of the models
sorry sorry
man that was kind of a pain but now i know what to do
ok wow the leatherneck model is
tiny?
why is it so small lol
compared to the turret at least
yeah like I said the scales on them are probably way off lol
it might be scaled down by 32x
aight we'll figure it out
This is how it looks in trenchbroom and for some reason the face takes up more of the texture
nice dark theme
because it's at an angle
wish i had it
JACK uses Valve220 format .map files right
They have more texture alignment options that TB doesn't read, afaik
bruh so all faces at angles in TB use more of the texture.
Actually it looks like Valve format has been supported for a while
@long anchor 
You might just have to opt into it
I have it set as valve
tell me if you're busy and i'll just keep exporting the rest instead of sending you each one
Dunno then, could be a bug in TB when reading valve format
argh i just closed everything and started preparing to-
possibly related
vriska i'll check it out later okay
dont worry mate i'll just keep exportin for now
๐
Also when having a open area what texture do you use to plug up any leaks but also still have a sky?
i just use a random sky texture so i know i'm looking at a skybox
oh ok thanks
Any texture that begins with sky should work
I'm actually not a fan of how Quake/GoldSrc/etc hardcodes functionality based on texture name
But we have to do it for compatibility so
eh could be worse
Just annoying because it basically means you can't use a texture with a name starting with sky for any other purpose
yeah lol
ran into that issue with one of my wads
named something skybabel
and it was a skybox
took longer than i'd like to admit to figure it out lmao
I think it's worth adding a worldspawn option to disable that behaviour
and then a way to opt into it for specific brushes
ah i cant find the place where i put the dusk guns
should be aroun tho
gamer time ๐
ah thanks that saves time
oh whats weird is that every FGD i have doesn't have the pistol box entity
only the clip ammo type
This?
found the folder while extracting the weapons lmao
i was looking for a folder to extract to and saw "dusk guns"
yeah that exactly
Should be pickup_bullet_box
I'm looking forward to when this can be placed 
and then like 50 maps use it
lmao
oh god
it's the vape stick
Nyarlathotep's vape
I wonder what'll get used more, that or the chainsaw
probably that
wait there's a useable chainsaw?
my bet is on the amulet
chainsaw is functionally just boring
The chainsaw is pretty lame so probably yeah
wait there's a useable chainsaw?
These are weapons that got left on the cutting room floor
They're being restored for use in mods
why is there
let's gooo
there are videos of the chainsaw in various places
That hand is uber jank lmao
If you're gonna go cyberpunk you need DUAL MATEBAS
yeah theres hands
what are those lol
theyre not good
They were only done as a test and didn't even get a texture before they got scrapped
Mataba is a cyberpunk looking revolver
oh sick
They actually still exist in the game and can be enabled by editing the dll
wooooow damn
used in ghost in the shell
And will appear when using the sickles
i'd make a revolver the rifle replacement
please tell me you're not doing what I think you are vriska
vriska making hdusk finally
just replace the rifle with the UT99 one that looks pretty cyberpunk tbh
Now what I'm most curious about, is how often the ||Meat Lass|| will get used
My forced meme will finally give birth to more than shitposts

what about the cut stick thingy?
That's the Dark Claw
oh
Basically a plasma rifle equivalent
we should also restore the weapon enhancement totam
dusk gamer girls finally
smh all these new people not aware of the ancient dusk cut content lore
MAMMA MIA DUSK PIZZA
lol
did the weapon enhancement totem even do anything other than break shit and increase damage?
I forget
on some weapons it sliiightly changes functionality
it also doesn't have a model
https://www.youtube.com/watch?v=uuqT9St5otM&t=123s I will remake the cursed astolfo plush in doom mark my words.
Dont know what to think about this one tbh...
Mod - https://drive.google.com/file/d/159S79LszFCQywght_RwjhaCa11bx5jBL/view?usp=sharing (Since some of you told me about it being down on Zdoom forums, ive uploaded the file on my Google Drive, so feel free to download it)
WAD - Plutonia
Engine - https://www.zdoom.org/downloads
yes
oh wait i dont need to export the sicke model wtf am i doing
here's the meat lass
ooh could you implement removing weapons with trigger_hurt or something like that
david sent an old build with a triangle amulet and a test level and a meat lass enemy in a tweet a while ago
Probably not with trigger_hurt because it doesn't make sense
found that tweet only recently but i loved it
yeah idk just a trigger in general lol
Yeah I've got that build somewhere with a patch that enables all the other guns in it
Which includes the chainsaw
the thing that could be used as a shotgun or an automatic gun depending on how you click is awesome
There's four builds we've put out publicly, not counting the ones in the goodies folder
Point_weaponstrip is a hl1 entity should work once dusk is fully compatible
is "holster" a weapn slot?
nope
Yeah, that's part of the reason they're a bitch to export properly
because I need to normalize everything
ye i can see why exactly now
aight all the guns and .obj enemies exported
now to wait for veven to test them all
yo
the shotgun texture aint working???
dunno
all the guns are loaded instantly with their texture since it's in the folder with them named the same as the model, and the shotgun is no exception but looks like this
huh
odd
fixed it
thank FUCK dusk models are so bad that i dont have to worry aobut vertex limits of mdl
lmao


