#dusk-modding

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snow marsh
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speed is 100

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its just a defualt value though

honest stag
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try disabling the wait key

snow marsh
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alrighty

honest stag
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wait default value?

snow marsh
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speed was already 100

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for me

honest stag
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try setting it manually

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to 75 or something

snow marsh
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It worked, i changed two things gonna figurwe out what one fixed it

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it was the speed value

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its still at 100 but i set it myself

honest stag
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default keys dont always work right

snow marsh
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mhmm, ive had problems similar

honest stag
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like for example trigger_counter
"count" is 2 or 3 by default but only counts down 1 thing

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and if you set it manually it's fine

long anchor
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someone's figuring out rotating doors?

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rest in rips my friend

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i'll remember you as a brave man

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(or not man? idk)

crimson patrol
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I hope rotating doors get better support

foggy creek
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Can't you just use the Goldsrc method even in trenchbroom?

solid isle
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just use fuckin

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JACK

honest stag
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dont know jack shit about jack

solid isle
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learn hammer and you'll know jack about jack

foggy creek
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I would but It won't compile a compatible vrad for some reason

honest stag
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"learn hammer"

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yeah you see that's the problem right there

solid isle
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or worldcraft rather

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I mean, there's a dummy amount of documentation

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TWHL and Valve's own wiki

honest stag
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all of that just for rotating doors tho

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and giving up the comfort of trenchbroom

solid isle
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"comfort"

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๐Ÿคข

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also yeah, it's possible to know two tools at once

honest stag
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but is it worth the trouble

solid isle
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imo yeah lol

ancient depot
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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

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GoldSrc support is being worked on, last I checked

honest stag
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what exactly will i get out of jack tho
legit curious

solid isle
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idk, what do you get out of trenchbroom

honest stag
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like what can i do there that i cant do in TB

foggy creek
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better support for complex geometry etc spiral stairs and spheres.

solid isle
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besides lack of func_door_rotating laugh

honest stag
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yeah besides that

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SPHERES?

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you got my attentions

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attention*

ancient depot
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The map compiler needs to support it as well, note

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So I think ericw-tools would need changes too

honest stag
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well i dont have to specifically use ericw's though right?

foggy creek
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yeah I would just use JACK for the BSP geometry and import it as a .map file to trenchbroom.

honest stag
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i can just use whatever is the half-life version of compiling tools

ancient depot
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Correct, but I'd prefer if our setup was compiler-independent, which is why I've got other solutions coming

honest stag
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ah alright

solid isle
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I think JACK's biggest trait is faster brush creation in terms of both precision and speed

honest stag
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imma look at some videos on it
see what it's all about

foggy creek
solid isle
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that too

honest stag
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wow damn

solid isle
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and very easy to finagle with vertices

honest stag
foggy creek
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it even makes the curves vertexes snap to the nearest 1 unit integer.

ancient depot
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I have considered making a custom editor a few times, but I'm not convinced it'd be totally worthwhile

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JACK and TrenchBroom serve perfectly well, we just need to generate editor definitions

solid isle
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yeah lmao, JACK just asks you how many vertices you want and then just generates it for you, as one whole brush

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and you can even cut it in half

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or into thirds/ fourths

ancient depot
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A gripe I have with JACK is it being closed source, which makes it less appealing

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If it were open source I probably would've forked it for dusk

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and then we'd have recommended that

solid isle
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ยฏ_(ใƒ„)_/ยฏ

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what can ya do

ancient depot
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It'd probably be questionably legal to fork that

solid isle
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I remember there straight up being an open source Hammer replacement, made from scratch

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no clue where the fuck it went

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possibly lost on Facepunch forum after it was yeeted

ancient depot
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Sledge?

solid isle
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nah

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wait

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maybe

foggy creek
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Sledge isn't being developed anymore right?

ancient depot
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Yeah it's dead

solid isle
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nah it wasnt sledge

honest stag
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Also
is there 3d viewport editing like in tb or is it just side view grid stuff

solid isle
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though Sledge's source code is on github

long anchor
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Nope, but I believe support for it is coming in a future TrenchBroom update
GoldSrc support is being worked on, last I checked
fr?

solid isle
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idk how far he got tho

long anchor
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holy shit

ancient depot
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Yeah I saw some discussion of it on the TB server

long anchor
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yoooooo half life modding here i come

honest stag
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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

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so mine is stuck on summer 2019 version

long anchor
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sounds uncool

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rip

ancient depot
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That's weird, do you have any idea why that's required now?

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Did it bump the OpenGL version it uses or something?

honest stag
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nope

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no clue

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but i straight up cannot start it without updating drivers first

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maybe i should try again real quick

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see if it's fixed or anything

long anchor
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inb4 it works

honest stag
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i'd love that

long anchor
honest stag
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i hear there's a dark theme now is there

ancient depot
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Yeah

honest stag
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sick
hope it works

ancient depot
honest stag
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nice

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#206: Soft map bounds

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huh?

foggy creek
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is there any way to make explosions apart from teleporting explosive barrels into each other?

honest stag
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teleport gas cans into each other

long anchor
foggy creek
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Env_explosion support when

ancient depot
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That's a GoldSrc entity right

foggy creek
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yeah

ancient depot
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Should be in the next patch then

foggy creek
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nice

ancient depot
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I've been working on getting in every Quake & HL entity

long anchor
honest stag
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siiick

long anchor
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oh fuck

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that means i have to finish lower series before the patch so i don't have to redo a shitton of gascan explosions

honest stag
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welp yeah it's not launching again

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shame

long anchor
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o7

ancient depot
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Is there any particular error you get?

honest stag
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nope

ancient depot
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Anything in Windows event log?

honest stag
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i just select a game and then nothin

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also not that i see

ancient depot
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Is TB still visible in task manager?

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under the details tab

honest stag
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i asked around before in the quake mapping discord and they told me it's the drivers but aight lemme check

ancient depot
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Just curious if it's crashing or just hanging

honest stag
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nah cant find it

ancient depot
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Hmm

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Is there anything in the log?

honest stag
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not sure where the logs for TB are but i'll look in the folder

ancient depot
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If you wanted you could try building TB on your PC and running it through a debugger to find out where it crashes lol

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But building TB requires installing Qt which is a massive pain in the ass sometimes

honest stag
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oh uh i dont think im good enough for that lol

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maybe i should try giving the new drivers a go again

ancient depot
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What was preventing you from upgrading?

honest stag
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backin up before that for sure

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oh well my screen kept blacking out all the time and any web browser page would crash after 10 seconds of use

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right after i updated

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tried with multiple ones

ancient depot
honest stag
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lmao

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then i reverted and it was all fine

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my laptop aint the best to say the least

ancient depot
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You could try putting a mesa3d opengl32.dll in the tb folder lol

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to use software rendering

honest stag
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not sure what this is but hey if it lets me lauch tb im happy

long anchor
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inb4 ip snatcher

crimson patrol
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Zombie hax your computer

honest stag
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if zombie wanted to snatch my data then he probably did with all those .dlls he sent me

long anchor
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exposed, doxxed

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lmao

honest stag
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ah i remember when one of the blue screened my laptop

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good times

long anchor
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lol

crimson patrol
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Vriska gets haxed and exposed by zombie (GONE WRONG) ๐Ÿ˜ฑ ๐Ÿ˜ฑ ๐Ÿ˜ฑ

honest stag
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im 2011 ford ranger

ancient depot
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me when I successfully hack vriska's pc:

honest stag
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h

crimson patrol
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That 10gb "work" folder

honest stag
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im... kinda scared to look how much does my dusk mods folder weigh tbh

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i havent cleaned it once

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alright time to test the thing

long anchor
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seems fine

honest stag
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tb aint starting even with that

long anchor
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tbh we should exclude the base dusk content folder in it

honest stag
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darn

long anchor
ancient depot
honest stag
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anyone knows where are the TB crash logs

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oh wow lol

ancient depot
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TB booted for me with it

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Make sure you get a 32bit dll for 32bit TB and a 64bit one for 64bit TB

honest stag
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yea i made sure
lemme double check

foggy creek
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Can you combine ericw's Qbsp with Jack's Vrad to have coloured lights while still using trenchbroom to map?

honest stag
ancient depot
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hmm

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and the dll's just in the TB folder alongside the exe?

honest stag
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yup

ancient depot
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weird, it should be working then

honest stag
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should i try an older version of this thing

long anchor
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this reminds me of

ancient depot
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You can tell it's jaggier

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I confirmed with process explorer that it's loading the right dll too, so I wonder why it still dies on your end

honest stag
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i just want to launch it tbh
life with a shitty laptop made me not care about jagginess

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tryin again

ancient depot
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does it not even reach the main screen?

honest stag
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it lets me select a game and then nothing

ancient depot
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hm

honest stag
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oh wait tb puts crash logs only for maps doesnt it

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and it names it mapthing.log

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shit

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i'll look on the issues thing for tb

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see if anyone has this too

ancient depot
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ok I checked the source code

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logs go in %AppData%\TrenchBroom

honest stag
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aight time to check

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no log

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there's only a log from my previous TB session with the old version

ancient depot
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thonk wtf

honest stag
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huh? it seems like

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hold up

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i will shit if this was the problem

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nope

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so in the log it said TB is launched with my integrated GPU

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and i thought hey maybe the new version doesnt work on it, i'll try the main gpu

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nope same thing

ancient depot
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the fact that it crashed even with the Mesa3D dll has me suspecting that it's not actually driver related

honest stag
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and the fact that it was the same on both gpus is uh probably contributing to that eh

ancient depot
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Potentially yeah

honest stag
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tried compatibility mode, launchin as admin

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still the same thing

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wow uh that's exactly what i need

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nope it wasnt

ancient depot
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I hate it when Trcenh Booolrom doesn't work

honest stag
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my sides

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i think this started since the first 2020 version

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there were no updates in 2019 so i still have it

ancient depot
honest stag
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pretty sure it's the one i us

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lemme check

ancient depot
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because that's very useful info in diagnosing if so

honest stag
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yeah the upper is the one i use
and that one didnt work

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i'll double check right niw

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it's only win32?

ancient depot
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yeah 64-bit builds are new as of 2020.2 I think

honest stag
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aight i'll try this one but i think it didnt work

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yeah not starting

ancient depot
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There were some GL-related changes between the two, but they don't seem like they'd cause this

honest stag
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welp im lost

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lemmy try the mesa3d on this one

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nope

ancient depot
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That's the only thing that could possibly affect this as far as I can tell

honest stag
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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

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in like 3 years when i upgrade i'll be able to use it

ancient depot
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@honest stag complete shot in the dark but maybe you're missing a C++ redist?

honest stag
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i highly doubt it

ancient depot
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the release page mentions needing all three

honest stag
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but i'll try

ancient depot
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Windows users please install the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019:

honest stag
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since i tried to work in unity i had to install visual studio and i probably installed it then

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but i'll do it

ancient depot
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so maybe as of 2020.1 the stuff needed by GLEW changed

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2019.6 mentions only needing the 2017 one

honest stag
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aight i'll get it from the links on the latest version

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i highly doub it tho

ancient depot
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worth a shot

honest stag
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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

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so see ya in like 30 minutes i guess

ancient depot
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fingers crossed lol

honest stag
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that was a quick update

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it still doesnt work

ancient depot
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hrmm, that's disappointing

honest stag
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yeah ur tellin me

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๐Ÿ˜Ÿ

ancient depot
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that was the only other thing I could think of

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does mesa work now maybe?

honest stag
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lemme try

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nope

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it should work by itself, with nothing else added right

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just extract and launch

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dang

ancient depot
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yeah

honest stag
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oh the bright side i finally restarted my laptop after god knows how long
it cleared 7 gigs of space from the temp folder

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oh well guess im staying on the good old 2019.6

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never changed since i made my first map there

ancient depot
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extremely weird that 2020 builds just die though, I'll have to try and play around with making that custom build later

honest stag
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i'd be very grateful but i've got a feeling it wont go well, and it aint worth it either

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since i would need a new custom build anytime i want to update

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i'll go ask the quake mapping boomers about this

long anchor
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custom TB build specifically made for DUSK, when

foggy creek
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why make a custom build all you need is a offical FGD file

honest stag
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cuz someone like me cant run it

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:(

foggy creek
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oh ๐Ÿ˜ฆ

long anchor
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hmmmm

honest stag
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yo veven

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you're using the newer version right

long anchor
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nah don't think so

honest stag
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wait wha you're on 2019 too?

long anchor
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hold on

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i'm on 2020.1 rc1 lol

honest stag
#

ah got it

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i wanted to see what the dark mode even looks like lol

long anchor
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hey so i have a question about TB

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does it store quake model files somewhere?

honest stag
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im not sure but i think it needs quake to load actual quake models in-editor

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or quake files that it

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but hey unsure

long anchor
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oh yeah i think it is

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alright i have another question

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what people use to open/edit .pak files

honest stag
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you extract them pretty sure with a pak extractor

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or a pak explorer

long anchor
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hmm

ancient depot
#

Slade3 can also open pak files

sacred flicker
#

Quick question: I don't have quake so i can't see any of the entity models, is there a way to fix this?

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in trenchbroom that is

honest stag
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you can get the shareware quake files

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they'll have the models

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but there's kind of no need?

long anchor
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yo vriskaman

honest stag
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but hey if you want to look at the ranger instead of a green cube in info_player entites for exmaple then shoot

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ya

long anchor
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did you ever transform iqm to mdl

honest stag
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honestly i cant remember
i think i transformed .obj to mdl

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or wait no i just exported my blender models as MDL in the first place

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why do you need mdl?

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but i can do the whole iqm to mdl process if the model is good enough for mdl

long anchor
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i'm trying to make TB show dusk models but they are in iqm and TB says it's unsupported

ancient depot
#

mdl is needed for display in tb

honest stag
#

ah got it

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i can try doing that with some of the models

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actually hm

ancient depot
#

it's one of the things that are auto generated along with the fgd for the upcoming editor defs

honest stag
#

oh sick
but i guess for now we'll have to make do eh

ancient depot
#

yeah

honest stag
#

i'll send you a mage mdl in a moment veven

ancient depot
#

I wonder what I should do for a player model

long anchor
#

mmyes gimme gimme

honest stag
ancient depot
#

lmao

long anchor
#

YES

honest stag
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except it's a hat and a beard

ancient depot
#

I considered a capsule as a joke but it wouldn't stand out properly

honest stag
#

yeah i'd like to see the rotation of the model as a first glance tbh

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also

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or is this placeholder stuff

ancient depot
#

we... ship those currently?

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oops

honest stag
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๐Ÿ‘€

ancient depot
#

they're not loaded currently

honest stag
#

ah aight

ancient depot
#

and that fakedos thing is a placeholder

gritty forge
#

can you make your own ones?

ancient depot
#

which probably won't get used

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in the future yes

gritty forge
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pog

ancient depot
#

the plan is to have a trigger_movie

gritty forge
#

I really want to make those text end screens

honest stag
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try it out

ancient depot
#

I think the fakedos video in there has different text too

honest stag
#

hold on i'll give the texture

ancient depot
#

.mdl should embed textures

honest stag
#

ah alright

ancient depot
#

assuming it found the textures when exporting

honest stag
#

oops i kinda just did it
lemme do it with the texture loaded into noesis

ancient depot
#

you can use export from preview for that

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should embed it that way I think

honest stag
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file size didnt change lol

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i guess it was with it before

long anchor
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yooo nice

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thanks vriskaman

honest stag
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ya

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first proper fgd with dusk models incoming?

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woah we have the gun models too

ancient depot
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as obj yeah

long anchor
#

wait what

honest stag
#

eh not too big of a deal to import-export that stuff

ancient depot
#

dark claw too even though you can't spawn it

foggy creek
#

what's dark claw?

ancient depot
#

a cut weapon

honest stag
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yeah remember back when the model update came out i asked zomb for gun models

long anchor
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alright alright the moment of truth

honest stag
#

still have those

long anchor
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...it didn't work

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oh right

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prob quake models are overwriting this shit

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oh

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now it works but uhhhh

honest stag
#

lemme guess

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rotated wrong

long anchor
#

vriska remember the first time you tried bringing custom models? and that vacuum cleaner was gigantic?

honest stag
#

ya

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is it too big

long anchor
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it's kinda same but mage is super small

honest stag
#

lmao show it

ancient depot
#

you will need to scale it up by 32x

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to match the scale factor used by dusk

long anchor
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oh also mage has no textures

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oooh

ancient depot
#

noesis can do that if you put -scale 32 32 32 in the options when exporting

honest stag
#

aight im guessing noesis cant do that so blender time?

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ah

long anchor
#

i think i need to include texture in pak file too right?

honest stag
#

zom said they are included and i did export from preview while also having the texture

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so i dunno

ancient depot
#

maybe noesis doesnt do it lol

honest stag
#

it should though

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cuz i used...

honest stag
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wait no i used blender to export as mdl that's right

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and that had the texture

ancient depot
#

tiny mage

honest stag
#

สฐแต‰สณแต‰แต—แถฆแถœ

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แต‡หกแต’แต’แตˆ

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แตแถฆหกหก สฐแถฆแต

long anchor
#

small john

honest stag
#

odd

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says it's fetching no textures but i include iot

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it*

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this is the scaled version

long anchor
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same size tho

honest stag
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yeah but im testing the scale

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not the texture

long anchor
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ah okay

foggy creek
#

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?

honest stag
#

wait waaa really?

foggy creek
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yeah 1 sec

honest stag
#

oh wait in-editor

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oops

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i thought you were talking about in-game

foggy creek
#

it's also the same size in game

long anchor
honest stag
#

o_o

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hahahah holy shit

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alright it's not x32

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uh x8?

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lemme try

foggy creek
#

how

long anchor
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maybe it is in fact x32 but it's just fgd's size numbers

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well

ancient depot
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@foggy creek lmao wtf

foggy creek
#

I have no idea why

ancient depot
#

I think that may have been an oversight

long anchor
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hold on aren't they the same size as regular ones?

ancient depot
#

I'll look into it

honest stag
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yeah i could swear they are bigger

ancient depot
#

no they're meant to be like 2x as big

foggy creek
#

red mages are bigger

long anchor
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never noticed lol

honest stag
#

same

foggy creek
#

might be because I using a fgd

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idk

long anchor
#

nah

honest stag
#

dont see why that would change it

long anchor
#

fgd is just for an editor

ancient depot
#

yeah it shouldn't affect it

honest stag
#

try it

ancient depot
#

the game had all sorts of weird scaling stuff when I was adding custom models

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I might have accidentally messed up alpha mages in the process of tidying that up

foggy creek
#

Also are some of the missing textures being added in the next patch?

honest stag
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missing textures???

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like what

foggy creek
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yeah

ancient depot
#

there shouldn't be any missing ones

foggy creek
#

1 sec

ancient depot
#

there are missing sounds though

honest stag
#

if they're in your map then you might have not included the texture wads and palette files???

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file*

ancient depot
#

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

long anchor
ancient depot
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so it doesnt break retexture mods

honest stag
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lmao alright

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16x

alpine depot
#

baby mage :DDDDD

long anchor
#

hold on i'll try to mess around with fgd numbers

honest stag
foggy creek
long anchor
#

the one used for colored doors?

foggy creek
#

no the one in the ss

honest stag
#

if i can make the texture properly included then let's port all the models into the fgd

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i probably will somehow

long anchor
#

try 18x

honest stag
#

aight

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this is still 16x but it may have the texture

long anchor
#

i does have

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it's almost double the size

honest stag
#

hopefully

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actually

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i might have made it too big again

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but try it

ancient depot
#

if it's not in the wad that doesnt mean it's missing

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the textures are in mnt/local/dusk/textures

long anchor
#

pog it works

ancient depot
#

most of the wads are community made

foggy creek
#

I also checked there

honest stag
#

nice
lemme drop the x18 with texture

ancient depot
#

and the only ones we've put out are temporary

#

I can double check but it should be in there

honest stag
long anchor
#

still too small

honest stag
#

or BONEBALL

long anchor
#

hmm

honest stag
#

hmmm
alright hour about 22

alpine depot
#

25x

#

bet

honest stag
#

aight bet taken

long anchor
#

maybe that time instead of 32 you did 322 or something? BIGJOHN

alpine depot
#

They call me Bet Man for a reason

honest stag
#

nah couldnt have

ancient depot
#

@foggy creek which map is that shot of

honest stag
#

i copied zomb's message

long anchor
#

lol

foggy creek
#

E2M1

honest stag
#

fffuck

ancient depot
#

32 is the scale dusk uses so maybe something went wrong during the export, who knows at this point lol

honest stag
#

it's fbx

#

sorry

#

you know i'll try 32x again

#

i hope you're not trying to shove that fbx file into trenchbroom

long anchor
#

nnah

honest stag
#

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

still raptor
#

Oh you guys started on this finally

honest stag
#

lmao i guess so

still raptor
#

Took longer than expected

alpine depot
#

once the scale gets figured out it ought to be smooth sailing

honest stag
#

yeah

ancient depot
#

@foggy creek textures/control_panel2.png

alpine depot
#

tho for the texture shit idk lol

honest stag
#

nah we got it

#

it works

alpine depot
#

oh sick

#

hope the rotation isn't inverted or something lol

long anchor
alpine depot
#

like, it faces the opposite way of the arrow-

#

yooooO\

#

YOOOOO

honest stag
#

noice so it WAS 32x

alpine depot
#

my 25x bet lost ๐Ÿ˜”

ancient depot
#

so how did the previous 32x attempt get so huge lol

long anchor
#

tho his legs are bit buried underground

foggy creek
#

oh shit it is that texture

#

thanks

honest stag
#

i have no clue lol

#

he doesnt have legs tho

#

doesnt he

still raptor
#

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

alpine depot
#

it's fine as a preview

honest stag
#

alright now

alpine depot
#

since the enemies would likely get pushed up/fall down to the ground when spawned

honest stag
#

i'll just export all the models and put them in a zip file

ancient depot
alpine depot
#

with such a small unit difference etc

long anchor
#

i think i can do some offset in fgd

honest stag
#

alright time to get to work

still raptor
#

Yeah I had started doing one manually ages ago, but got about 6 models in and stopped

honest stag
#

we'll probably finish it quicker since there's 2 of us

#

i export he import

foggy creek
#

After making the fgd next thing is to update the dev wiki... time to learn how to make good wiki articles.

alpine depot
#

The Power of the Beer Books Gangโ„ข๏ธ

ancient depot
#

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

honest stag
#

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

still raptor
#

I was heavily focused on accuracy for it, so placement and offset (no being pushed up or falling down) was very important to me

long anchor
alpine depot
#

just kidding but it has sounds and makes it FEEL like it orks

#

works*

foggy creek
#

witchcraft.

ancient depot
alpine depot
#

multi_managers are heaven

long anchor
#

YOOO DOCUMENTATION

alpine depot
#

OOH i had a very weird idea for stuff

honest stag
#

wooooah niceee

alpine depot
#

what if we could load different mod folders for each level

#

so model replacements work differently for two levels

ancient depot
#

That would be extremely complicated, but I've considered similar ideas

alpine depot
#

say, shrek becomes the welder in level1 and then he's big chungus in the next

ancient depot
#

Basically letting you specify additional mounts per map

alpine depot
#

we could specify it via worldspawn with like a modfolder key-value

ancient depot
#

It would be detached from the map itself

alpine depot
#

oh i think i'm beginning to see the issue

ancient depot
#

It'd be more like an external mapname.cfg file

alpine depot
#

ooh right

ancient depot
#

Like how .lit and .ent files work currently

honest stag
#

uhhhh is there no cartdog model?

ancient depot
#

Nope, because Cartdog is unfortunately like, the most complex to export model in the game

honest stag
#

ah alright guess we'll do without it for now

#

...i could make a bootleg

#

lol

ancient depot
#

I think I have an animation-less export of it somewhere?

honest stag
#

since it;s just for the fgd

ancient depot
#

let me look

#

It'll probably be scaled wrong though

still raptor
#

God the cartdog model is annoying

ancient depot
still raptor
#

That's the reason he only takes one color in duskworld

honest stag
#

oh wow there';s no leatherneck?

#

damn

ancient depot
#

Yeah, Leatherneck is also super complex

#

Because it has a different skeletal hierarchy for its death animation

long anchor
#

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

honest stag
#

"the experiment is a terrifying creation of immense power, i wonder what it's named"

alpine depot
#

"friendship"

long anchor
#

to be fair we always refer to it as "horse"

honest stag
#

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

ancient depot
#

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

honest stag
#

almost done

long anchor
#

or should i snap it to 16 grid

honest stag
#

uhhh well

#

dusk enemies arent 16 grid tho right

long anchor
#

?

ancient depot
#

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)

long anchor
#

hmm

honest stag
#

those are all the ones that were in the iqm format already

long anchor
#

what's this

honest stag
#

i'll go do the .obj stuff

ancient depot
#

That's also in the Unity coordinate system, so you need to swap the coords around for Quake

honest stag
#

it's the mdl models that i just exported

long anchor
#

oh

ancient depot
#

Unity to Quake (for a scale/size) is z, x, y

honest stag
#

i'll go fuck with the .obj stuff now

long anchor
#

yea

ancient depot
#

For a position it's -y, z, x

#

er, z, -x, y

#

-y, z, x is Quake to Unity

honest stag
#

jesus

foggy creek
long anchor
#

lol

#

anyway

#

I JUST REALIZED

honest stag
#

uhhh why isnt blender opening :)

long anchor
#

WE CAN FINALLY HAVE FGD WITH ENEMY MODELS

ancient depot
#

the most important texture is bone_ball_projectile

honest stag
#

that's uh
i thought that's what this was about lol

#

us making a proper fgd

long anchor
#

yeah exactly

foggy creek
#

but they shoot skulls

long anchor
#

thanks for the mdl files man

#

i'll work on updated fgd a bit later tho

ancient depot
#

Yeah I don't think that texture is used

long anchor
#

i'll start in 5 hours or so

honest stag
#

i still have to add the remaining shit anyway so no rush

long anchor
#

๐Ÿ‘

#

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

honest stag
ancient depot
#

WAD3 supports per-texture palettes

#

So you can reduce color loss

honest stag
#

are the uv maps screwed?

ancient depot
#

They look flipped

honest stag
#

ah probs

#

i completely forgot how to manipulate textures in blender
ah what was it again

#

gimme a moment

long anchor
#

found it

foggy creek
#

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

long anchor
#

i think no

ancient depot
#

the textures folder is even worse because it's full of auto generated test stuff

honest stag
#

nice counter stike maps

ancient depot
#

yeah it just has a shitload of wads shoved in lol

alpine depot
#

cs_bdog

#

-b-b-butter dog?!

foggy creek
#

it's De_train I think

#

it's just under a different name

ancient depot
#

I think numod is a folder with all models replaced with half life barney

foggy creek
#

Barney dusk mod when

alpine depot
#

more metal?

#

more DIRTY??!?!

foggy creek
#

Colored neon lights

high magnet
#

More tech

alpine depot
#

oh wait i know i'll make the game crash if the bsp exceeds 8mb

ancient depot
#

lmao

foggy creek
#

I can give you Vrad for coloured lighting

alpine depot
#

nah i already have colored lighting

high magnet
#

Captivating story while funny glitches are happening

alpine depot
#

which is why it's ORANG

foggy creek
#

oh ok

alpine depot
#

orang,.....

high magnet
#

Utan

alpine depot
#

yes

high magnet
#

๐Ÿฆง

honest stag
alpine depot
#

maybe more pipes and wires i guess

#

yoooo sick

#

very shiny at the top tho ๐Ÿ˜ณ

foggy creek
#

shiny turret

honest stag
#

ah that's just the viewport

#

blender and it's shinyness

high magnet
#

Bruh

alpine depot
#

maybe i need MORE

high magnet
#

Turret do be looking polished ๐Ÿ˜ณ

foggy creek
#

also it's blurred HERETIC

alpine depot
#

ok fuck it where do i find the goddamn

#

doom3 wad

ancient depot
#

I hope they aren't just doom 3 diffuse textures

foggy creek
alpine depot
#

THERE'S THE WEBSITE

ancient depot
foggy creek
#

click on the .jpg files to see a preview

ancient depot
#

someone went through the effort to render them out properly for use as flat textures

alpine depot
#

oh wait

#

they're jpgs

#

lol

#

im stupid

foggy creek
#

they are previews

#

the actual wads are there

alpine depot
#

ye i see them now

#

yoooo mcity is THE one

foggy creek
#

also it has blood wads Imma remake the funeral house some day.

alpine depot
#

now i gotta start staring at the gameplay trailers for cp2077 because im not starting a new playthrough just for the prologue mission lmao

foggy creek
#

you doing the scavenger mission?

alpine depot
#

yup

honest stag
#

it seems as if i cant export the turet model as iqm

alpine depot
#

except now it's MEAT CULT

#

meat bathtubs

honest stag
#

got i remember there was some quirk to the process

#

but i forget what

ancient depot
#

gltf should work

foggy creek
#

if you wanna get it accurate I remember it having alot of green lighting

#

also

alpine depot
#

it's also very bright near the windows

#

and currently the level is just

#

orange

#

and dark

foggy creek
#

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...

โ–ถ Play video
honest stag
#

the thing aint exporting wtf

foggy creek
#

also it's the song in that area

alpine depot
#

ye

#

cool song

honest stag
#

uhhhh not sure what im doing wrong
i've done this process already

alpine depot
#

i dont think i heard it in-game lmao

#

or i heard the stealth mix

#

and that was it

foggy creek
#

it plays on the radio as you go through the apartment like diagetic music or whatever

#

what ever you call it

alpine depot
#

ah jesus christ im watching the gameplay for it now

#

time to remake the entire map ๐Ÿ˜Ž

honest stag
#

PLEASE STOP SHOUTING

ancient depot
#

LOL

foggy creek
#

still the balcony part will be cool

long anchor
#

LOLWAT

honest stag
#

uhh so what i did was

long anchor
#

i love when people leave messages like this

honest stag
#

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

long anchor
#

kay

alpine depot
#

watching the gameplay trailer is making me sad now :(

honest stag
#

see if that does it

foggy creek
alpine depot
#

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

foggy creek
#

yeah hype does that

alpine depot
#

cringe corporate overlords

#

man it's ironic

foggy creek
#

they probs gonna silently get rid of the old gen versions

long anchor
honest stag
#

can fix that

#

1 moment

#

try now

long anchor
honest stag
#

hmmm alright 1 moment

#

give it a shot

long anchor
#

direction is okay but it's still tiny

honest stag
#

i think i forgot to scale lol

#

1 moment

#

scaled

long anchor
honest stag
#

dang alright

#

x16 too big

#

x8 time

foggy creek
#

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?

honest stag
foggy creek
#

1 sec

long anchor
#

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

foggy creek
long anchor
#

oh it's jack

#

shit sorry

#

i still think most people use TB

honest stag
#

eyyy alright now i can export the rest of the models

long anchor
#

sorry sorry

honest stag
#

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

ancient depot
#

yeah like I said the scales on them are probably way off lol

#

it might be scaled down by 32x

honest stag
#

aight we'll figure it out

foggy creek
#

This is how it looks in trenchbroom and for some reason the face takes up more of the texture

honest stag
#

nice dark theme

foggy creek
#

because it's at an angle

honest stag
#

wish i had it

ancient depot
#

JACK uses Valve220 format .map files right

#

They have more texture alignment options that TB doesn't read, afaik

foggy creek
#

bruh so all faces at angles in TB use more of the texture.

ancient depot
#

Actually it looks like Valve format has been supported for a while

honest stag
ancient depot
#

You might just have to opt into it

foggy creek
#

I have it set as valve

honest stag
#

tell me if you're busy and i'll just keep exporting the rest instead of sending you each one

ancient depot
#

Dunno then, could be a bug in TB when reading valve format

long anchor
#

argh i just closed everything and started preparing to-

ancient depot
#

possibly related

long anchor
#

vriska i'll check it out later okay

honest stag
#

dont worry mate i'll just keep exportin for now

long anchor
#

๐Ÿ‘

foggy creek
#

Also when having a open area what texture do you use to plug up any leaks but also still have a sky?

alpine depot
#

i just use a random sky texture so i know i'm looking at a skybox

honest stag
#

sky

#

they are transparent in-game

foggy creek
#

oh ok thanks

ancient depot
#

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

honest stag
#

eh could be worse

ancient depot
#

Just annoying because it basically means you can't use a texture with a name starting with sky for any other purpose

alpine depot
#

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

ancient depot
#

I think it's worth adding a worldspawn option to disable that behaviour

#

and then a way to opt into it for specific brushes

honest stag
#

ah i cant find the place where i put the dusk guns
should be aroun tho

alpine depot
ancient depot
honest stag
#

ah thanks that saves time

alpine depot
#

oh whats weird is that every FGD i have doesn't have the pistol box entity

#

only the clip ammo type

ancient depot
honest stag
#

found the folder while extracting the weapons lmao
i was looking for a folder to extract to and saw "dusk guns"

alpine depot
#

yeah that exactly

ancient depot
#

Should be pickup_bullet_box

alpine depot
#

every entity except ONE

ancient depot
#

and then like 50 maps use it

#

lmao

alpine depot
#

oh god

honest stag
#

it's the vape stick

foggy creek
#

Nyarlathotep's vape

ancient depot
#

I wonder what'll get used more, that or the chainsaw

still raptor
#

probably that

foggy creek
#

wait there's a useable chainsaw?

honest stag
#

my bet is on the amulet

still raptor
#

chainsaw is functionally just boring

ancient depot
#

The chainsaw is pretty lame so probably yeah

alpine depot
#

yooo i just had a sick idea for weapon replacements

#

mantis blades for sickles

ancient depot
#

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

honest stag
#

why is there

alpine depot
#

let's gooo

honest stag
#

A HAND FOR THE SICKLE MODEL

#

WHY

alpine depot
#

WHAT

#

HOW

still raptor
#

there are videos of the chainsaw in various places

ancient depot
#

That hand is uber jank lmao

foggy creek
still raptor
#

yeah theres hands

alpine depot
#

what are those lol

still raptor
#

theyre not good

alpine depot
#

whats a mateba

#

:(

ancient depot
#

They were only done as a test and didn't even get a texture before they got scrapped

honest stag
foggy creek
alpine depot
#

oh sick

ancient depot
#

They actually still exist in the game and can be enabled by editing the dll

honest stag
#

wooooow damn

foggy creek
#

used in ghost in the shell

ancient depot
#

And will appear when using the sickles

alpine depot
#

i'd make a revolver the rifle replacement

tall zenith
#

please tell me you're not doing what I think you are vriska

honest stag
#

that's some deep lore

#

fgd

alpine depot
#

vriska making hdusk finally

foggy creek
#

just replace the rifle with the UT99 one that looks pretty cyberpunk tbh

ancient depot
#

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

tall zenith
foggy creek
#

what about the cut stick thingy?

ancient depot
#

That's the Dark Claw

foggy creek
#

oh

ancient depot
#

Basically a plasma rifle equivalent

alpine depot
#

meat lass????

#

l-lass ๐Ÿ˜ณ

still raptor
#

we should also restore the weapon enhancement totam

alpine depot
#

dusk gamer girls finally

ancient depot
#

smh all these new people not aware of the ancient dusk cut content lore

honest stag
alpine depot
#

lol

ancient depot
#

did the weapon enhancement totem even do anything other than break shit and increase damage?

#

I forget

still raptor
#

on some weapons it sliiightly changes functionality

ancient depot
#

it also doesn't have a model

foggy creek
#

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

โ–ถ Play video
ancient depot
#

it just spawns as a stimpack

#

low poly astolfo plush model

foggy creek
#

yes

honest stag
#

oh wait i dont need to export the sicke model wtf am i doing

ancient depot
alpine depot
#

ooh could you implement removing weapons with trigger_hurt or something like that

honest stag
#

david sent an old build with a triangle amulet and a test level and a meat lass enemy in a tweet a while ago

ancient depot
#

Probably not with trigger_hurt because it doesn't make sense

honest stag
#

found that tweet only recently but i loved it

alpine depot
#

yeah idk just a trigger in general lol

ancient depot
#

Yeah I've got that build somewhere with a patch that enables all the other guns in it

#

Which includes the chainsaw

honest stag
#

the thing that could be used as a shotgun or an automatic gun depending on how you click is awesome

ancient depot
#

There's four builds we've put out publicly, not counting the ones in the goodies folder

foggy creek
honest stag
#

is "holster" a weapn slot?

ancient depot
#

nope

honest stag
#

aight

#

all the guns are all over the place with rotations ans scales

#

but it's fine

ancient depot
#

Yeah, that's part of the reason they're a bitch to export properly

#

because I need to normalize everything

honest stag
#

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

ancient depot
honest stag
#

huh
odd

#

fixed it

#

thank FUCK dusk models are so bad that i dont have to worry aobut vertex limits of mdl

ancient depot
#

lmao