#dusk-modding

1 messages · Page 77 of 1

wooden dove
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I made my entire house in Hammer, was fun to learn but a pain in this ass to make it work

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like door, openable windows, glass, stairs, and every geometrical form that is "round" hammer is not intuitive

honest stag
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welp

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sorry to say but

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anything "round" is even worse to deal with in tb

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mayube not really but

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it's just one of those things i guess

wooden dove
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It seems easier do to something round in tb than in hammer

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As I watched some videos about TB

honest stag
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wow and here i thought hammer was superior in terms of complicated geometry

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but i guess i used it for like 5 minutes

wooden dove
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I tried Hammer for one week, I can say that i've learn most of it

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But still was a pain to do some simple geometry

honest stag
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well tb is so damn easy for basic geometry it's ridiculous

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hell if you wanted to you could make a map with very basic gameplay in a couple hours

wooden dove
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I want to try and make classic TF2 maps for multiplayer

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or just mess a bunch with it, I love map editing

honest stag
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we actually cant add multiplayer maps yet but

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probably eventually

wooden dove
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ohman

wooden dove
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uuhhhh

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I can't seem to be able to drag'n'drop the dusk.wad into TB

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any workaround ?

wooden dove
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ok I figured out

solid kindle
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hay

crimson patrol
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Howdy

gritty forge
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is there some way we can create this like

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cascading light from holes in the ceiling

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like what you see in the cutty mines

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in the ceiling where you can see the stars

gritty forge
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Bump.

honest stag
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tranparent func_illusionary

gritty forge
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figured

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but

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what texture

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it leeds to be like a gradient or something

honest stag
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plain color

gritty forge
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oh

honest stag
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if you go into the "pirate ship" map by mccline it has an amazing example of this at the start of the map

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mcclone*

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and i think he included the .map file as well

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so you can see how exactly he made it

gritty forge
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oh sweet

honest stag
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in fact most maps have a .map file included by the creator

gritty forge
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yea

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I think I might do that

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we'll see

gritty forge
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why doesnt my trigger teleport work

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its linked to a destination

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and has proper target on the trigger and targetname on the destination

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lol now it worked

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ok

sharp fog
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i don't know

drifting mica
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was wondering if you guys know what are the generic measures for walls, doors, windows etc in vanilla dusk? like how much tall and wide a double doorway should usually be, that would be pretty useful

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cause having to constantly ping-pong between the two different scaling of og quake and dusk for every single brush that i make is a bit of a pain :/

honest stag
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Duskdude should be approximately 64 quake units tall
And around 35.2 units when crouched

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there, copied from zom's message

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@drifting mica

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no width that i could find

crimson patrol
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I think the same width as info player start

drifting mica
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allright thanks👍 figured out to check door measures with the texture value lol, a normal one should usually be 64*128

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duskbuddy surely is a big chunky boy compared to quakeman

foggy creek
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I'm having a problem with teleporting enemies in my map. They have correct destinations and trigger correctly but no enemies teleport in.

gritty forge
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Wish I could help

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haven't done enemy teleports yet

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I save it for last since it's a pain to make

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(I know bc I have done it in quake but idk if it's done the exact same way and I also kinda forgot how it works)

wooden dove
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I think it's the same since quake and dusk uses the same engine

crisp raven
gritty forge
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ok

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well yeah that makes sense

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just figured some entities might be different etc

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like the teleport destination node

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etc

crisp raven
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Nah that works fine

gritty forge
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ok

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I did notice my quake map didnt properly teleport enemies though

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they were just there from the start

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in dusk that is

crisp raven
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What you need to do is put a trigger_once and have it target the trigger_teleport

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That way when the player goes through the trigger_once it will activate the trigger_teleport thereby teleporting the enemies to their destination

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If the trigger_once wasn't used the trigger_teleport would instantly activate thereby making them already at their destinations when you start the level

gritty forge
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yeayea that makes sense

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haven’t bothered looking up why it happened I just know it did

alpine depot
gritty forge
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me gusta

sharp trail
alpine depot
honest stag
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stupid i know but it sometimes works

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also that looks sick as fuck

alpine depot
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THE GRIND NEVER STOPS!!!

frigid cypress
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So Im not sure if I installed Trenchbroom for dusk properly because Dusk didnt appear in the new project menu for trenchbroom.

alpine depot
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when making maps in TB, select Quake, then Standard for the map format

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it doesn't matter if you have quake installed or not

gritty forge
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im using valve as the format

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cause vriska helped me with some shit

alpine depot
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yeah i dont think the format matters much lol

gritty forge
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Valve format has some more options for texturing & that's all I think

gritty forge
honest stag
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light flares 🤢

gritty forge
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:(

honest stag
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map looks cool, but you bet im turning off light flares when playing

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never ever liked them

gritty forge
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here's w/o

honest stag
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day's what im talkin about

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that's*

gritty forge
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I wish we could maybe reduce the intensity of them

honest stag
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significantly cleaner imo

gritty forge
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I like them but they are a bit overpowering

alpine depot
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oooo light flares

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hot.....

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love me some blewm

high magnet
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Give me the bloomy in the glizzy 😳

alpine depot
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hnnnnnnmmgh

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BLOOM

high magnet
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Give me that bloossy

honest stag
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nice

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you can mimic the light flares with small light entites and wait/delay corrections

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will look much much much better

gritty forge
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hmm

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might look into that

honest stag
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check out the vid dumptruck_ds has on wait/delay properties on lights

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also this

gritty forge
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saving this

high magnet
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Light flares are more visible from afar though

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Speaking of, I kind of fucked up in my last map

honest stag
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and that makes them more annoying

high magnet
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Cause in some platforming sections the way is indicated by those light poles

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I like the light flares cuz I'm a zoomer who has the same sensibilities as JJ Abrams

gritty forge
vale minnow
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woa, a modding chat

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i could actually share my mods and stuff here, that's pretty cool

honest stag
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yyyup
it's p cool

vale minnow
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I'm a btd6 modder

honest stag
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ah well
i think the channel for you is 2 channels dusk

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down*

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this is a channel for dusk mods

crimson patrol
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I'm gonna make some scenery to use as a background texture in ultrakill

crimson patrol
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oh god

still raptor
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i think youve got some excessive geometry there friend

crimson patrol
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i will make a sphere

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thats 360 brushes there btw

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trenchbroom sphere

alpine depot
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i hate everything about this

crimson patrol
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if you compile that its an instant crash

tame pebble
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Lmao

crimson patrol
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is it worth to make trees out of brushes, or should i just use ones already existing

crisp raven
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Already existing ones

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Making organic shapes in TB is a recipe for disaster

crimson patrol
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too late im doing it

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time to torture myself making trees for the next week

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job well done

sharp trail
crimson patrol
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elaborate shitpost

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10/10 rating

sharp trail
crimson patrol
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OH SHIT

crisp raven
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I want a divorce

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You're such a selfish lover

sharp trail
crisp raven
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Wow we're married five years and already the romance has died

crimson patrol
crimson patrol
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i am in pain

ancient depot
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lmao

crisp raven
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You have elected the way of pain

crimson patrol
tame pebble
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I fully endorse this project. Keep going

crimson patrol
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noo it crashed

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i forgot to save the new roots

tame pebble
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😔

foggy creek
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Made in JACK for the people here who use TB. just some curves and spheres.

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they should be accurate to the nearest 1 unit integer

gritty forge
still raptor
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well, also it means theyll be calculated in the lightmap

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where placed entities are not, and instead approximate lighting

ancient depot
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I think for q3bsp you can lightmap regular models

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For q1bsp and hlbsp we might need to come up with our own system

crimson patrol
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Both of those reasons

ancient depot
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I actually have some ideas on that, but we'll see

crimson patrol
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I like to make every aspect of a map by hand

gritty forge
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gosh I can't wait for particles to be added

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I want to add electricity to the substations I made

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and like

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misty fog

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and add flies to the piles of gore in my map

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and the trash

crimson patrol
sharp trail
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anyone want some arches?

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i have a map file with some arches

honest stag
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im assuming you're making a mutliplayer map are ya

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the guy above you who sent a .map file

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also that is a damn nice industrial textures wad, good find

sharp trail
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thank you asshole

gritty forge
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anyone who is able to record that wants to playtest my map?

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its still WIP but I just want some feedback on what is made so far

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and what you think I should add

alpine depot
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yo im down

gritty forge
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okay

alpine seal
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How do you like play the maps? Srry I'm new

sharp trail
gritty forge
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can we use things like the only on hard spawnflag for health and enemies for dusk?

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say I wanna limit health packs on CM but have more of them on I can take it

gritty forge
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oh shiet

alpine seal
alpine depot
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should be fine for cero miedo, only like 9 enemies anyways though the map's claustrophobic as hell so it might shake things up a little

honest stag
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i will play 2 maps today including that one

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hell yes

gritty forge
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damn wtf is the name for the pistol box pickup?

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there's one that gives more ammo than the clip

crimson patrol
sharp trail
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it's...

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special!

crimson patrol
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any advice

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im struggling

sharp trail
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no i think its good

crimson patrol
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just gotta add leaves

alpine depot
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ooh nice

crimson patrol
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4 more to go

foggy creek
crimson patrol
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oh god

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what happened

foggy creek
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I was making a sphere and snapping the verts to the grid

crimson patrol
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"I was making a sphere"

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bad omen

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in general

foggy creek
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Jack has primatives tho

gritty forge
alpine seal
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wait how do you make maps?

crimson patrol
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pins

gritty forge
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Follow all the instructions

alpine seal
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thx

gritty forge
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Once the folder is complete, you can open up Trenchbroom & start making maps

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Does not show you how to actually use trenchbroom or get good at mapping, you'll have to learn it like everyone else

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Dumptruck_ds has good tutorials on how to use Trenchbroom

alpine depot
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part of a balanced mapping breakfast

foggy creek
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how many songs does one map need?

alpine depot
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yes.

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i'm doing some DIALOGUE too with the magic of text to speech so yeah lol

ancient depot
alpine depot
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i hope multi_managers dont get changed anytime soon or something because hoo boy

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this is gonna be sick as hell though if it works the way i want it to lol

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which it should because i'm absolutely the most smartester genius here

ancient depot
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multi_manager is a goldsrc thing and we have full compatibility with them right now aside from their "multithreading" feature

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so if your multi managers work now, they will continue to do so

alpine depot
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multithreading? can i set a cpu on fire in the future with that???

ancient depot
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it's not actual multithreading, valve just went tiny brain and called it that

alpine depot
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:(

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valve got my hopes up

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AGAIN

honest stag
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ah the multithreading confusion strikes again

ancient depot
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the only breaking change I could see us doing is limiting the number of entities they can trigger to 16 to match the HL limitation, because a goldsrc map might have a multi manager with more than 16 and it expects not all of them to fire

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but I don't think we'll actually do that

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because if a map even exists that does that, it can just be patched

alpine depot
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seems counter-intuitive if you design your map like that in the first place lol

ancient depot
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It could be the result of a mapper trying to set more than 16 and not noticing that they didn't trigger

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So then they get left in the multi manager

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Which could potentially break the map in dusk because they would actually work, even if the map was eventually finished under the assumption that only 16 work

alpine depot
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lol what if someone converts hl echoes into dusk lol

honest stag
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1 cant even keep track of 6 doors, how would you possibly do that with 16+ multi_managers

ancient depot
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I think echoes has a bunch of custom entities (and maybe spirit of HL stuff?) so I mean it's possible

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but they'd need to be implemented

alpine depot
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pffft just shove it into a mod folder and hit play it'll work fine

ancient depot
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Once we have GoldSrc mod detection you wouldn't even need to do that

alpine depot
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god that reminds me of when i was first using unity and didnt own minecraft, 12 year old me looked for "minecraft source code" and pasted that into a javascript file and expected it to run

ancient depot
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It'd just be available if you have it installed in HL

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It's a gimmick feature but cool (and hilarious) to see mods for another game available to load

alpine depot
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woo the sequence works as intended, just need to add in some extra pizzazz

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and maybe an explosion or two 😎

honest stag
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wait is that still the cyberpunk map

alpine depot
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yup

honest stag
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oh dang

alpine depot
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also i forgot triggers delete themselves so i cant reuse my changemusic entities for silence/pauses

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shit my point entities are outside of the actual map and so the compiler thinks it's a leak lol

honest stag
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also those fuckin elevator sounds are magic

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you madlad

alpine depot
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lmao

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good think i have HL installed

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easy vox/sfx source

honest stag
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i expect at least one "STAHP"

alpine depot
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lol

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oh i have the PERFECT idea for that

ancient depot
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also i forgot triggers delete themselves
they shouldn't do that

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trigger_changemusic should be reusable

alpine depot
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odd, i was definitely specifying the targetnames properly

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dont think you can walk into the changemusic triggers either which i know that's supposed to be a thing lol

ancient depot
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Yeah I'm not sure why that doesn't work

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They're programmed to support that

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Yet another reason it's all being redone lol

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The trigger code is very ???

honest stag
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i was playtesting a map for someone yesterday and trigger_changelevel refused to work but only for me
and also i found a sword even though there is no sword on the map

alpine depot
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did you load a save

honest stag
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we dont even know where and when

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it just appeared in my hands

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yeah but
saves dont

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cause that

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do they?

alpine depot
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i loaded a save

ancient depot
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They can

alpine depot
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and it happened to me

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lol

honest stag
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oh huh

alpine depot
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my sickles disappeared

honest stag
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wow i never ever noticed that

alpine depot
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and i got a sword in place

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hold on lemme try and reproduce it

honest stag
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like

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i savescummed the living shit out of some maps and never noticed that

ancient depot
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The save stuff is uberjank because it's wired into another uberjank save system which is wired into an uberjank everything system

alpine depot
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lmao it DOES give you a sword

honest stag
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and the result is

alpine depot
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my sickles vanished

honest stag
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you get a cool sword

alpine depot
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let's GOOOOOO

ancient depot
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the sickles should still work, but you might have to fiddle around to select them

honest stag
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quick attack button?

ancient depot
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that should work

alpine depot
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noooo it gets rid of the sickles

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oh another thing to note, loading saves apparently makes transparent brushes totally invisible

ancient depot
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programming loading and saving is quite possibly one of the worst things ever

alpine depot
honest stag
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oh jeez i can imagine

alpine depot
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i can't even imagine

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i don't want to because i know it's inevitable for my own games :(

ancient depot
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I've got quite a lot of content for angry blog posts after developing this shit lmao

alpine depot
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zombie blog
zombie blog

honest stag
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hahaha oh my got

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god

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i'd read that

alpine depot
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a whole podcast episode dedicated to development HELL

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yo does killtarget work?

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i dunno if i was doing it wrong when i was first trying it out

ancient depot
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I don't think so?

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It's on my list though

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So maybe?

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Ok it's not implemented in the public build

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But it's in the patch

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Makes sense because supporting it wouldn't have been easy prior to the rewrites

alpine depot
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oh i have the perfect work-around

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invisible func_door that acts as a parent to a func_breakable which'll get destroyed in the end of the sequence

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MY GENIUS KNOWS NO BOUNDARIES

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wait fuck nevermind i cant do that since it'll move with the door

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oh wait

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i can lol

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completely forgot i could set wait to -1 for a second there

alpine seal
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Does anyone know if there's a weapon wheel mod?

honest stag
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nope

alpine seal
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qwq

alpine depot
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cant mod stuff like that in yet

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might get implemented in the game in an update actually considering they're putting in switch support

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well i mean a switch port

alpine seal
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Oh boy I almost forgot I owned a switch lol

ancient depot
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the switch port has a weapon wheel yeah

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we'll probably port it over at some point

alpine depot
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just realized i could drop my mod's .zip here rather than cramming it into dropbox and doing all that tedious crap lol

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added second portion of the map's first floor, with extra pizzazz 😎

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also i forgot it's parentname not parent lmao

ancient depot
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yeah that might be a breaking change we'll make actually

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it should have been parent from the start for consistency with target

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also imo targetname instead of name was a very poor decision on id's part don't @ me

gritty forge
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I think targetname is a lot more describing

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especially for newer mappers

ancient depot
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I think targetname is a really poor name since it's easily confused with target

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so you can end up using the wrong one often

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it should've just been "name" since that's all it is anyway

honest stag
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honestly yeah i ran into some really confusing issues by constantly mistaking targetname and target

ancient depot
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targetname - the name used to target the entity
target - the name of the entity's target

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???

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baffles me

honest stag
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lmao exactly
you'd think it's the opposite

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which i did

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even then it's confusing

gritty forge
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maybe if target was targets

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as in ”this targets something”

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and ayy crowmen

ancient depot
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Wouldn't help much, the main issue is the presence of target in what is supposed to name an entity

alpine depot
honest stag
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RIGHT????

alpine depot
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would work so well with dusk maps......,,,.,,.,.,.

honest stag
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ITS SICK AF

alpine depot
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like broooo

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concrete jungle gyms are sick

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lol "concrete jungle gym" sounds like a badass map name

ancient depot
#

Gymnasium of Brutality

honest stag
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enemies are reskinned to be RIPPED

alpine depot
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shirtless big john shirtless big john

honest stag
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or actually remodelled

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since we can do that

alpine depot
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wait i mean

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uh

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whats the babel labs called againb

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skybabel?

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it's so absurd it's awesome lol

honest stag
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someone found the brutalism architecture collection

alpine depot
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OH WAIT i remember

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neobabel skylabs

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there we go

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wait

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or is it just babel skylabs

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help i forgot dusk lore

honest stag
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neoskylabs babel

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neolabs skybabel

alpine depot
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agagaasgsaghasghasgh

alpine depot
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ooh i know

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fancy arches n shit

honest stag
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carpet

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you NEED to have a carpet

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pillars too

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some seats

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flower pots

alpine depot
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mmm carpets

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carpets so clean you could EAT off them

honest stag
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yuuuuuup

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red carpet or bust

alpine depot
honest stag
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I UH

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wow

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great minds think alike

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can you guess what texture i used for my red carpets

alpine depot
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the green blood texture 😎

honest stag
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i-

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aight

high magnet
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I remember I had this dream about a brutalist concrete skyscraper/temple map in dusk

gritty forge
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I've already thought of making a map with buildings that look really wack

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probably the level before the one im working on

remote chasm
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Mmmmm carpet beautiful

crimson patrol
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second tree complete

alpine depot
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ctrl +c / ctrl + v

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looks really nice especially for brush-based modeling

crimson patrol
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its a struggle

nocturne mist
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Happy new year , may god bless u , have a great new year!!!!!!! , Have a nice day!!!!!!

@everyone

bold orbit
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I want that tree

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that is a good tree

gritty forge
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is there a half life 1 wad?

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I’d like some additional textures and I think HL1 has many similar textures to DUSK

alpine depot
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under halflife_full.zip

gritty forge
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Ty

alpine depot
gritty forge
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lol

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I could make these kinda things but I prefer to stick to the vanilla dusk feeling

alpine depot
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ok i gibbed him and THEN he exploded lmao

ancient depot
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you discovered the secret beta welder

alpine depot
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yeah i think sometimes when i boot up the game things get a little wonky, like sounds being delayed when an enemy dies or the game lagging a little when i attack/kill an enemy

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small things like that

honest stag
alpine depot
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god, fuckin downtown showdown is like near impossible on cero miedo lol;

honest stag
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i still refuse to play maps on CM because i have the old "no saves" mentality

alpine depot
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same

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lol

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i try and make my maps playable without any saves

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also cuz saving is just a little too slow

ancient depot
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I play on CM no matter what and I don't think I've ever saved once in dusk during a normal playthrough of either the campaign or a mod

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I've only ever saved to test things

honest stag
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damn what a chad

crimson patrol
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Pine trees are gonna be easier to make, since you can make like 1 ring and just modify the size along the base of the tree

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If you know what I mean

gritty forge
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@alpine depot I think I played it on cero, not too hard if I recall minus the fact that its laggy

alpine depot
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lol yeah it's pretty chuggy currently

honest stag
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there seems to be no texture for the backpack model

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anyone found it?

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oh wow im so

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baffled

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the backpack uses the soldier texture

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what the fuck

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like you gotta be shitting me i was looking for the backpack texture for so long and then aqua says "lol what if it's the soldier texture"

gritty forge
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I was gonna say that, well, not the soldier specifically but like, some texture being reused

alpine depot
honest stag
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any clue on what the diamond texture might be?

gritty forge
honest stag
#

....huh????

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i dont have that one???

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can i has

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pls

gritty forge
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okay

honest stag
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i mean as .png specifically

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ohhhh wait

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that's in the wad isnt it

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i was looking in the folder

gritty forge
honest stag
#

tank you

gritty forge
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texmex doesnt have export to png

honest stag
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eh will do

gritty forge
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texmex?

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thats the name of like

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taco spice in sweden

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or like

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a brand name

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idk really

still raptor
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pretty much none of the devs play with saves

#

all the levels were designed and tested without them being really in mind

honest stag
#

damn you dudes are massive chads then

#

i stuggle hard without saving and especially on cm

gritty forge
#

Meh

#

I did almost all of EP1 on CM with over 100hp for almost all of it

#

and over 100 for first 3-4 levels

#

I didnt finish the ep tho

#

but I’m sure I can beat it without dying more than twice

alpine depot
#

fancy shmancy

honest stag
#

noiceeeee

alpine depot
#

dunno where to go with it from here

crisp raven
#

Aqua Metal Crate™️

alpine depot
#

maybe more corridors and an open arena-ish spot that's like an atrium of a megabuilding

#

YES OF COURSE

#

MY TRADEMARK

#

literally one in every map lmao

#

at least one*

crisp raven
#

Imagine if they showed up in someone elses 👀

#

DRAMA

alpine depot
#

oh god oh fuck

#

FUCK!!!!!!!!

alpine depot
#

mmmmm

gritty forge
alpine depot
#

this is gonna be a reaaaaally cool area i think

#

a massive open atrium

#

climbing around scaffoldings and shit

honest stag
#

falling down, swearing, loading the game cuz you dont want to go back up

alpine depot
#

if you fall down it'll tp you back to the start with like

#

5 hp reduction

#

i'm not that mean

#

i COULD be

#

but ehhh

#

god this is the most therapeutic shit

#

so much fun

#

love seeing a map come together

honest stag
#

trigger_hurt that triggers _changemusic with the amid evil fall scream

alpine depot
#

lol

honest stag
#

spent like 7 hours making the fgd
not even halfway done

#

but it's goin good
i'll probably post a crusty early version with all the models in a couple days

meager plaza
#

can anyone tell me how to install mods in dusk?

honest stag
#

get on the SDK beta branch first
download the mod
put the mod folder (not the acrhive) into the following folder
Dusk>SDK>mnt>local
then go into the game
select "modding"
click the black square next to the mod's name in order to check it, then hit "apply"

#

if it's a custom map, you then need to go into "campaign"
"custom level"

meager plaza
#

SDK beta branch?

#

what

honest stag
#

well right click the game on steam
select "properties"
then "betas"

#

and in there select the dusk sdk

meager plaza
#

lol

gritty forge
#

hi

crimson patrol
#

Hello

gritty forge
#

my map with RTX

#

?!??

crimson patrol
#

Fake news the sky isn't yellow

gritty forge
#

what

crimson patrol
#

Old sdk didn't have a regular default skybox, it was just yellow

foggy creek
#

looks good

gritty forge
#

is there a spawnflag to have doors togglable and start closed?

crimson patrol
#

Yes, both

gritty forge
#

I want a spawnflag that does both at the same time

alpine depot
gritty forge
#

Not bigger than my account balance

#

Actually

#

nvm

#

im broke

#

literally 0.1$

#

:(

#

But its okay I don’t need money to pay for taxes maliciousultra

#

(since I’m not required to yet)

alpine depot
honest stag
#

if you click "spawnflags" you have a list of them below

#

with checkboxes

#

you just tick both "starts open" and "toggle"

gritty forge
#

..but I want it to start closed

#

so

#

just toggle?

honest stag
#

????

#

oh

#

yeah

#

i dont know why did you specify "start closed" since it already starts closed

gritty forge
#

yea ig

limber bridge
#

loving these mods... just installed the SDK after +70h on the vanilla game... dunno how I did that without co-op but I'll be gladly playing these

gritty forge
#

how would I go about making a reskinned version of a boss and renaming it on the bossbar?

crimson patrol
#

You can make custom models too

gritty forge
#

but I want to reskin it

crimson patrol
#

Simple texture swap

gritty forge
#

yes but H O W

#

just add it into the textures folder?

#

of my mod

alpine depot
#

yeah but it should have the same filepath as the original texture

#

so like textures/monsters/whatever_boss_name.png

#

something like that

crimson patrol
#

As for renaming, it might be a spawnflag

#

Or something in the entity values tab

gritty forge
#

okay

#

what about the health bar

#

how do I change that

#

to say something else

#

I wanna change son of intoxigator

crimson patrol
#

Uhhhhhhh

#

I've never done it, but its somewhere in the entities tab

gritty forge
#

where even is the son of intoxigator entity

#

nvm

crimson patrol
#

third tree finished

gritty forge
#

damn I like that pine tree

#

Wpuld fit well for a snow map I’m planning

modest imp
#

Boy, you can get a lot done with cones.

gritty forge
#

bruh that better be a func_detail

crimson patrol
#

What do func details do

honest stag
#

but i thought func details wont do much since we dont have vis support

bold orbit
#

compiling ye

gritty forge
#

True 😞

still raptor
#

well, compiling them with certain funcs will, or will not split faces

#

and its important to note that for both performance, and general lightmapping purposes

#

something like func_detail_wall is suitable here

#

because it wont split faces where the tree touches the ground

honest stag
#

while you're here
where are the textures for:
cleaver prop
pliers prop
brick prop

#

i already ported them with some bootleg textures but im just curious

still raptor
#

no idea

honest stag
#

ah
yeah well
alright

still raptor
#

will take a look at some point

honest stag
#

thx thx

still raptor
#

anyways, for tree man

#

if this blue square ISNT marked as something like func_detail_wall, your faces that are beneath will end up looking like this

#

instead of just two triangles to make up a surface, you end up with 8

#

and while its something minor, its good to keep in mind

#

this will be especially handy when/if vis gets implemented

#

youll get slight overdraw on the pixels underneath the entity in question, but in many cases its well worth it performance wise

honest stag
#

wow that's damn cool to know
i reall should make all the brush props func_details then

#

most of them at least

still raptor
#

well i think normal func_detail does split faces

ancient depot
#

Even without vis it's advantageous because it results in potentially less draw calls

honest stag
#

is it the counter strike rule of "if it's not a wall or a celling, make it a detail"

ancient depot
#

Due to how the game needs to split things up for rendering in Unity

still raptor
#

Not always, but often

#

if its a non primitive shape especially

#

N-gons above 4 sides

#

because it exponentially increases the number of triangles needed

#

the colloquial term for this is "triangle soup"

honest stag
honest stag
crimson patrol
#

Oh god no

honest stag
#

AAAAAAAAAAAAAAAAAAAAAAAAA

crystal swan
#

MORE POWER

crimson patrol
honest stag
#

i kinda wish there was an option to keep light flares only for keys

gritty forge
#

We need More Update

#

Remake Shotgun : RPG : Soul : maps : rifles : Armor Hud

#

I WANT KILL BOSS

gritty forge
#

what

cinder echo
#

does anyone have huge performance issues with dusk sdk?

i think it has to do with the fact it runs on open gl rather than directx. And forcing the vulkan API on startup did kinda fix it except every time i put the game in the background it crashes. So it seems like the performance deficit is unavoidable.

ancient depot
#

You can use-force-d3d11 to use DirectX

#

That said there are a lot of optimizations that still need to be done, custom maps function differently to the built in campaign ones, which (currently) results in them being more expensive to render

cinder echo
#

Thanks!!!

#

Didn't know i could also force dx11!

gritty forge
#

is there any way for me to alter the colours of the intoxigator ”smoke” and the projectiles it shoots?

honest stag
#

no

long anchor
#

not yet

burnt hornet
long anchor
#

poor dude deserves a medal

honest stag
#

after many minutes of confusion, i found out that the soap uses the dirty_wall texture

#

the
soap
uses a texture called "dirty"

gritty forge
#

bruh

honest stag
crimson patrol
#

Dirty soap

long anchor
#

i mean, you can make soap look dirty

gritty forge
#

I was just gonna say it looks like it has the dirty wall texture

#

I’m not surprised though

alpine depot
#

lol the backpack uses the soldier texture

#

so yeah it's not too surprising

#

vriska im so sorry for you having to experience what the true definition of insanity is like

honest stag
#

and there are probably more of those that i didnt find

#

oh yeah dont bother reading the whole thing i typed out in the beer books server lol

alpine depot
#

too late

honest stag
#

i was just really upset

#

oops

alpine depot
#

lol

#

it happens

honest stag
#

noesis just doesnt make any sense with the rotations stuff

alpine depot
#

ancient software 🤮

honest stag
#

when you import a .obj, it previews it from a weird angle
and then when you export the model, it has a completely different rotation as well

#

so you have to play mind games and predict which way the model will be rotated in the end

#

so you can rotate it manually beforehand

#

or well not really since blessed blender has the option of selecting the forward and up rotations of the .obj when exporting

alpine depot
#

i read about some funk stuff that happens when you put a teleporter brush in the way of a moving func_door; is that something weird that's gonna get patched or can i do some bonkers magic with that?

honest stag
#

well i do hope it gets patched
i had a very big headache with trying to make an activated portal with that

alpine depot
#

oh wait i don't think the Player only spawnflag is implemented yet

crimson patrol
#

Black magic detected

crimson patrol
#

tall pine

#

done

gritty forge
#

Epic

long anchor
#

air_bubbles

crimson patrol
#

I call it the bubble

ancient depot
#

i read about some funk stuff that happens when you put a teleporter brush in the way of a moving func_door; is that something weird that's gonna get patched or can i do some bonkers magic with that?
It'll be patched

alpine depot
#

zoinks

gritty forge
#

wait a second

ancient depot
#

It's an unintended inconsistency with the GoldSrc/Quake func_door/trigger_teleport

gritty forge
#

does the door teleport?

alpine depot
#

welcome to The Megabuilding™️ enjoy your stay or we'll throw you into the comically dark and insurmountable abyss™️

#

don't worry if you don't like the dark areas there'll be plenty of outside BLINDINGLY BRIGHT areas too

#

:sungkl

#

fuck

#

😎

foggy creek
#

reminds me of peach trees

sharp trail
#

yooooo

alpine depot
#

escher labs fits surprisingly well too

#

i've also been massively inspired by g-string recently so the outdoor sections will likely look kind of like what you can see in that game by the way you should all totally buy that game it's so fucking good oh my god

gritty forge
#

I love that dang building!

#

It makes me think as if it were a Blood level in a skyscraper.

errant kraken
#

reminds me of that one complex in cyberpunk

alpine depot
#

yeah it's based off of the megabuilding -slightly- in cyberpunk

#

gave up halfway through and just did my own style

errant kraken
#

think it looks great

ruby drum
#

how do i set up trenchbroom? the site isnt too clear for me

#

it seems to make sense but bcs the official website is talking only about quake i dont know whats actually needed for dusk

gritty forge
#

Vince McMahon

ruby drum
#

i see

#

ftr i found something that should help

honest stag
#

we're essentially making quake maps, so it is pretty much the guide you need

#

You just drop the map file into dusk mod folder after compiling and launch it

#

there are 2 ways to get dusk entities - either just manually typing them in by looking in the entities.txt file, which is pinned in this channel

so like you spawn an entity and then replace it's classname with anything from that list

#

or get an .fgd file which puts all the dusk entities in a tab for you to quickly drag and drop

#

also

#

there is a trenchbroom setup guide in the pinned messages

ruby drum
#

Cool, thank you!

#

Also, the site I was using wasn't the one linked, it was just the first one from Google

gritty forge
#

any people that are able to record who would like to playtest my map?

#

if so dm

honest stag
#

I was curios
is object_altar used anywhere in the base game?

#

i dont recall seeing one

#

it's the small altar that recovers your health and morale when touched

gritty forge
#

no

#

I asked this a while back

#

It’s the only object (I think) not used in the base game

honest stag
#

object_grapple too

gritty forge
#

it’s used in a duskworld map

#

apparently

honest stag
#

i thought it's used in the GOG endless level

#

not like base-base game

gritty forge
#

I was told by zomboid

#

whats gog

ancient depot
#

yeah it's used in Rift

#

the Gogatorium might use it? I forget

alpine depot
crimson patrol
#

You buy games on GOG

#

If you buy dusk there ya get an additional endless map

crimson patrol
#

Spooky lizards

#

Anyway the func_grapple is used in Rift and gogatorium

frigid cypress
#

yo I put the dusk wads in the wads folder in and the textures are not in, am I just being stupid or did I mess up

alpine depot
#

there's a plus sign at the bottom of Texture Collections

#

you have to manually add it with the filepath

frigid cypress
#

oh

#

worked

#

thanls

#

thanks*

#

And I also managed to get assets working

#

yeah baybee

gritty forge
#

is it easy to mod dusk?

sharp trail
#

you can make maps those are pretty easy

#

mods are not a thing yet

#

only texture replacement mods but those are also easy

ruby drum
#

i am still lost on getting trenchbroom set up

#

getting it installed properly is a pain up the ass

sharp trail
#

https://www.youtube.com/watch?v=gONePWocbqA check the description. There is a download link with the trenchbroom folder all set up and ready to compile maps for q1 all you have to do is download it @ruby drum

If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!

Download TB right here: http://kristianduske.com/trenchbroom/

requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145

PLEASE NO...

▶ Play video
ruby drum
#

do i need to reconfigure it for dusk?

sharp trail
#

no

#

you just compile the map like a quake 1 map, add it to a dusk mod and it will play the map

#

you can play all vanilla quake 1 maps in dusk

ruby drum
#

ok

sharp trail
#

you also dont need to own quake 1 to do this

ruby drum
#

i tried this before but it just threw up a weird page

sharp trail
ruby drum
#

no the page it threw at me was in windows visual studio

sharp trail
#

hmmm ok

#

i dont know that issue

ruby drum
#

ill screenshot it if it happens again

sharp trail
#

wait when you opened trenchbroom

ruby drum
#

when i ran the exe file after visual studio is done setting up

#

gotta restart my pc

sharp trail
#

hmmm weird

ruby drum
#

i cant post screenshots crap

#

its like a blank microsoft visual studio tab

#

not tools or anything

#

it doesnt look like anything changed at all

#

anyone able to help?

crisp raven
#

You have to have the rat role to post images

ruby drum
#

oof

#

geuss im not active enough

crisp raven
#

You get it after a while of activity

#

But you can post it in Imgur and link it

ruby drum
#

ok ill try that

crisp raven
#

It should work

#

I think...

ruby drum
#

i need to disable my adblocker but the damn thing is so complex i have no clue what the fuck to do

#

damn firefox

#

its uploading

#

there we go

#

what in the hell am i meant to do from here

crisp raven
#

Ugh what the heck did Kreuzer send you on

#

One sec

#

THis is for Trenchbroom

ruby drum
#

thats what i got it from

#

i got the trenchbroom setup thing

crisp raven
#

Ok

#

So what's the problem?

ruby drum
#

ah

#

i forgot to scroll down

#

im an idiot

#

i was installing the visal stdio thing at the top instead

#

in my defense im an idiot

crisp raven
#

It's all good

#

It's actally kind of common

#

That mistake

ruby drum
#

damn

#

finally

#

been dealing with this shit since monday

#

ok is there a way to select dusk or is that a custom preference/ generic?

#

or is it quake im meant to select?

crisp raven
#

You should select Quake

#

If you own Quake you can just choose a path to the directory

#

I'm not quite sure the method if you dont have Quake

gritty forge
#

method if you dont have quake:

#

make a folder called id1

#

inside of id1 make two folders, one called maps and one called gfx

frigid cypress
gritty forge
#

open up GFX and put palette.lmp inside of it

#

bam you're done

gritty forge
#

is there even a grid? hard to tell

#

looks gud though approved

frigid cypress
#

16 grid

#

I spent hours on this starting part

#

instead of taking it safe for a first timer

#

im going all out

honest stag
#

for now you cant
but im working on it

#

to see models you need a .fgd file
but there is no official one yet

#

im like 60% done

frigid cypress
#

f but soon yes

honest stag
#

it wont be perfect tho
some stuff doesnt have a .blend or .obj so i cant export it

frigid cypress
#

how do I make skybox?

honest stag
#

you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously

gritty forge
#

there it is

honest stag
#

so like that

#

switch the left and right by the way

frigid cypress
#

wt

honest stag
#

oh boy many maps are going to have screwed up skyboxes when it's all patched

frigid cypress
#

wat

honest stag
#

well to put it simply

#

the skybox in dusk is a cube

#

and we're just applying an image to each side of it

frigid cypress
#

ah

honest stag
#

all those properties are cube sides

#

and "textures" is a folder in your mod folder

#

so it's like
SDK/mnt/local/mycoolmod/textures/sky_up.png

#

but we only need to put in
textures/sky_up.png as the property

frigid cypress
#

wait so I make a textures folder in my folder I created in Dusk files and put the skybox there?

honest stag
#

yeah

frigid cypress
#

can I put this in? Or do I have to put in each side

honest stag
#

you have to cut it up manually yeah

#

and then put each side

frigid cypress
#

oke

honest stag
#

just make sure to switch right and left
they are mixed up in-game

frigid cypress
#

how can I add lights do I just use these and put them on the environment

honest stag
#

i highly suggest you watch dumptruck_ds's video on lights in quake

#

there's only like a couple things that wont work from the entire 2 parts of those

frigid cypress
#

ok

honest stag
#

dont be shy, watch all of them

frigid cypress
#

hmmmm im trying to test my unfinished crap map yet when I run dusk from CompGUI I dont see my level

honest stag
#

did you enable your mod in the "modding" section?

frigid cypress
#

its not there

#

do i have to put my level in the dusk files?

#

im not sure

honest stag
#

can you show your folder setup

#

where is your mod folder

#

and where is the .bsp

frigid cypress
honest stag
#

so .map is the file that needs to be compiled into .bsp which is the format dusk uses

#

watch dumptruck's vid on TB again, he explains it there

frigid cypress
#

I went to CompGUI and source map is located to my map

honest stag
#

can you show the gui

frigid cypress
honest stag
#

and what is the working folder

#

in settings-folder setup

#

and the tools

frigid cypress
honest stag
#

check that folder

#

ah

#

wait

#

do you have the compiling tools?

#

the gui is just a way to make the process of using those tools simplier

#

did you watch the vid in full?

alpine depot
#

Settings > Folder Setup, make sure the map compiles to a "maps" subfolder in your main mod folder

honest stag
#

yea aqua i dont think his map is being compiled in the first place

alpine depot
#

wat

honest stag
#

otherwise the .bsp would at least be in the working folder

frigid cypress
#

I was just using the guide on steam

#

said nothing about a compiler tool

honest stag
#

did you download ericw's tools at any point?

frigid cypress
#

yes

alpine depot
#

maybe it's because of the quake file path for some reason?

#

or am I dumb and don't know how it works

frigid cypress
#

I had some odd feeling compGUI would give me problems

honest stag
#

did you set a tools folder?

#

which should point at the "bin" folder of ericw's tools

#

oh jesus man

#

also

#

remove all the spaces in the map file name

#

i keep forgetting that's a thing

alpine depot
#

yeah that could be funky with filenames

frigid cypress
#

hmm yes

#

done

#

im not sure

honest stag
#

no

frigid cypress
#

ok

alpine depot
#

shouldn't be

frigid cypress
#

I thought it might mess something up

honest stag
#

alright so the tools folder is set and the spaces are out? in that case compile

alpine depot
#

what if you try and compile BUT

#

BUUUT

#

you checkmark all the parts that say "Pause"

frigid cypress
alpine depot
#

so the compiler doesn't quit immediately if its throwing an error

frigid cypress
alpine depot
#

oh yeah that seems to be fine

honest stag
#

there might be a problem with the dots and stuff

#

i usually rename the folder to something more simple

#

like "tools"

#

or "ericsstuff"

alpine depot
#

does the compiler entirely quit when you try and run it?

frigid cypress
#

lemme try idk

alpine depot
#

like, the output window just closes.

#

?*

frigid cypress
#

no

alpine depot
#

huh

honest stag
#

basically rename the folder and you're ready to compile

#

if it does compile, the working folder should 100% have the .bsp
dunno about the output, i dont use it personally

frigid cypress
#

what folder?

honest stag
#

ericw's folder

#

because it has a bunch of dots

frigid cypress
#

oh

honest stag
#

and the compiler might not like that

#

the gui i mean

frigid cypress
#

ok

#

.bsp still not there

#

wtf why cant I just have a normal day

honest stag
#

what does the compiler say?

#

the cmd window

frigid cypress
#

nothing I ran dusk off Comp and then went to modding and my maps not there

honest stag
#

nah man it's not dusk that's supposed to be launched

frigid cypress
#

wat

#

I launched "Quake"

honest stag
#

in the compiling gui, click file- then compile

frigid cypress
#

ooooh

honest stag
#

you aint compiling the map first