#dusk-modding
1 messages · Page 77 of 1
like door, openable windows, glass, stairs, and every geometrical form that is "round" hammer is not intuitive
welp
sorry to say but
anything "round" is even worse to deal with in tb
mayube not really but
it's just one of those things i guess
It seems easier do to something round in tb than in hammer
As I watched some videos about TB
wow and here i thought hammer was superior in terms of complicated geometry
but i guess i used it for like 5 minutes
I tried Hammer for one week, I can say that i've learn most of it
But still was a pain to do some simple geometry
well tb is so damn easy for basic geometry it's ridiculous
hell if you wanted to you could make a map with very basic gameplay in a couple hours
I want to try and make classic TF2 maps for multiplayer
or just mess a bunch with it, I love map editing
ohman
uuhhhh
I can't seem to be able to drag'n'drop the dusk.wad into TB
any workaround ?
ok I figured out
hay
Howdy
is there some way we can create this like
cascading light from holes in the ceiling
like what you see in the cutty mines
in the ceiling where you can see the stars
Bump.
yeah
tranparent func_illusionary
plain color
oh
if you go into the "pirate ship" map by mccline it has an amazing example of this at the start of the map
mcclone*
and i think he included the .map file as well
so you can see how exactly he made it
oh sweet
in fact most maps have a .map file included by the creator
why doesnt my trigger teleport work
its linked to a destination
and has proper target on the trigger and targetname on the destination
lol now it worked
ok
i don't know
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
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 :/
Duskdude should be approximately 64 quake units tall
And around 35.2 units when crouched
there, copied from zom's message
@drifting mica
no width that i could find
I think the same width as info player start
allright thanks👍 figured out to check door measures with the texture value lol, a normal one should usually be 64*128
duskbuddy surely is a big chunky boy compared to quakeman
I'm having a problem with teleporting enemies in my map. They have correct destinations and trigger correctly but no enemies teleport in.
Wish I could help
haven't done enemy teleports yet
I save it for last since it's a pain to make
(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)
I think it's the same since quake and dusk uses the same engine
Dusk custom maps are just Quake maps running in Dusk. So the things that work in Quake work for Dusk
ok
well yeah that makes sense
just figured some entities might be different etc
like the teleport destination node
etc
Nah that works fine
ok
I did notice my quake map didnt properly teleport enemies though
they were just there from the start
in dusk that is
That's probably because you're starting the enemies inside of a trigger_teleport
What you need to do is put a trigger_once and have it target the trigger_teleport
That way when the player goes through the trigger_once it will activate the trigger_teleport thereby teleporting the enemies to their destination
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
yeayea that makes sense
haven’t bothered looking up why it happened I just know it did
😎
me gusta
yooooooooooooo
it's amazing how lighting can make or break a scene
try remaking the enemy and the teleport from scratch
stupid i know but it sometimes works
also that looks sick as fuck
So Im not sure if I installed Trenchbroom for dusk properly because Dusk didnt appear in the new project menu for trenchbroom.
when making maps in TB, select Quake, then Standard for the map format
it doesn't matter if you have quake installed or not
yeah i dont think the format matters much lol
Valve format has some more options for texturing & that's all I think
light flares 🤢
:(
map looks cool, but you bet im turning off light flares when playing
never ever liked them
I wish we could maybe reduce the intensity of them
significantly cleaner imo
I like them but they are a bit overpowering
Give me the bloomy in the glizzy 😳
Give me that bloossy
nice
you can mimic the light flares with small light entites and wait/delay corrections
will look much much much better
saving this
Light flares are more visible from afar though
Speaking of, I kind of fucked up in my last map
and that makes them more annoying
Cause in some platforming sections the way is indicated by those light poles
I like the light flares cuz I'm a zoomer who has the same sensibilities as JJ Abrams

woa, a modding chat
i could actually share my mods and stuff here, that's pretty cool
yyyup
it's p cool
I'm a btd6 modder
ah well
i think the channel for you is 2 channels dusk
down*
this is a channel for dusk mods
there's #general-modding for all other stuff
I'm gonna make some scenery to use as a background texture in ultrakill
i think youve got some excessive geometry there friend
i hate everything about this
if you compile that its an instant crash
Lmao
is it worth to make trees out of brushes, or should i just use ones already existing
too late im doing it
time to torture myself making trees for the next week
job well done
hey honey. I heard you where busy with work but i made you some tea and i hope you'll like it
Where's my tea????
here you go you fucking animal
OH SHIT
make it yourself you lazy prock
Wow we're married five years and already the romance has died
alright im gonna go enjoy this delicacy
lmao
You have elected the way of pain
im happy with these roots though
I fully endorse this project. Keep going
😔
Made in JACK for the people here who use TB. just some curves and spheres.
they should be accurate to the nearest 1 unit integer
why are you making trees? Just for the sake of variety?
well, also it means theyll be calculated in the lightmap
where placed entities are not, and instead approximate lighting
I think for q3bsp you can lightmap regular models
For q1bsp and hlbsp we might need to come up with our own system
Both of those reasons
I actually have some ideas on that, but we'll see
I like to make every aspect of a map by hand
gosh I can't wait for particles to be added
I want to add electricity to the substations I made
and like
misty fog
and add flies to the piles of gore in my map
and the trash

im assuming you're making a mutliplayer map are ya
the guy above you who sent a .map file
also that is a damn nice industrial textures wad, good find
thank you asshole
yea
anyone who is able to record that wants to playtest my map?
its still WIP but I just want some feedback on what is made so far
and what you think I should add
yo im down
okay
How do you like play the maps? Srry I'm new
id be down
Beta Code is: oohatinybarn (code is no longer needed)
Mods are available on: https://dusk.mod.io/
From your Steam Library Start Dusk and Select "Launch Dusk SDK"
Ingame there will be a new tab Labeled Modding and from there you can enable/disable downloaded mods
For more Help join the New Blood Discord: http://discord.gg/newblood
can we use things like the only on hard spawnflag for health and enemies for dusk?
say I wanna limit health packs on CM but have more of them on I can take it
Yeah it works
oh shiet
thx
https://www.dropbox.com/s/shb0fm3mqouitck/Cyberdusk2077_p1.zip?dl=0 bored, enjoy cyberdusk 2077 loosely based off of two minutes of footage i glossed over on youtube
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
damn wtf is the name for the pistol box pickup?
there's one that gives more ammo than the clip
Is this a good tree shape?
no i think its good
ooh nice
4 more to go
I think I broke Jack
I was making a sphere and snapping the verts to the grid
Jack has primatives tho
wait how do you make maps?
pins
Follow all the instructions
thx
Once the folder is complete, you can open up Trenchbroom & start making maps
Does not show you how to actually use trenchbroom or get good at mapping, you'll have to learn it like everyone else
Dumptruck_ds has good tutorials on how to use Trenchbroom
how many songs does one map need?

i hope multi_managers dont get changed anytime soon or something because hoo boy
this is gonna be sick as hell though if it works the way i want it to lol
which it should because i'm absolutely the most smartester genius here
multi_manager is a goldsrc thing and we have full compatibility with them right now aside from their "multithreading" feature
so if your multi managers work now, they will continue to do so
multithreading? can i set a cpu on fire in the future with that???
it's not actual multithreading, valve just went tiny brain and called it that
ah the multithreading confusion strikes again
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
but I don't think we'll actually do that
because if a map even exists that does that, it can just be patched
seems counter-intuitive if you design your map like that in the first place lol
It could be the result of a mapper trying to set more than 16 and not noticing that they didn't trigger
So then they get left in the multi manager
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
lol what if someone converts hl echoes into dusk lol
1 cant even keep track of 6 doors, how would you possibly do that with 16+ multi_managers
I think echoes has a bunch of custom entities (and maybe spirit of HL stuff?) so I mean it's possible
but they'd need to be implemented
pffft just shove it into a mod folder and hit play it'll work fine
Once we have GoldSrc mod detection you wouldn't even need to do that
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
It'd just be available if you have it installed in HL
It's a gimmick feature but cool (and hilarious) to see mods for another game available to load
woo the sequence works as intended, just need to add in some extra pizzazz
and maybe an explosion or two 😎
wait is that still the cyberpunk map
yup
oh dang
also i forgot triggers delete themselves so i cant reuse my changemusic entities for silence/pauses
shit my point entities are outside of the actual map and so the compiler thinks it's a leak lol
i expect at least one "STAHP"
also i forgot triggers delete themselves
they shouldn't do that
trigger_changemusic should be reusable
odd, i was definitely specifying the targetnames properly
dont think you can walk into the changemusic triggers either which i know that's supposed to be a thing lol
Yeah I'm not sure why that doesn't work
They're programmed to support that
Yet another reason it's all being redone lol
The trigger code is very ???
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
did you load a save
we dont even know where and when
it just appeared in my hands
yeah but
saves dont
cause that
do they?
i loaded a save
They can
oh huh
my sickles disappeared
wow i never ever noticed that
The save stuff is uberjank because it's wired into another uberjank save system which is wired into an uberjank everything system
lmao it DOES give you a sword
and the result is
my sickles vanished
you get a cool sword
let's GOOOOOO
the sickles should still work, but you might have to fiddle around to select them
quick attack button?
that should work
noooo it gets rid of the sickles
oh another thing to note, loading saves apparently makes transparent brushes totally invisible
programming loading and saving is quite possibly one of the worst things ever
this should be gated off and i loaded the save and splat
oh jeez i can imagine
i can't even imagine
i don't want to because i know it's inevitable for my own games :(
I've got quite a lot of content for angry blog posts after developing this shit lmao
zombie blog
zombie blog
a whole podcast episode dedicated to development HELL
yo does killtarget work?
i dunno if i was doing it wrong when i was first trying it out
I don't think so?
It's on my list though
So maybe?
Ok it's not implemented in the public build
But it's in the patch
Makes sense because supporting it wouldn't have been easy prior to the rewrites
oh i have the perfect work-around
invisible func_door that acts as a parent to a func_breakable which'll get destroyed in the end of the sequence
MY GENIUS KNOWS NO BOUNDARIES
wait fuck nevermind i cant do that since it'll move with the door
oh wait
i can lol
completely forgot i could set wait to -1 for a second there
Does anyone know if there's a weapon wheel mod?
nope
qwq
cant mod stuff like that in yet
might get implemented in the game in an update actually considering they're putting in switch support
well i mean a switch port
Oh boy I almost forgot I owned a switch lol
just realized i could drop my mod's .zip here rather than cramming it into dropbox and doing all that tedious crap lol
https://www.dropbox.com/s/fiud7trh791gvdl/Cyberdusk2077_p2.zip?dl=0 too late i aint gonna waste a perfectly good dropbox link
added second portion of the map's first floor, with extra pizzazz 😎
also i forgot it's parentname not parent lmao
yeah that might be a breaking change we'll make actually
it should have been parent from the start for consistency with target
also imo targetname instead of name was a very poor decision on id's part don't @ me
I think targetname is a really poor name since it's easily confused with target
so you can end up using the wrong one often
it should've just been "name" since that's all it is anyway
honestly yeah i ran into some really confusing issues by constantly mistaking targetname and target
targetname - the name used to target the entity
target - the name of the entity's target
???
baffles me
Wouldn't help much, the main issue is the presence of target in what is supposed to name an entity
holy shit brutalist architecture looks sick
RIGHT????
would work so well with dusk maps......,,,.,,.,.,.
ITS SICK AF
like broooo
concrete jungle gyms are sick
lol "concrete jungle gym" sounds like a badass map name
Gymnasium of Brutality
enemies are reskinned to be RIPPED
shirtless big john shirtless big john
neobabel moment
wait i mean
uh
whats the babel labs called againb
skybabel?
god i love it
it's so absurd it's awesome lol
someone found the brutalism architecture collection
OH WAIT i remember
neobabel skylabs
there we go
wait
or is it just babel skylabs
help i forgot dusk lore
agagaasgsaghasghasgh
using the blood texture from the doom3 wad lol
I UH
wow
great minds think alike
can you guess what texture i used for my red carpets
the green blood texture 😎
I remember I had this dream about a brutalist concrete skyscraper/temple map in dusk
I've already thought of making a map with buildings that look really wack
probably the level before the one im working on
Mmmmm carpet beautiful
its a struggle
Happy new year , may god bless u , have a great new year!!!!!!! , Have a nice day!!!!!!
@everyone
is there a half life 1 wad?
I’d like some additional textures and I think HL1 has many similar textures to DUSK
Ty
ugly >:(
lol
I could make these kinda things but I prefer to stick to the vanilla dusk feeling
just killed a welder and he didn't explode???
ok i gibbed him and THEN he exploded lmao
you discovered the secret beta welder
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
small things like that
this is a dream damn
that kind of brush based tree is pog
at long last a map i made that's fair yet also challenging
god, fuckin downtown showdown is like near impossible on cero miedo lol;
i still refuse to play maps on CM because i have the old "no saves" mentality
same
lol
i try and make my maps playable without any saves
also cuz saving is just a little too slow
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
I've only ever saved to test things
damn what a chad
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
If you know what I mean
@alpine depot I think I played it on cero, not too hard if I recall minus the fact that its laggy
lol yeah it's pretty chuggy currently
there seems to be no texture for the backpack model
anyone found it?
oh wow im so
baffled
the backpack uses the soldier texture
what the fuck
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"
I was gonna say that, well, not the soldier specifically but like, some texture being reused
any clue on what the diamond texture might be?
okay
i mean as .png specifically
ohhhh wait
that's in the wad isnt it
i was looking in the folder
@honest stag
tank you
eh will do
texmex?
thats the name of like
taco spice in sweden
or like
a brand name
idk really
pretty much none of the devs play with saves
all the levels were designed and tested without them being really in mind
damn you dudes are massive chads then
i stuggle hard without saving and especially on cm
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
noiceeeee
dunno where to go with it from here
Aqua Metal Crate™️
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*

this is gonna be a reaaaaally cool area i think
a massive open atrium
climbing around scaffoldings and shit
falling down, swearing, loading the game cuz you dont want to go back up
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
trigger_hurt that triggers _changemusic with the amid evil fall scream
lol
dont talk to me or my son or my son's son ever again
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
can anyone tell me how to install mods in dusk?
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"
well right click the game on steam
select "properties"
then "betas"
and in there select the dusk sdk
lol
hi
Hello
Fake news the sky isn't yellow
what
Old sdk didn't have a regular default skybox, it was just yellow
https://cdn.discordapp.com/attachments/794624248597577731/794670465754202192/unknown.png
https://cdn.discordapp.com/attachments/794624248597577731/794670505491169310/unknown.png
https://cdn.discordapp.com/attachments/794624248597577731/794670526860886056/unknown.png
https://cdn.discordapp.com/attachments/794624248597577731/794670544237625365/unknown.png
with and w/o flares
looks good
is there a spawnflag to have doors togglable and start closed?
Yes, both
I want a spawnflag that does both at the same time
BIG building
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 
(since I’m not required to yet)
mmm big progress
just use 2 at the same time
if you click "spawnflags" you have a list of them below
with checkboxes
you just tick both "starts open" and "toggle"
????
oh
yeah
i dont know why did you specify "start closed" since it already starts closed
yea ig
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
how would I go about making a reskinned version of a boss and renaming it on the bossbar?
You can make custom models too
but I want to reskin it
Simple texture swap
yeah but it should have the same filepath as the original texture
so like textures/monsters/whatever_boss_name.png
something like that
okay
what about the health bar
how do I change that
to say something else
I wanna change son of intoxigator
Boy, you can get a lot done with cones.
bruh that better be a func_detail
What do func details do
but i thought func details wont do much since we dont have vis support
compiling ye
True 😞
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
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
no idea
ah
yeah well
alright
will take a look at some point
thx thx
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
wow that's damn cool to know
i reall should make all the brush props func_details then
most of them at least
well i think normal func_detail does split faces
Even without vis it's advantageous because it results in potentially less draw calls
is it the counter strike rule of "if it's not a wall or a celling, make it a detail"
Due to how the game needs to split things up for rendering in Unity
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"
LIGHT FLARES AAAAAAAAAAAA
Oh god no
MORE POWER

i kinda wish there was an option to keep light flares only for keys
We need More Update
Remake Shotgun : RPG : Soul : maps : rifles : Armor Hud
I WANT KILL BOSS
what
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.
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
is there any way for me to alter the colours of the intoxigator ”smoke” and the projectiles it shoots?
no
not yet
the unmatched power of the sun
this is how manually reexporting models for fgd feels like
poor dude deserves a medal
after many minutes of confusion, i found out that the soap uses the dirty_wall texture
the
soap
uses a texture called "dirty"
bruh
Dirty soap
i mean, you can make soap look dirty
I was just gonna say it looks like it has the dirty wall texture
I’m not surprised though
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
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
too late
noesis just doesnt make any sense with the rotations stuff
ancient software 🤮
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
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?
well i do hope it gets patched
i had a very big headache with trying to make an activated portal with that
oh wait i don't think the Player only spawnflag is implemented yet
Black magic detected
Epic
air_bubbles
I call it the bubble
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
zoinks
wait a second
It's an unintended inconsistency with the GoldSrc/Quake func_door/trigger_teleport
does the door teleport?
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
😎
reminds me of peach trees
yooooo
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
I love that dang building!
It makes me think as if it were a Blood level in a skyscraper.
reminds me of that one complex in cyberpunk
yeah it's based off of the megabuilding -slightly- in cyberpunk
gave up halfway through and just did my own style
think it looks great
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
Vince McMahon
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
Cool, thank you!
Also, the site I was using wasn't the one linked, it was just the first one from Google
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
no
I asked this a while back
It’s the only object (I think) not used in the base game
object_grapple too
it ain't rundown if it's not literally falling apart!
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
there's a plus sign at the bottom of Texture Collections
you have to manually add it with the filepath
oh
worked
thanls
thanks*
And I also managed to get assets working
yeah baybee
is it easy to mod dusk?
you can make maps those are pretty easy
mods are not a thing yet
only texture replacement mods but those are also easy
i am still lost on getting trenchbroom set up
getting it installed properly is a pain up the ass
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...
do i need to reconfigure it for dusk?
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
ok
you also dont need to own quake 1 to do this
i tried this before but it just threw up a weird page
no the page it threw at me was in windows visual studio
ill screenshot it if it happens again
wait when you opened trenchbroom
hmmm weird
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?
You have to have the rat role to post images
ok ill try that
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
Ugh what the heck did Kreuzer send you on
One sec
THis is for Trenchbroom
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
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?
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
method if you dont have quake:
make a folder called id1
inside of id1 make two folders, one called maps and one called gfx
my dusk map in the making my first one
wut grid size is that
is there even a grid? hard to tell
looks gud though 
16 grid
I spent hours on this starting part
instead of taking it safe for a first timer
im going all out
also I got creative with the gore
also how can I actually see the props
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
f but soon yes
it wont be perfect tho
some stuff doesnt have a .blend or .obj so i cant export it
how do I make skybox?
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
there it is
a worldspawn property is a property in here
so like that
switch the left and right by the way
wt
oh boy many maps are going to have screwed up skyboxes when it's all patched
wat
well to put it simply
the skybox in dusk is a cube
and we're just applying an image to each side of it
ah
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
wait so I make a textures folder in my folder I created in Dusk files and put the skybox there?
oke
just make sure to switch right and left
they are mixed up in-game
how can I add lights do I just use these and put them on the environment
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
Mapping for Quake: TrenchBroom 2.0 - Episode 16 - Lighting Basics
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Highlights:
0:00 Start
0:52 Light entities
1:29 Key lights
1:44 Fill lights
2:06 Double Check your “gamma” setting
2:43 Use Start map as brightness reference
3:41 Doom lighting vs. Quake lig...
ok
Mapping for Quake: Episode 26 - Advance Lighting Tips Part 1
THESE ARE TIPS ONLY. A more comprehensive advanced lighting tutorial will be in production at the end of this summer.
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Mapping for Quake on Discord
https://discord.gg/f5Y99aM
If you haven’t watc...
Mapping for Quake: Episode 27 - Advance Lighting Tips Part 2
THESE ARE TIPS ONLY. A more comprehensive advanced lighting tutorial will be in production at the end of this summer.
Find Part 1 here:
https://youtu.be/xtq_SY2R8MQ
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Mapping for Quake on Discor...
dont be shy, watch all of them
hmmmm im trying to test my unfinished crap map yet when I run dusk from CompGUI I dont see my level
did you enable your mod in the "modding" section?
Im not sure im kinda confused
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
I went to CompGUI and source map is located to my map
can you show the gui
source map is my map I made
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?
Settings > Folder Setup, make sure the map compiles to a "maps" subfolder in your main mod folder
yea aqua i dont think his map is being compiled in the first place
wat
otherwise the .bsp would at least be in the working folder
did you download ericw's tools at any point?
yes
maybe it's because of the quake file path for some reason?
or am I dumb and don't know how it works
I had some odd feeling compGUI would give me problems
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
yeah that could be funky with filenames
no
ok
shouldn't be
I thought it might mess something up
alright so the tools folder is set and the spaces are out? in that case compile
what if you try and compile BUT
BUUUT
you checkmark all the parts that say "Pause"
this
so the compiler doesn't quit immediately if its throwing an error
no
oh yeah that seems to be fine
there might be a problem with the dots and stuff
i usually rename the folder to something more simple
like "tools"
or "ericsstuff"
does the compiler entirely quit when you try and run it?
lemme try idk
no
huh
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
what folder?
oh
nothing I ran dusk off Comp and then went to modding and my maps not there
nah man it's not dusk that's supposed to be launched
in the compiling gui, click file- then compile
ooooh
you aint compiling the map first
