#dusk-modding

1 messages ยท Page 78 of 1

frigid cypress
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fuckn stupid

honest stag
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it should pop up a cmd window where it starts compiling your .map file into .bsp

alpine depot
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Ctrl+C in the UI to start compiling immediately

honest stag
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which is then put in your working folder and the output folder

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which is the file that dusk needs

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not .map

frigid cypress
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i compiled

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launched

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not there

honest stag
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did the cmd window pop up?

frigid cypress
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yeh

honest stag
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what did it say

frigid cypress
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huh

honest stag
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alright that usually means the tools arent there?
so after renaming the folder did you set it again?

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cuz it doesnt update by itself

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i think

frigid cypress
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ok

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didnt work, map did not show up

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and neither did the .bsp

honest stag
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what does the compiler say

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we need to read that in order to figure this out

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if there's nothing there then the map isnt compiling

frigid cypress
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How do I find out what it's saying?

honest stag
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well you already did

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but like
you tried compiling again aaand?

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did it say the same thing?

frigid cypress
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yes

honest stag
frigid cypress
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yep

honest stag
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can you show me the bin folder and the path you set in the tools section

frigid cypress
honest stag
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i wanted to see the path as well

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not just the files

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and no you dont need to do anything here if you're using the GUI

you can do this without the gui it's just not as easy to use compiling options and it's more manual

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if you set up the GUI right it'll serve you till the end of times

frigid cypress
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Ill have to sleep now

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soon

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after we finish this problem

honest stag
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alright i uh meant the windows path

frigid cypress
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oh

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yes

honest stag
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to the

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bin folder

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the one you showed the files in

frigid cypress
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Fuck it

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im gonna fix this tommorow

honest stag
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you can send me the .map file so i compile it for you

frigid cypress
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Im exhausted as fuck

honest stag
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just so you can test it

frigid cypress
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I have the bsp

honest stag
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you---

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huh?

frigid cypress
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but it wont show up

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in game

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ok whatver

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im gone

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bye

honest stag
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so you DID compile the map?

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oh jeez alright

alpine depot
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welcome to quake mapping :D

crimson patrol
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large yoba

frigid cypress
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lol

frigid cypress
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Why is map making addicting

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there is a science behind it I do not know

gritty forge
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nothing says addicting like struggling with layout & lighting ๐ŸคŒ

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and of course all the jank

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m

gritty forge
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so

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do the teleport closets work the exact same way as in quake

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(using the same entities for the process etc)

crisp raven
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Yes

frigid cypress
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How can I make a door that requires a key

alpine depot
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value of 1 for red, 2 for blue, 3 for yellow

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so key | 1 for a red door

frigid cypress
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wat

alpine depot
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create a func_door brush entity

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though it should be with pretty much any FGD you can find on here

frigid cypress
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I still dont have a door

long anchor
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what happened when i was making lower 2?

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no clue lmfao

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i said it in beer books server

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i think i'm just afraid it won't be as good as first one

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considering how much time passed

frigid cypress
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also my entire map is just pitch black now

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wtf

frigid cypress
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@alpine depot I dont get a door when I do what you did and also everything is pitch black

gritty forge
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you need to light up your map with lights

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and wdym you dont get a door

alpine depot
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create a brush then right-click on it, then you should be able to do Create Brush Entity and then select the func_door from there

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then you go into the Entity inspector tab to mess with its properties

frigid cypress
frigid cypress
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bro wtf

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just work

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lights work though but the terrain just does not want to exist

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wow

honest stag
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ah

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did someone just rename worldspawn to something else

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in order to make a brush entity, select a brush and right click
then "create brush entity" and select whatever

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if you just rename worldspawn to something it breaks the map

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double click any brush and rename it bak to worldspawn

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that should select all of the problematic ones

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@frigid cypress

frigid cypress
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k

frigid cypress
honest stag
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worldspawn is a default brush

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just double click any brush and rename it in the "entity" tab to worldspawm

dusk summit
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So I am working on a dusk crossover map, is there an issue if I use a wad with dusk textures complied into the bsp for use with sven coop?

honest stag
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im not a dev but
considering their stance on things like that it's probably fine

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but hey they need to answer that

frigid cypress
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@honest stag

honest stag
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can you give me the map so i take a look?

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dm if you want

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the .map to be exact

frigid cypress
honest stag
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it seems like you only changed one brush

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you needed to double click

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to select all the brushes that got renamed

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the entire map thinks it's a func_door

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not worldspawn

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also oh sweet jesus dude why so namy light entities

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or

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when you select all thr problematic brushes

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right click

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and select "make structural"

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or "move to world"

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whichever option you have

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that's a more reliable way

frigid cypress
honest stag
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you can use a single sky brush and "_sunlight" and "_sunlight2"

frigid cypress
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bruh

honest stag
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it's a bit tricky to do first time tho
but i could guide you through the process if you want

frigid cypress
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worked thanks

honest stag
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so first of all to explain what we're doing

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in quake you cant have outdoor areas really, the skyboxes are just textures of a room's celling that create an "outside" effect

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we're going to make that celling, and then add a couple properties that make those brushes emit lights and simulate an outdoors area

frigid cypress
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ok

honest stag
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so first you're going to need a texture that starts with "sky"

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dusk_wad should have those

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dont worry the brushes will be invisible in game

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so it doesnt matter which you choose

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as long as the compiler recognises this as a sky brush

frigid cypress
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k

honest stag
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they're like a part of the room

frigid cypress
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ok

honest stag
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then, add properies to worldspawn

"_sunlight" - this is the main sun value, it's a directional light that comes from the brushes, set it to like 150
"_sun_mangle" this is the angle at which the brush emits light, for example 20 -35 0
"_sunlight2" is the thing that prevents our map from having completely black shadows outside, it's usually set to like under a half of what "_sunlight" is

frigid cypress
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how do I make skybox though

honest stag
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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

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so like we're just applying each individual texture to the sides of the cube skybox in-game

frigid cypress
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ok

honest stag
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left and right are switched tho

dusk summit
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Just trying to confirm, doesn't seem dusk really does the foot step sounds like hl does

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Like sounds like metal etc

crisp raven
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I dont think so

honest stag
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yup pretty sure there are none

dusk summit
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Ok cool that makes it easy then

frigid cypress
honest stag
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i know im just showing an example of a skybox i use
so for me it looks like "sky_up" "3.png"

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the file names themselves are replaceable

frigid cypress
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yeah well that confused me alot

honest stag
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sorry lol

frigid cypress
honest stag
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yeah you wont see it untill in-game

frigid cypress
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ah

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I went in game there is no skybox or sunlights

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and everyone said Trenchbroom was easy to use

ancient depot
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Your texture paths just have 1.png instead of textures/1.png

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or whatever the full path is

honest stag
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^

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that

frigid cypress
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o

honest stag
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the easy and lazy way to do this is make a big box around your map

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you dont get all the benefits of sealing a map but the sunlight should work

frigid cypress
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ok the skybox is good

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now sunlight

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but Ill have to finish the map first

frigid cypress
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How do I make a secret?

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Do I need to put down a trigger?

alpine depot
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yup

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a trigger_secret brush entity

frigid cypress
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k

alpine depot
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yup

frigid cypress
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then why wont it let me

alpine depot
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you need to select a brush first

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you have to create it first

frigid cypress
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ah

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but I do have a brush selected wut

alpine depot
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oh?

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odd

honest stag
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what brush do you have selected?

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is it already a func_ or a trigger?

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it should be a normal worldspawn brush first

frigid cypress
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on

honest stag
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nah

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just go into normal view and select any brush

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so it lights up red

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then do the right click thing

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to exit a mode press esc

frigid cypress
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ok

honest stag
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that's not a brush

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that's an entity

frigid cypress
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bruh

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BRUH

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ok im done thanks

honest stag
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np

gritty forge
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my map is pretty much done

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just some minor tweaks and cleanups now

honest stag
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noice

gritty forge
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maybe some final playtesting on all difficulties

frosty glade
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what program is that

crisp raven
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Trenchbroom

frosty glade
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thx

frigid cypress
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how do I make stairs?

crimson patrol
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Just duplicate some small brushes

frigid cypress
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๐Ÿ‘Œ

alpine depot
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max step height should be like 16 units max or even 12

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if you do 16 spread them out more so it's not such a steep climb

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have had issues in the past because of that lol

crisp raven
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Make sure to unlock textures also

gritty forge
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you know what my favourite thing is

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making a bunch of changes and then have trenchbroom crash when you use vertex tool

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he doesn't hit ctrl+s every minute

crimson patrol
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Lol

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Vertex manipulation really fucks with trenchbroom

gritty forge
frosty glade
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looks like someone didn't have that mantra seared into their brain when taking a computer class in high school

frigid cypress
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How can I make Duskdude talk

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like how you go up to the computer and he says, "Dont have time to play with myself."

alpine depot
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you'd make a func_button brush entity

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then have a message key, with a value of whatever text you want to make appear

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text doesn't stay for very long so keep the message short and concise

honest stag
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this can go for triggers as well

alpine depot
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ye

honest stag
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and doors

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and enemies

alpine depot
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some enemies don't do it though i think

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idk it's a little borked atm

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a lot of trial and error

frosty glade
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who will voice the duskdude ๐Ÿ˜ฎ

frigid cypress
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Gianni DAVE

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but he does not need voice

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but for an animation or something I would choose Gianni

warm sundial
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can u cool modders mod me in a maga hood for the cultists so i can blow them away with my shotgun

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just joking thats really fucked up

sharp trail
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you can also just mod it yourself

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also rule 1

frosty glade
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easy. just make the wizards white

frigid cypress
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how do I end my custom level

honest stag
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trigger_changelevel

frigid cypress
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ok

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thx

honest stag
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The fgd is sorta nearing completion kinda BUT

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I hate the fact that some objexts are ever so slightly rotated in gake while their model isnt

frigid cypress
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ok now I am done

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I need sunlight

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how do I do that again?

honest stag
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Try making a big box around your map with the textures tgat start with "sky"

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Im in bed rn so you'll have to find the original messages

frigid cypress
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bruh

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k

gritty forge
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scale texture

frigid cypress
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how

crimson patrol
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Shift click the face of a brush

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Opens UV map on the right of the screen

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Trial and error from there

gritty forge
# frigid cypress how

have you tried watching dumptruck_ds's tutorials for basic stuff like using the tools in the editor

alpine depot
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if that's the sky texture then it doesn't matter

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it'll show up as a normal skybox regardless of the tiling stuff like in the image

frigid cypress
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ah

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ok

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yes I changed the huge box around the map to a sky texture

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but the sunlights wont appear

crisp raven
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_sunlight is how bright your sun is. _sun_mangle controls the position and angle

frigid cypress
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K

frosty glade
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any way to make custom deathmatch maps?

crimson patrol
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not yet

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sadly

frigid cypress
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I would be more interested in making Duskworld maps

gritty forge
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thats

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the

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same

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thing

crimson patrol
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its different because you have to think about different things

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like ammo placement

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and healing placement

west coral
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Man, I can't wait for the day when we can view props in SDK so i don't have to reload my levels a hundred times so I can tell if something is facing the right way or isn't hovering 30 ft about the ground

honest stag
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there wont be some objects tho

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some are 2-piece models and some arent even accessible to be since they werent made in blender

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to me*

long anchor
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fgd do be fun to work on

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now when you think about it it was vriska who made most of the work

honest stag
high magnet
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Hell ye

gritty forge
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pog

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does it display rotations mostly correctly?

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I think objects like the lamp post are fucked beyond redemption but I imagine at least half the objects have proper rotations without the models but do the models themselves also rotate?

honest stag
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the one thing you can rely on is all the rotations being 99% correct
1% is mostly correct in cases where objects are slightly rotated by the game itself

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like the bulldozer or the car you can see on the screenshot

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it's a bit of a pain to get right even when they are rotated at 0-90-180 angles

honest stag
gritty forge
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oh swag

honest stag
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like if the lamppost is facing right in-game, it'll be facing the same way

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jumping through some hoops to do that

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but it'll be done

honest stag
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i really wanted to have the electric tower model cuz it's quite possibly the worst one to adjust

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it has it's origin point like near the top

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and i wanted to add it to fgd to avoid endless adjustments

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but alas, no model

gritty forge
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what are the .prt and .pts files

crisp raven
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.pts is a file you can load and it will point to leaks in your map

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.prt is generated when your map is sealed but Idk what it does.

frigid cypress
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Problem 1: The door that is func_door and has value of 2(blue key), wont open.
Problem 2: I made the big box around the map and did

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yet shadows are pitch black

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help

crisp raven
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For the door the most likely problem is that the angle is incorrect, so it's opening towards you instead of up down or to the side. I would have to see the properties to be sure.

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For problem two. The sunlight is working but sunlight 2 isnt?

frigid cypress
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yeh

crisp raven
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The box you made has a sky texture on it?

frigid cypress
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yep

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so...

crisp raven
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Hmmm

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Is the box sealed?

frigid cypress
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gotta check every part oof

crisp raven
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Nah

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If there's a pts file in your directory then its unsealed

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If there's a .prt file then its sealed

frigid cypress
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there is a pts now to check those corners

crisp raven
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You can load the pts

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Under File in TB there's an option to load a point file

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If you load the pts itll point you to any leaks

frigid cypress
crisp raven
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Looks like you'll have your work cut out for you

alpine depot
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nah it's probably only a few small holes here and there

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that's just the compiler being extra precautious like, "eh i can enter the void through here so this is a good spot to point out lol"

frigid cypress
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Thats it!

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I am done my map

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anyone wanna play it?

crisp raven
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Sure

frigid cypress
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If there are any problems tell me

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like lighting problems

crisp raven
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Are their supposed to be no textures? Like did you not put them in yet?

frigid cypress
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I did

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see this, textures!

crisp raven
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Hmmm

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I guess its something on my end

frigid cypress
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Now if I could put it on Mod.io

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no

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it was ModDb

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Well, onto another Dusk map

gritty forge
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well your texture is scaled like 10x

gritty forge
alpine depot
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probs dont have the same wads

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only bsps come with textures baked into them after all

gritty forge
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o fair

crisp raven
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Oh right. Now I get it. I didnt make a path for the .map file to the right wads. So when I compiled it it couldn't access any wads

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Righhhtt

bold orbit
alpine depot
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YOOOOOOOOOO

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that looks HOT

frigid cypress
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how can I put my own textures inside of trenchbroom?

gritty forge
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@frigid cypress watch

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dumptruck_ds

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

โ–ถ Play video
crisp raven
#

To put textures inside TB you need to make a .wad

frigid cypress
ancient depot
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Note that MakeWad is mostly an internal tool, intended for generating our own texture wads for dusk

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You'll most likely have a much better experience with other existing wad tools

sly halo
honest stag
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look into entities.txt

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Or wait like a couple more hours for me and veven to release the fgd lol

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Probably less

sly halo
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Oh okay! I should be working right now anyways lol. Thanks

gritty forge
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couple more hours

gritty forge
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๐Ÿ˜ณ

gritty forge
#

I'm starting over with the upscaled textures.

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I think to preserve the retro look, I'm gonna save them as indexed PNGs

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So, there'd still be more detail than the original textures, but some will be lost due to color limitations.

gritty forge
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i guess i got into dusk modding at the right time, seeing as the fgd is apparently supposed to come out today

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i literally installed trenchbroom and the SDK everything yesterday

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i'm probably just gonna wait to get into trying to actually make a map, so i can use the FGD, just learning trenchbroom atm

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i got pretty good at doom mapping and then i was like "hmmm 3d more good"

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so this will be my first time mapping in 3d

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nice

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it's fun

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I started with quake

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almost finished one map but the community isn't as good imo

long anchor
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Sorry gamers, but fgd isn't coming out today

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There's still some work to be done, including more-less intelligible guide about how to install this

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it's 3 am and i want to die

crisp raven
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The fgd is the new Lower 2

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I'm calling it

long anchor
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lmao

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it will haunt me forever

gritty forge
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stupid quake palette ruining otex textures

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:(

gritty forge
honest stag
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The only stuff left is bounding boxes and the guide

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So like its actually really close to completion

honest stag
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currently missing models

object_big_machine 2/3
object_blades
object_cobweb
object_campfire* ( the * means i may be able to recreate it)
object_anomaly*
object_fireball_shooter
object_leanto
object_machine_1
object_pew*
object_pumpkin 1/2
object_shed
object_shower (2 piece model, may be able to combine)
object_table_1
all tree models
object_valve*
and lastly, pickup_grenade_box is a 2 piece model as well
object_electric_tower

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every single other model is present

honest stag
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it's a shame i dont have tree models and the electric tower

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those are a huge bitch to adjust

ancient depot
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yeahhhh

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you might be able to rip the tree models using Asset Studio or something actually

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you would need to re center them in blender and stuff though because they'd be exported in their map location

honest stag
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oh damn yeah i'll have to adjust their origin point to match the in-game mess

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im willing to do that tough so i'll look into it

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though*

ancient depot
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I'm gonna feel so bad for you when the code to generate the fgd automatically is done lol

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this is a ton of work

honest stag
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it's not like i have anything better to do
and it was a good bonding experience with veven

ancient depot
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it's very appreciated though

honest stag
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<3

alpine depot
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bonding with veven ๐Ÿ˜ณ

crisp raven
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God I wish that were me

honest stag
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well well well

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i think some models will be there after all

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but i cant seem to export SOME of the stuff cuz it complains about having "incorrect symbols"

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sorry everyone fgd delayed again lol

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this will take a while

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oh i think i just forgot the flip the uvs

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but hey
this just means i can import ALL of the models

ancient depot
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lmao

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you might be able to try exporting from resources.assets instead or something

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or whatever it's called

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in the SDK we ensure the original prefab assets get included with the build so they can easily be spawned in custom maps

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so the normal model should be hiding in there somewhere

honest stag
#

alright i'll take a look around
thx for the heads up

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those names arent helping for sure but i'll figure it out

ancient depot
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yeah the names probably won't be very helpful

honest stag
ancient depot
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Enemy1Ragdoll technically is still implemented

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the model is just missing so it's invisible

honest stag
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floppy ragdolls ๐Ÿ˜ณ

ancient depot
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it's the meat lass ragdoll you can see in old builds

honest stag
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shame it's not showing a preview

ancient depot
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I can check what prefab the tower entity spawns

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sec

honest stag
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oh sick hell yeah

ancient depot
#
using UnityEngine;

namespace NewBlood
{
    [Entity("object_electric_tower")]
    public class ObjectElectricTower : PrefabEntity
    {
        protected override GameObject LoadPrefab()
            => Resources.Load<GameObject>("Prefab Items/Structures/metalelectricpole");
    }
}
#

metalelectricpole

honest stag
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i looked at this one and thought "no way it's called that"

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but i guess i was wrong

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thanxx

ancient depot
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np

honest stag
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seems like it just exports an fbx with a single dot no matter which one i pick
and 90% of models i cant export at all since it keeps complaining about"incorrect characters"

ancient depot
#

username maybe?

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same thing as TB

honest stag
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well it exports some models

ancient depot
#

hm

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could try SB3Utility, which is another Unity export tool

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it's significantly harder to use though

honest stag
#

actually hold on

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i'll try something else

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alright

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i managed to export an obj from the asset list instead of scene hierarchy

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but i cant find the electric tower in it

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i guess this is just a manual look-through thing now cuz it's all "cube"

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or other default name

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oooor i could just use the old electric tower model that i already exported
and just
fix the uv maps myself

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alright i think i can work with this

honest stag
#

pog?

#

pogchamp?

tall zenith
#

looks like it lol

honest stag
#

@ancient depot
sorry for the ping but i figured out how to get the remaining meshes, and if it doesnt bother ya, you could save me a shit load of time by giving info on what level number correlates to which map in dusk

#

like i dont know which map is which levelX here

#

but if i knew, i could directly pick a map with a mesh i need

#

and export it

#

instead of going through each one

ancient depot
#

sure I can grab that info in a bit

honest stag
#

thxx

ancient depot
#

@honest stag

00 - FakeDOS
01 - Initialization
02 - Menu
03 - E1M1
04 - E1M2
05 - E1M3
06 - E1M4
07 - E1M5
08 - E1M6
09 - E1M7
10 - E1M8
11 - E1M9
12 - E1M10
13 - Episode 1 end screen
14 - E1MS
15 - Farm endless
16 - Cut factory endless
17 - End of level screen
18 - Loading screen
19 - Unused early SDK initialization
20 - Unused logo screen
21 - Used to render episode 1 map
22 - E2M1
23 - E2M2
24 - E2M3
25 - E2M4
26 - E2M5
27 - E2M6
28 - E2M7
39 - E2M8
30 - E2M9
31 - E2M10
32 - E2MS
33 - Used to render episode 2 map
34 - Cut farm endless
35 - Episode 2 end screen
36 - Factory endless
37 - E3M1
38 - E3M2
39 - E3M3
40 - E3M4
41 - E3M5
42 - E3M6
43 - E3M7
44 - E3M8
45 - E3M9
46 - E3M10
47 - E3MS
48 - Used to render episode 3 map
49 - Blasphemy endless
50 - Game ending
51 - Credits
52 - SDK custom map initialization```
honest stag
#

niiiice

#

thank youuu

#

that'll speed up the process so much

honest stag
#

on which map is object_tree_1 located

#

it's like a fat tree

#

anyone knows?

crimson patrol
#

Oh jesus thats a wide tree

honest stag
#

basically im missing a broken tree, a couple stumps, that fat tree, leanto, and uhhhh cobweb

#

also pumpkins

#

oh and a fireball shooter

#

also table_1

#

and trashcan

#

yup that's it

#

i'd say i got the most important ones

#

which is the trees

#

and the shed

crimson patrol
#

the stumps might be recycled sections of other trees

#

i think that because i did that

honest stag
#

they do have a different texture tho

honest stag
#

@ancient depot
so uhhh we found all the models except for one
object_shed
we've been looking for a while now and start to think that it's not even used

ancient depot
#

I'm pretty sure it's used in a few places

#

Namely outside the house in Dead of the Night

#

(E1M7)

honest stag
#

i found object_leanto there

#

but i'll check again

ancient depot
#

that might be it actually

#

I'll check what object_shed is

honest stag
#

this

ancient depot
#

oh not that

#

I think it's also in uh

#

E1M3?

honest stag
#

yeah that's object_leanto

ancient depot
#

so yeah I think i was mistaking it wi-- yeah

honest stag
ancient depot
#

You may very well be right in saying it's unused

honest stag
#

hm damn
in that case i dunno how to rip the model

ancient depot
#

doing a search for it rn

honest stag
#

oh sick thanks

ancient depot
#

ok yeah, it's used in a scene that isn't included with builds

#

so you'll need to figure out how to rip the prefab version somehow

honest stag
#

uhhhh hm

#

is it in resources?

ancient depot
#

should be

honest stag
#

there it is
OH

#

THAT'S object_tree_1

#

i forgot this is also something we need

#

we couldnt find it either

ancient depot
#

a bunch of this level is broken and missing

#

I think I have a super old version of the unity project that might allow me to salvage this and include it at some point

honest stag
#

holy damn wow

ancient depot
#

(You can see one iteration of this level in the "First Look at Dusk" video)

honest stag
#

OHHH that's the level? awesome

ancient depot
#

If you squint at it really hard you can see where in the map it is

honest stag
#

cant seem to find it

ancient depot
#

It's the opening area from the start of the video

#

Just with most of the outside area missing

honest stag
#

im talking about the prefab lol

ancient depot
#

oh lmao

honest stag
#

is object_tree_1 used?

#

or is it like the shed

#

that fat tree

ancient depot
#

I'm not sure it's used

#

I might be able to export an .obj direct from the project

#

sec

honest stag
#

oh shid

long anchor
#

what if it's just unused
toldya

honest stag
#

yup you were right

#

i would've gone insane by trying to look for it any longer

long anchor
#

i think i noclipped through every level in game

crimson patrol
#

the search for the shed

honest stag
#

the elusive shed

long anchor
#

i hope this shed is going to be included in next sdk iceberg iteration

ancient depot
crimson patrol
#

and the fat tree

honest stag
#

YOOOOO

long anchor
#

POG

crimson patrol
#

fat tree yeaaaaa

honest stag
#

and with that
all of the models are in
the only problematic model left is the shower since it's 2-piece
but i'll probably just combine the 2

ancient depot
#

note you may need to re-center or rotate those

honest stag
#

no issue, i already do that constantly

long anchor
#

yeah

honest stag
#

now the manual stuff begins

#

this will take a day or two

ancient depot
#

so yeah I guess that shed and tree are "pre-NB dusk" era assets

#

the ancient materials

honest stag
#

damn
some ooold stuff

crimson patrol
#

stone age assets

honest stag
#

you may not see it but if you look closely you'll see the reflection of my happy face

#

this took way too much effort
and i had to fix uv maps again

#

and assign all materials manually

#

it's not 100% pefrect in terms of textures but i dont care lol

#

good enough

#

we're not playing "find the difference" here

honest stag
#

@ancient depot the shed model isnt loading up in blender

#

lemme check the tree

#

nope

#

the goddamn shed escapes from me again

ancient depot
#

it loads fine in noesis

honest stag
#

is it already textured?

#

if that's the case then whatever, i just hope the rotation and position are good

ancient depot
#

yeah

honest stag
#

aight yeah i loaded it
hoping it rotates right either like that or with 90 degrees

ancient depot
#

you could try re-exporting it to obj from noesis

#

and see if blender loads that

honest stag
#

the idea scares me
but i'll do that if nothing else works

ancient depot
#

they're just normal .obj files though so I have no idea why blender won't load them

#

you can try removing the mtllib lines from them in notepad or the comments at the top maybe

honest stag
#

aight 1 sec i'll try exporting again

#

into obj from noesis

#

huh
noesis loads the .mdl fine as well

#

OH

#

oh jesus

#

there it is

ancient depot
#

I can fix that and re-export them for you actually

#

Annoyingly, Unity still stores a position at the "root" of a prefab

honest stag
#

yeah they're both just really far away lol

ancient depot
#

Even though that's actually useless data

#

So when the shed was originally made, that's the location in the map it was built at

#

Then when it was turned into a prefab for later use, it kept that location

honest stag
#

ohhhhh god damn

tepid python
#

wowie, models in trenchbroom

honest stag
#

yup it's cool having dusk models in here

tepid python
#

flipped wendigo in the back

honest stag
#

UH

#

dont look

#

at that

#

plz

#

he's just

#

doing a cartwheel

#

i totally didnt fuck up the rotation

ancient depot
honest stag
#

helll yeah thanks

tepid python
#

so is there already like a first version of this fgd?

honest stag
#

it's still WIP
im still adding models

#

there's not a lot left tho

#

after that VEVEN will do a revision and add bounding boxes

#

and after that the alpha version of this thing can be used

#

object_shower
object_campfire
and object_cobweb are a bit of a problem for me though so they probably wont be in yet?

ancient depot
#

I can probably export those too

honest stag
#

i thought the first 2 are separate?

#

at least i couldnt find them in the asset thing

ancient depot
#

Even if I can't export them together, I can export individual models for each piece

#

which will be placed in the appropriate spot

#

so you could just import them all

honest stag
#

ohhhhhh that would be freakin awesome

#

oh

#

also

#

in that case

#

pickup_grenade_box has the same problem

#

double-model

ancient depot
#

with some magic I can export the group

honest stag
#

i thought i'd have do manually figure out each piece
heall freakin yea

ancient depot
honest stag
#

fgd delayed again cuz i'll be adding those too BigThink

#

hellll yesss

honest stag
#

y e s .

#

now there are no loose ends

#

oh shit i uh
forgot object_valve but i think i just lost it somewhere

#

it was innnn

#

e1m4?

#

5?

#

i'll find it

#

thx man that is soooo useful

#

shed

#

uv maps fucked a bit but that's not too big of a problem

ancient depot
honest stag
#

i've been having a lot of that with our good old friend .mdl

#

i can make it a bit more presentable tho

#

oh yeah uhhhh

#

pumpkins are only in the multiplayer level right

#

the halloween one

ancient depot
#

yeah

#

the models are in the singleplayer version but not used

honest stag
#

still bad tho

#

looks like my first minecraft house

ancient depot
#

lmao

honest stag
#

the shower is in

#

no more guessing

#

like which direction to face it

#

and how high it needs to be

honest stag
#

oh oh oh also object_anomaly

#

shit i keep missing things urgh

#

that should be the last one missing aside from the pumpkins though

#

the green bubbling thing

#

it seems to be a flat plane with a texture and i cant figure out which one it is

ancient depot
#

I'll have to get those done a bit later, no longer at my PC now

honest stag
#

sorry lol

#

no worries

ancient depot
#

although I THINK anomaly might be one model?

#

maybe? hopefully?

#

lol

honest stag
#

yeah i dont see why not
it's just that i cant find the correct plane size or the texture for it

ancient depot
#

but yeah I'll get those exported as soon as I'm able and will give you a ping when I post em

honest stag
#

noiceee thank you
real big help dude i appreciate it

ancient depot
#

no worries

honest stag
ancient depot
#

LOL

alpine depot
#

OH GOD

honest stag
#

that's uh the dead tree thing

#

the big one

#

how is that even possible

alpine depot
#

wait is that the fucking uv map?

honest stag
#

yup

alpine depot
#

uhhhhh

honest stag
#

the texture looks fine

#

im uh scared of exporting this

#

but here goes nothing

#

it's fine

#

but that uv map scares me

crimson patrol
#

uhhhhhhh

honest stag
still raptor
#

the trees were made using a plugin, so theyre programatically generated

#

thus bad uv maps

honest stag
#

oh thank god there's an explanation that's not "david was drunk"

honest stag
#

๐Ÿ˜Ž

#

all rotated correctly

#

the only missing stuff is pumpkins, object_anomaly and the (in my opinion, pointless) object_valve

#

object_valve doesnt do anything and can be made in like 10 seconds in tb

#

not even exaggerating

#

literally 10-15 seconds

alpine depot
#

mmmmm pumpskidnsins

#

anomall;yies,,,,,,

honest stag
#

h

alpine depot
#

this is fuckin hype bro

frigid sluice
#

I haven't been here in a while, mind telling me what were the last posts about?

honest stag
#

making an fgd

long anchor
#

So, I have a little problem with TB and FGD: i added "amount 1" property to jump pad by default, but for some reason this property is completely ignored until you try to change it, you can just click and leave and now it's fine. On first screenshot you can see left jump pad with amount property grayed out, in game jump pad doesn't work at all, as if it didn't have this property. On second screenshot you can see right jump pad after i clicked on the property, in game it works perfectly fine.

#

Same with "angles" property: I added it to certain entity by defalut, but rotating it makes editor change "angle" property values instead of "angles". Same as before, if you try changing it it stops being grayed out and after that rotating changes "angles" values

#

I have no idea how and why, i'm going insane with this

crimson patrol
#

I'm jealous, David made good trees

gritty forge
#

well I imagine he didn't use trenchbroom for them

frigid cypress
#

I dont understand how he did that

crisp raven
#

Ctrl + K

#

I believe it's called subtract in TB

gritty forge
#

I just use the clip tool or whatever

crimson patrol
#

What does the shear tool do

#

I've never found myself using it

crisp raven
#

I usually just use the face tool instead of the shear tool. It's good for making slanted roofs.

#

But I find the shear tool is more useful when targeting multiple brushes. So you don't have to select each face (the yellow dot thingy whatever you call it).

frigid cypress
#

Is it possible to make one of my brushes invisible?

crisp raven
#

Yes

frigid cypress
#

show me

crisp raven
#

First you need to make the brush a func_wall, then add two properties to it, rendermode which is set to 1 and renderamt which is set to 0.

#

setting rendermode to 1 will make it affect textures, setting renderamt (amt short for "amount" I believe) to 0 will set the amount of the visibility of the texture on that brush to 0. In other words it will be invisible.

gritty forge
#

oh

#

Iโ€™ve just been using transparent textures lmfao

crisp raven
#

That works as well

#

but using rendermode and renderamt is also useful for making brushes semi-transparent. Good for water and glass ๐Ÿ‘

gritty forge
frigid cypress
#

How do I merge brushes?

#

to make it into one brush?

crisp raven
#

Ctrl + J

gritty forge
frigid cypress
#

manual?

#

hmmmmmmmmmmmmmm

#

I dont know what you said

crisp raven
#

Could be you reached the bounds, or that you're selecting it with a brush tool

gritty forge
#

reached the map bounds probably

#

your map scale might be REALLY off

#

is that supposed to be an accessable area to the player or is it just for visuals

crisp raven
#

Must be out of bounds.

frigid cypress
#

also some props just would not rotate, they would instead move in circles??????

frigid cypress
crisp raven
#

Are you referring to factory_windows?

#

The texture in that pic is just called glass

#

And it's transparency has been modified, which can be achieved with rendermode and renderamt

honest stag
#

welp
i think i might upload the fgd as-is

#

oh wait shit

#

there's still models left

#

but they arent important

crisp raven
#

๐Ÿ‘€

honest stag
#

there's like 3-4

frigid cypress
#

bruh, but hopefully it's released soon

honest stag
#

whenever zom drops the remaining models, i'll shove them into the fgd

#

and i guess it's done after that aside from minor stuff

frigid cypress
alpine depot
#

yup

honest stag
#

set renderamt to 100

#

0 is like

alpine depot
#

i like 120

honest stag
#

straight up invisible

alpine depot
#

255 is entirely opaque

frigid cypress
#

oh

#

lol

alpine depot
#

rendermode should be uh

#

2 right?

honest stag
#

oh yeah that
basically somewhere in the middle

#

1?

#

i think

alpine depot
#

or is 2 just color

#

the "texture" one

ancient depot
#

So, object_anomaly is just this and doesn't actually have a model (the whole thing is a particle system)

#

You should be able to just make a flat plane

honest stag
#

yeah i was hoping i could slap the tex on a flat plane

#

should i like
screenshot it from the top

#

and apply that

#

like a caveman

ancient depot
honest stag
#

ah, the useless object
thank you anyway

ancient depot
honest stag
#

pummpbkkin :DDD

ancient depot
honest stag
#

ah i was wondering about the second one, nice

#

welp

#

all is imported now

#

there are small issues but it's very much usable

#

and im kinda busy to fix all of em

#

sooo i guess it's time to pack it up lol

ancient depot
honest stag
#

just need to write a short guide on how to install it

gritty forge
ancient depot
#

we support rendermode/renderamt on all entities, so yes

honest stag
#

First of all, create a folder in your quake game path folder, and name it id1 (if it's not there already)
Unzip the file, and place the contents into id1
Go into Trenchbroom, click the "Entity" tab in the top right
On the bottom, in the "Entity Definitions" line, click "show"
Below the line "External", click "browse" and find "dusk4.fgd" that you placed before
The fgd should be ready to use now

#

i dont know if the guide is correct

#

tell me if you have trouble installing

gritty forge
#

gonna install

honest stag
#

now, you might see that some models dont allign 100% exactly with their origion points

#

that's because the models are placed like they are in-game

#

which is sometimes off-center

#

when placing a model, look at the model itself to figure out the placement, not the origin point

#

it's the alpha version, so i will probably update it later but i kinda cant right now for various reasons

#

but hey it's usable

#

i also coundlt figure out wtf was the problem with some uv maps, like 3-4 models, which will be fixed later

gritty forge
#

doesn't work for me

frigid cypress
#

When you mean Quake game path folder you mean in the SDK folder in the dusk files

gritty forge
#

no

honest stag
#

nope

gritty forge
#

quake game path

honest stag
#

hmmm damn
does it give off an error?

gritty forge
honest stag
#

those are in the pak file which should be in id1

#

odd

gritty forge
#

could not load model [blank]: file not found: '[blank]'

#

times 1000000000

#

tried chucking .pak inside of GFX, didn't work

honest stag
#

where's the pak file

#

ah

#

hm

gritty forge
#

tried making a new map & restarting trenchbroom, didn't work

honest stag
#

shit
hmmmmmm

gritty forge
#

tried moving the gamepath from c:\duskmapping to c:\duskmapping\id1, dont work pensivewiggle

#

ruined the textures too

honest stag
#

veven is better at this than me but he cant do this rn

gritty forge
#

WHAT

honest stag
#

so what's your quake game path

#

ah

gritty forge
#

Cool is work now

honest stag
#

yeah

gritty forge
honest stag
#

there ya go

#

if anyone wants the fgd scroll up and get it

gritty forge
#

A lot of stuff is not there, but at least the weapons & monsters are

honest stag
#

that's..

#

not right

#

i think i placed the old fgd? which is

#

wtf???

#

how

#

uhhh

gritty forge
honest stag
#

try replacing dusk pak with this
1 sec

gritty forge
#

changed path to id1, replaced .pak, changed path back

honest stag
#

yeah i dont
have any idea wtf is this
veven had this working

gritty forge
#

tree gone Despair

honest stag
#

uhhhh damn

sharp fog
#

what

gritty forge
#

w

#

what

frigid cypress
gritty forge
#

gotta wait

frigid cypress
#

bruh

gritty forge
#

wait a minute why is it taking so long for something that's 15mb

frigid cypress
#

for that size yeah thats odd

honest stag
#

they should be the same size tho

#

which is soooo comfusing

gritty forge
#

w

gritty forge
#

what the fuck

honest stag
#

NO ZOM

ancient depot
honest stag
#

it's like broken or something

#

lmao

#

people dont have all models

frigid cypress
ancient depot
#

alright I'll unpin for now lmao

gritty forge
honest stag
#

uhhhh...

ancient depot
frigid cypress
#

k

honest stag
#

well uh jsut try the one from the download that i placed

#

see if that works

alpine depot
#

have you tried turning it off and on again

honest stag
#

cuz if there's only weapons and monsters it means it's the old ass version from december

#

but

#

they seem to be thesame size

gritty forge
#

wtf is going on

#

15.5 mb and this thing still aint installed

frigid cypress
#

internet brokey laugh

alpine depot
#

speedtests are inaccurate probably because isps loooove to throttle everyone

#

so it's a lot slower ๐Ÿ˜”

gritty forge
#

had no idea i lived on mars

alpine depot
#

wtf mars is old news

#

get over to neptune already

frigid cypress
#

no get to pluto

alpine depot
#

we have uhhhh deadly space gas

#

PLUTO DOESNT EXIST WAKE UP

honest stag
#

yo aqua can you try to install that thing too lol

alpine depot
#

ye

frigid cypress
honest stag
#

just get the pak from the separate download i placed

alpine depot
#

lol dusk.pak is only 15mb?

#

thought it was larger

honest stag
#

yeah it should be 15mb

alpine depot
#

aaaand already downloaded

honest stag
#

lmao

#

well give it a shot

frigid cypress
alpine depot
#

oh i should probably get the .zip too lol

frigid cypress
#

get rekt Q

honest stag
#

yeah the .fgd from zip and the .pak from the download

#

sorry for the mess i dunno why it;s like that lol

#

i placed the dev file that i use myself

#

i think

alpine depot
#

in quake directory ye?

honest stag
#

id1

#

yup

frigid cypress
#

it still not work even after replacing the original .pak with the other you uploaded

honest stag
#

what
the fuck?

#

that doesnt make any sense the models are there lol

#

and why is it only some models

gritty forge
#

let me try then

honest stag
#

does it give the same rerror

alpine depot
#

seems like it works for me

#

unless these were always there

honest stag
#

try other models

gritty forge
#

WOOOOOOO

#

Works fne

alpine depot
#

yeah i got 'em all

gritty forge
alpine depot
#

yooooo holy fucking shit

honest stag
#

yeah alright phew

#

ahem time to upload again

alpine depot
#

TAKE TWO

#

or three?

honest stag
#

2