#dusk-modding
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it should pop up a cmd window where it starts compiling your .map file into .bsp
Ctrl+C in the UI to start compiling immediately
which is then put in your working folder and the output folder
which is the file that dusk needs
not .map
did the cmd window pop up?
yeh
what did it say
alright that usually means the tools arent there?
so after renaming the folder did you set it again?
cuz it doesnt update by itself
i think
what does the compiler say
we need to read that in order to figure this out
if there's nothing there then the map isnt compiling
How do I find out what it's saying?
well you already did
but like
you tried compiling again aaand?
did it say the same thing?
yes
like this?
can you show me the bin folder and the path you set in the tools section
I was supposed to do something here wasnt I?
i wanted to see the path as well
not just the files
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
if you set up the GUI right it'll serve you till the end of times
you can send me the .map file so i compile it for you
Im exhausted as fuck
just so you can test it
I have the bsp
welcome to quake mapping :D
lol
nothing says addicting like struggling with layout & lighting ๐ค
and of course all the jank
m
so
do the teleport closets work the exact same way as in quake
(using the same entities for the process etc)
Yes
How can I make a door that requires a key
add a key spawnflag
value of 1 for red, 2 for blue, 3 for yellow
so key | 1 for a red door
wat
create a func_door brush entity
select it and go into the entity tab
if key isnt there by default then use the plus sign at the bottom
though it should be with pretty much any FGD you can find on here
I still dont have a door
i asked the same when i was making lower
what happened when i was making lower 2?
no clue lmfao
i said it in beer books server
i think i'm just afraid it won't be as good as first one
considering how much time passed
@alpine depot I dont get a door when I do what you did and also everything is pitch black
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
then you go into the Entity inspector tab to mess with its properties
I spammed lights everywhere, well only the place I needed them to be
ok yeah something is really wrong with my custom map
bro wtf
just work
lights work though but the terrain just does not want to exist
wow
ah
did someone just rename worldspawn to something else
in order to make a brush entity, select a brush and right click
then "create brush entity" and select whatever
if you just rename worldspawn to something it breaks the map
double click any brush and rename it bak to worldspawn
that should select all of the problematic ones
@frigid cypress
k
there is no worldspawn
worldspawn is a default brush
just double click any brush and rename it in the "entity" tab to worldspawm
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?
im not a dev but
considering their stance on things like that it's probably fine
but hey they need to answer that
its not finished just a heads up
it seems like you only changed one brush
you needed to double click
to select all the brushes that got renamed
see
the entire map thinks it's a func_door
not worldspawn
also oh sweet jesus dude why so namy light entities
or
when you select all thr problematic brushes
right click
and select "make structural"
or "move to world"
whichever option you have
that's a more reliable way
its a large outdoor area so
you can use a single sky brush and "_sunlight" and "_sunlight2"
bruh
it's a bit tricky to do first time tho
but i could guide you through the process if you want
worked thanks
sure, show me.
so first of all to explain what we're doing
in quake you cant have outdoor areas really, the skyboxes are just textures of a room's celling that create an "outside" effect
we're going to make that celling, and then add a couple properties that make those brushes emit lights and simulate an outdoors area
ok
so first you're going to need a texture that starts with "sky"
dusk_wad should have those
like that
dont worry the brushes will be invisible in game
so it doesnt matter which you choose
as long as the compiler recognises this as a sky brush
k
ok
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
see all the shadows? they would be 100% black without _sunlight2
how do I make skybox though
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
so like we're just applying each individual texture to the sides of the cube skybox in-game
ok
Just trying to confirm, doesn't seem dusk really does the foot step sounds like hl does
Like sounds like metal etc
I dont think so
yup pretty sure there are none
Ok cool that makes it easy then
the textures you listed are not on your folder though
you have these
i know im just showing an example of a skybox i use
so for me it looks like "sky_up" "3.png"
the file names themselves are replaceable
yeah well that confused me alot
sorry lol
there is no skybox tho
yeah you wont see it untill in-game
ah
I went in game there is no skybox or sunlights
and everyone said Trenchbroom was easy to use
Your texture paths just have 1.png instead of textures/1.png
or whatever the full path is
o
there might be no sunlight because the map isnt sealed up
the easy and lazy way to do this is make a big box around your map
you dont get all the benefits of sealing a map but the sunlight should work
yup
then why wont it let me
what brush do you have selected?
is it already a func_ or a trigger?
it should be a normal worldspawn brush first
nah
just go into normal view and select any brush
so it lights up red
then do the right click thing
to exit a mode press esc
np
noice
maybe some final playtesting on all difficulties
what program is that
Trenchbroom
thx
how do I make stairs?
Just duplicate some small brushes
๐
max step height should be like 16 units max or even 12
if you do 16 spread them out more so it's not such a steep climb
have had issues in the past because of that lol
Make sure to unlock textures also
you know what my favourite thing is
making a bunch of changes and then have trenchbroom crash when you use vertex tool

he doesn't hit ctrl+s every minute
:(
looks like someone didn't have that mantra seared into their brain when taking a computer class in high school
How can I make Duskdude talk
like how you go up to the computer and he says, "Dont have time to play with myself."
you'd make a func_button brush entity
then have a message key, with a value of whatever text you want to make appear
text doesn't stay for very long so keep the message short and concise
this can go for triggers as well
ye
some enemies don't do it though i think
idk it's a little borked atm
a lot of trial and error
who will voice the duskdude ๐ฎ
Gianni 
but he does not need voice
but for an animation or something I would choose Gianni
can u cool modders mod me in a maga hood for the cultists so i can blow them away with my shotgun
just joking thats really fucked up
easy. just make the wizards white
how do I end my custom level
trigger_changelevel
The fgd is sorta nearing completion kinda BUT
I hate the fact that some objexts are ever so slightly rotated in gake while their model isnt
Try making a big box around your map with the textures tgat start with "sky"
Im in bed rn so you'll have to find the original messages
scale texture
how
Shift click the face of a brush
Opens UV map on the right of the screen
Trial and error from there
have you tried watching dumptruck_ds's tutorials for basic stuff like using the tools in the editor
if that's the sky texture then it doesn't matter
it'll show up as a normal skybox regardless of the tiling stuff like in the image
ah
ok
yes I changed the huge box around the map to a sky texture
but the sunlights wont appear
You should have something like this in your worldspawn
_sunlight is how bright your sun is. _sun_mangle controls the position and angle
K
any way to make custom deathmatch maps?
I would be more interested in making Duskworld maps
its different because you have to think about different things
like ammo placement
and healing placement
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
im workin on that
there wont be some objects tho
some are 2-piece models and some arent even accessible to be since they werent made in blender
to me*
fgd do be fun to work on
now when you think about it it was vriska who made most of the work
live proof of the fgd even existing
Hell ye
pog
does it display rotations mostly correctly?
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?
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
like the bulldozer or the car you can see on the screenshot
it's a bit of a pain to get right even when they are rotated at 0-90-180 angles
nah they will all be rotated as they are in-game
oh swag
like if the lamppost is facing right in-game, it'll be facing the same way
jumping through some hoops to do that
but it'll be done
i really wanted to have the electric tower model cuz it's quite possibly the worst one to adjust
it has it's origin point like near the top
and i wanted to add it to fgd to avoid endless adjustments
but alas, no model
what are the .prt and .pts files
.pts is a file you can load and it will point to leaks in your map
.prt is generated when your map is sealed but Idk what it does.
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
yet shadows are pitch black
help
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.
For problem two. The sunlight is working but sunlight 2 isnt?
yeh
The box you made has a sky texture on it?
gotta check every part oof
Nah
If there's a pts file in your directory then its unsealed
If there's a .prt file then its sealed
there is a pts now to check those corners
You can load the pts
Under File in TB there's an option to load a point file
If you load the pts itll point you to any leaks
damn bro
Looks like you'll have your work cut out for you
nah it's probably only a few small holes here and there
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"
Are their supposed to be no textures? Like did you not put them in yet?
Now if I could put it on Mod.io
no
it was ModDb
Well, onto another Dusk map
this really does look like a town building
well your texture is scaled like 10x
forgot to add pallette.imp?
probs dont have the same wads
only bsps come with textures baked into them after all
o fair
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
Righhhtt
who here likes unlit parking garages
how can I put my own textures inside of trenchbroom?
@frigid cypress watch
dumptruck_ds
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youโre a total newb or returning to mapping after a long time away this is the tutorial youโre looking for!
Download TB right here: http://kristianduske.com/trenchbroom/
requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
PLEASE NO...
To put textures inside TB you need to make a .wad
You can find out how to do that here : https://dev.newblood.games/index.php/MakeWad
I keep forgetting he exists
Note that MakeWad is mostly an internal tool, intended for generating our own texture wads for dusk
You'll most likely have a much better experience with other existing wad tools
Just getting in to modding, and I've got a hang of trenchbroom but I can't seem to find some entities such as the pistols, regular shotgun, mages etc. I see they are not listed here: https://dev.newblood.games/index.php/Quake_entities_in_dusk, but is there a way to get them into my map?
look into entities.txt
Or wait like a couple more hours for me and veven to release the fgd lol
Probably less
Oh okay! I should be working right now anyways lol. Thanks
๐ณ
I'm starting over with the upscaled textures.
I think to preserve the retro look, I'm gonna save them as indexed PNGs
So, there'd still be more detail than the original textures, but some will be lost due to color limitations.
i guess i got into dusk modding at the right time, seeing as the fgd is apparently supposed to come out today
i literally installed trenchbroom and the SDK everything yesterday
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
i got pretty good at doom mapping and then i was like "hmmm 3d more good"
so this will be my first time mapping in 3d
nice
it's fun
I started with quake
almost finished one map but the community isn't as good imo
Sorry gamers, but fgd isn't coming out today
There's still some work to be done, including more-less intelligible guide about how to install this
it's 3 am and i want to die

fuck color limitations
stupid quake palette ruining otex textures
:(
I'm not gonna limit them too much.
Every single model i had was ported - so there are some missing and there's nothingji can do untill those are also present
The only stuff left is bounding boxes and the guide
So like its actually really close to completion
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
every single other model is present
it's a shame i dont have tree models and the electric tower
those are a huge bitch to adjust
yeahhhh
you might be able to rip the tree models using Asset Studio or something actually
you would need to re center them in blender and stuff though because they'd be exported in their map location
oh damn yeah i'll have to adjust their origin point to match the in-game mess
im willing to do that tough so i'll look into it
though*
I'm gonna feel so bad for you when the code to generate the fgd automatically is done lol
this is a ton of work
it's not like i have anything better to do
and it was a good bonding experience with veven
it's very appreciated though
<3
bonding with veven ๐ณ
God I wish that were me
well well well
i think some models will be there after all
but i cant seem to export SOME of the stuff cuz it complains about having "incorrect symbols"
sorry everyone fgd delayed again lol
this will take a while
screwed up the textue but
oh i think i just forgot the flip the uvs
but hey
this just means i can import ALL of the models
oh hm.
lmao
you might be able to try exporting from resources.assets instead or something
or whatever it's called
in the SDK we ensure the original prefab assets get included with the build so they can easily be spawned in custom maps
so the normal model should be hiding in there somewhere
alright i'll take a look around
thx for the heads up
those names arent helping for sure but i'll figure it out
yeah the names probably won't be very helpful
Enemy1Ragdoll technically is still implemented
the model is just missing so it's invisible
floppy ragdolls ๐ณ
it's the meat lass ragdoll you can see in old builds
shame it's not showing a preview
oh sick hell yeah
using UnityEngine;
namespace NewBlood
{
[Entity("object_electric_tower")]
public class ObjectElectricTower : PrefabEntity
{
protected override GameObject LoadPrefab()
=> Resources.Load<GameObject>("Prefab Items/Structures/metalelectricpole");
}
}
metalelectricpole
i looked at this one and thought "no way it's called that"
but i guess i was wrong
thanxx
np
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"
well it exports some models
hm
could try SB3Utility, which is another Unity export tool
it's significantly harder to use though
actually hold on
i'll try something else
alright
i managed to export an obj from the asset list instead of scene hierarchy
but i cant find the electric tower in it
i guess this is just a manual look-through thing now cuz it's all "cube"
or other default name
oooor i could just use the old electric tower model that i already exported
and just
fix the uv maps myself
alright i think i can work with this
looks like it lol
@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
sure I can grab that info in a bit
thxx
@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```
Oh jesus thats a wide tree
those are the models i was able to find so far
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
the stumps might be recycled sections of other trees
i think that because i did that
they do have a different texture tho
@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
I'm pretty sure it's used in a few places
Namely outside the house in Dead of the Night
(E1M7)
yeah that's object_leanto
so yeah I think i was mistaking it wi-- yeah
that
You may very well be right in saying it's unused
hm damn
in that case i dunno how to rip the model
doing a search for it rn
oh sick thanks
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
there it is
OH
THAT'S object_tree_1
i forgot this is also something we need
we couldnt find it either
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
holy damn wow
(You can see one iteration of this level in the "First Look at Dusk" video)
OHHH that's the level? awesome
If you squint at it really hard you can see where in the map it is
cant seem to find it
It's the opening area from the start of the video
Just with most of the outside area missing
im talking about the prefab lol
oh lmao
I'm not sure it's used
I might be able to export an .obj direct from the project
sec
oh shid
i think i noclipped through every level in game
the search for the shed
the elusive shed
i hope this shed is going to be included in next sdk iceberg iteration
and the fat tree
YOOOOO
POG
fat tree yeaaaaa
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
note you may need to re-center or rotate those
no issue, i already do that constantly
i think it's a well known fact-
yeah

so yeah I guess that shed and tree are "pre-NB dusk" era assets
the ancient materials
damn
some ooold stuff
stone age assets
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
@ancient depot the shed model isnt loading up in blender
lemme check the tree
nope
the goddamn shed escapes from me again
it loads fine in noesis
is it already textured?
if that's the case then whatever, i just hope the rotation and position are good
aight yeah i loaded it
hoping it rotates right either like that or with 90 degrees
the idea scares me
but i'll do that if nothing else works
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
where
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
I can fix that and re-export them for you actually
Annoyingly, Unity still stores a position at the "root" of a prefab
yeah they're both just really far away lol
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
ohhhhh god damn
wowie, models in trenchbroom
flipped wendigo in the back
UH
dont look
at that
plz
he's just
doing a cartwheel
i totally didnt fuck up the rotation
helll yeah thanks
so is there already like a first version of this fgd?
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?
I can probably export those too
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
ohhhhhh that would be freakin awesome
oh
also
in that case
pickup_grenade_box has the same problem
double-model
i thought i'd have do manually figure out each piece
heall freakin yea
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
finally
shed
uv maps fucked a bit but that's not too big of a problem
Yeah they got super fucked lmao
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
i guess it's not as terrible looking
still bad tho
looks like my first minecraft house
lmao
the shower is in
no more guessing
like which direction to face it
and how high it needs to be
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
I'll have to get those done a bit later, no longer at my PC now
yeah i dont see why not
it's just that i cant find the correct plane size or the texture for it
but yeah I'll get those exported as soon as I'm able and will give you a ping when I post em
noiceee thank you
real big help dude i appreciate it
no worries
WHAT IN THE NAME OF FUCKING GOD
LOL
OH GOD
wait is that the fucking uv map?
yup
uhhhhh
the texture looks fine
im uh scared of exporting this
but here goes nothing
it's fine
but that uv map scares me
yeah i dont think i want to look at the uv maps of the trees anymore
i knew i shouldnt have looked
the trees were made using a plugin, so theyre programatically generated
thus bad uv maps
oh thank god there's an explanation that's not "david was drunk"
๐
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
h
this is fuckin hype bro
I haven't been here in a while, mind telling me what were the last posts about?
making an fgd
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
I'm jealous, David made good trees
well I imagine he didn't use trenchbroom for them
How did Dumptruck make that window in the wall?
I dont understand how he did that
I just use the clip tool or whatever
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).
Is it possible to make one of my brushes invisible?
Yes
show me
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.
That works as well
but using rendermode and renderamt is also useful for making brushes semi-transparent. Good for water and glass ๐
brush prop valve speedrun when
Ctrl + J
manual?
hmmmmmmmmmmmmmm
I dont know what you said
also why is it become brown?
Could be you reached the bounds, or that you're selecting it with a brush tool
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
its not selected
Must be out of bounds.
also some props just would not rotate, they would instead move in circles??????
and where is paned glass in trenchbroom?
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
welp
i think i might upload the fgd as-is
oh wait shit
there's still models left
but they arent important
๐
there's like 3-4
bruh, but hopefully it's released soon
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
Is this how to make glass transparent?
yup
i like 120
straight up invisible
255 is entirely opaque
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
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
ah, the useless object
thank you anyway
pummpbkkin :DDD
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

just need to write a short guide on how to install it
can you combine this with func_breakable
we support rendermode/renderamt on all entities, so yes
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
gonna install
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
doesn't work for me
When you mean Quake game path folder you mean in the SDK folder in the dusk files
no
nope
quake game path
hmmm damn
does it give off an error?
could not load model [blank]: file not found: '[blank]'
times 1000000000
this is the id1 folder
tried chucking .pak inside of GFX, didn't work
tried making a new map & restarting trenchbroom, didn't work
shit
hmmmmmm
tried moving the gamepath from c:\duskmapping to c:\duskmapping\id1, dont work 
ruined the textures too
veven is better at this than me but he cant do this rn
Cool is work now
yeah

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

yeah i dont
have any idea wtf is this
veven had this working
tree gone 
uhhhh damn
what
no work
wait a minute why is it taking so long for something that's 15mb
for that size yeah thats odd
what the fuck
NO ZOM

it is no worky
alright I'll unpin for now lmao
WHAT
uhhhh...
๐๏ธ
k
have you tried turning it off and on again
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
internet brokey 
speedtests are inaccurate probably because isps loooove to throttle everyone
so it's a lot slower ๐
had no idea i lived on mars
no get to pluto
yo aqua can you try to install that thing too lol
ye
Just like his internet
just get the pak from the separate download i placed
yeah it should be 15mb
aaaand already downloaded
lol it done in 3 seconds
oh i should probably get the .zip too lol
get rekt Q
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
in quake directory ye?
it still not work even after replacing the original .pak with the other you uploaded
what
the fuck?
that doesnt make any sense the models are there lol
and why is it only some models
let me try then
does it give the same rerror
try other models
yeah i got 'em all
so pure, so beautiful.
yooooo holy fucking shit
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