#dusk-modding
1 messages Β· Page 79 of 1
bruh
where are you putting the .pak file
in id1
you dont need quake
ok hold on no upload untill you fix that
all you need is to actually put the right path
yeah you dont need quake
oh ye
id1 is a folder inside of your quake game path
for that you should use the quake game preset
oh wait so you just need to configure the trenchbroom directory then
this?
yes
and "duskmapping" is your quake game path
bean followed my dusk mapping tutorial??
but are you using the quake preset?
nooooooooooooooo that is prob why it no workey
are you on the general preset then?
Yeah you just need to fix the working dir
scroll down see if the rest are there
When you mean preset you mean Standard or Valve right?
nope
oh
I selected Quake 1
alright
and what folder is quake 1 set to
CompGUI?
just go into View - preferences and click quake
^
it was always in duskmapping but whatever Im going to see if it works
Why is it when I install something it doesnt work
double clicking faces with the complex brush tool makes ez walls
and apparently they dont cause leaks
i also want to make a custom duskdude model for the info_player_Start lol
but im not good with humanoid stuff so
future patch
just make a unity pill
yeah that would be cool
ahem Unity BEAN
yes unity bean sorry
well i dont know what happened with your stuff but it seems like it works for others
i think i'll upload now
ah shit ever since my teacher failed my test cuz i sent it in a .rar im afraid of sending them
should i send a .zip
You can also try extracting this into the TB games folder
And then setting the games/DUSK folder as the game path in TB
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
there
that should work
eyyyy phew
i'll patch it down the line if the custom fgd code isnt there yet
just cant do it rn
yea only took a month
time to make an AWFUL map now
@alpine depot how does it look with all the models
turns out, converting OTEX textures into quake palette turns 1200+ completely fine textures into half garbage and half usable

Oh, now call me stupid af. I forgot to go to the entity tab shit. Call me stupid I apologize.
lmao no worries
certified
moment
now it works
This is amazing! Thanks for the hard work!
yay
Papa Vriska and Daddy Veven have stolen all the girlfriends and boyfriends at this point
some textures might be uhhh off
but the placements and stuff are all correct
except for 1 object
and im not telling you which one
Jenk no more
object_valve?
nope
we will remember the day Vriska save our asses
yeah that
I sleep
cobweb?
yeah...
think i found the object
thanks for the dusk fgd
ye thanks
i applied the texture and it looked fine in noesis

Wat
Such a fun thing to place without the fgd
yeah lol
yeah its not 100000% jank
im so glad zom told me how to get the rest of the stuff
good luck
whats the difference for these
Different colours
I think #2 might be blue
imagine trenchbroom with real-time lighting preview
soooo crazy to see my maps with everything in it lol
jesus christ
this is nuts(.wad)
I'm never going to have to type monster_mage ever again
A bittersweet moment for sure
same
The auto-generated fgd support should be useful for mods with custom models too
Since you just have to load up the mod ingame and enter a console command
MY GOD
Incredible

And it'll generate the fgd and all the models for you based on the currently loaded mods
yup
i will finally have big chungus and vacuum goat in trenchbroom
hholy shit
lmao
stupid jank couch is still in the wrong way
i gotta release this map someday
id cry tears of joy but i just played oneshot so no luck for that
I recommend making a thread or Steam guide for the fgd btw
the cry of help
I think Qdude is doing it rn??
oh yeah i guess you can add this to your guide
YO WE GOT THE SPEAKERRRR
my video is outdated now
i think big john isnt as big as he should be
I no longer have to always forget whether a chair pointing towards the right will face forwards or backwards
pretty sure he is
man
porting the chair model almost gave me an aneurism
honestly
Thank you for your service
should be static
there's a spinning one
Yeah but you can parent them to a door
yuck
(that's the intended way to move stuff currently)
am disappoint,,,,
think of a door like a "mover" instead
no anime lovecraft girl I MEAN LOVECRAFTIAN HORROR
didn't you get the blend for that one?
should be narglemodel
real explanation?
not so big >:(
lmao
if anyone is curious to see the test map that i used from the start here it is
nothing special tho
just uh puts into scale how much shit i had to port
manually each one

im gonna put sooooo many props in my maps now
not gonna lie bro....
i kinda like,,,, love you even more now,,,,,,,,,,,,,,,
π³ ,,,,,,,
π³

wish i could've been of more help lol
ive been busy uh, making it so you can throw rats at people in my game
oh nice
do you need a rat model too
lmao
drop it in the other server
i want to see
it better be like that one rat holdign meme
holding*
guide should be updated to include fgd

question
can enemies go up & down slopes safely and completely fine
or is it mega jank
yeah slopes work but not MASSIVE ones
if the player can walk up it without bunnyhopping then enemies should too
epic
im going through my maps with the fgd
and realising that i barely use props and objects and just make my own
oh hey we got an object for a lightpost maybe i should---
oh
i guess i dont
need it
hey i can place a car obje---
hm
trees are cool tho
wait there is a dusk file for trenchbroom now?
Hell yeah
Check pins
I have a steam guide for installation
No more shitty asshole janky couches

I think i have to make a little comment about it
If you want to rotate your objects with some kind of precision you might want to manually enter values in "angles" property
if you just created an object and try using hotkey TB will automatically change "angle" value, which i'd recommend using only for enemies
if you already added "angles" property, however, TB will change values for it

I wanted to add "angles" property by default to every entity, but as i described in a message far above: it just doesn't work
you still have to do it manually
^ that guy knows his shit
and he was the co-creator of the fgd
so better trust him
Hi, how do I drag dusk.wad into Trenchbroom? I made the Quake preference to Steamapps > DUSK, anything else I need to add or fix?
followed this guide? https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941
go to the face tab in trenchbroom
at the bottom there's "texture collections"
expand it & browse to your wads
Thanks man. I'll be reading.

huh, it is?
yea
damn
:p
I have done almost everything except the textures are all in red missing texture. Not sure where to put it, inside SDK folder or? I'm a terrible reader on guides.
i can fix that in 2 seconds but i guess the message need to be updates
read the thing in pinned messagees
oh oops i thought you were talking aboit the fgd
lemme show you where to click
1 sec
Thanks!
I have done that it just goes all missing red texture. I'm using transparent wad thingy.
Gotta be something with pallete right? I got it but not sure where to put it in. I have placed it in SDK.
id1 in your quake game path
try placing it there
in the id1 folder
and if it still doesnt work, make a gfx folder inside of id1
and place it there to
that should do it
I give up lol, i'll look more into it tomorrow thx for help
@gritty forge
know the problem
palette.lmp isn't inside of id1
thats-
go to ID1, open up GFX and put palette.lmp inside of it
what i typed right above lol
TB crashed and reset a day's worth of progress on a tree

went from this (i went and added almost all the branches before it crahsed)
to this


good stuff but that will kill your compile time
im gonna experiment to see how to reduce the impact on performance
the map i made the trees on already has like 3700kb
but i did copy the trees around a bit
please god make sure theyre func_detail_wall
that will considerably lower compile time
wouldnβt skip textures also help
of anything not visible to the player
it's a tree
qbsp clips away anything that the player can't see anyways
so skip would only be for edge cases
ah
IF the map is sealed
if your map is leaking and you cant find it even with a point file - you can manually skipface all the stuff that the player cant see
you know this is kinda off topic of anything but
man it must have SUCKED to be a dev of aything in the old days
there's stuff in the fgd that i noticed only now and could fix in 2 minutes but cant really just roll out a patch for every person out there automatically like steam does it
and imagine if you release a game
it's on cd's and shit
and there's some huge awful bug that you could fix in 5 minutes
man that must have suuucked
thats what QA is for!
yup i guess so lol
but hey stuff just comes up all the time that slips by
Yeah its quite rough without you quality QA and guide writing lol but hey i understandr
Fuck i hate using phone discord
Your*
I installed some mods in sdk>mnt>local but i dont find the maps in dusk
Im doing smth wrong but dunno what
dear diary, day 65: still waiting eagerly for particles in dusk SDK, I almost can't bear the burden of patience any longer, I clench my fist in anguish as I realize that my dreams of adding mist and flies into my maps won't come to fruition and I fear that I might have to proceed in this anguish for generations to come
Do your files look like this?
If they look correct be sure to enable them under the Modding menu in DUSK
where can i find the modding menu
yes they look like that
It should be in the main menu when you start up the DUSK SDK
how do I start the dusk sdk? Itβs not the normal dusk right ?
you start it up by clicking play on steam, it gives you an option for sdk
thx it works now

This man knows how to tree
for maps - it goes in the mod folder
for the editor - in the gfx or id1
but if you have pak files from quake, TB just uses that instead
note if you use a custom game configuration you can make it load the palette from the same location the game does
ohh
I would really like to use snow in Trenchbroom
me 2
dunno if i'll finish this map but i went ahead and played with the fgd
feelsgoodman
no adjusting, shit just spawns where i want it to from the get-go
couldnt have done it without ya
walmart lmao
i just used the demon walmart from my old map and named it just walmart
the map is supposed to have a story where you try to find a gift when it's almost christmas
and walmart is your first stop
but uhhh
im a bit late on that
for many reasons
early christmas map
yeah im totally not late im just 11 months early
I just started mapping last week so I only had to experience it the hard way for a few days, but again props to everyone who contributed to the fdg. It's such a massive improvement, really can't say thank you enough.

@honest stag β€οΈβ€οΈ
also
not sure if you are able to do it
but
an idea for the fgd
perhaps a stationary candle that can't be moved?
would be amazing for mapping and performance
fgd only spawns in entities that dusk already supports until we can do custom stuff and all the candles are realtime lights so uhhhh nope :(
Also I think the fgd is missing the trigger_counter entity.
ah, thought it was possible to make something like quoth for quake, but I guess the SDK needs to support it kinda looked over that
mine did before as well, just rename a light entity
yeah it's a brush based entity
To be completely fair, there isn't anything more West PA than a big chain store in the middle of nowhere at 2AM
https://dusk.mod.io/dark-creek A new map on mod.io. π Y'all should play it.
hell yeah havent been any new maps in a while
wait is that object_leanto floating on the screenshot
someone give them the fgd
or maybe im just blind
ey nice
im sure everyone will like it, it's awesome
yay
I'm gonna play it
niiice man
itβs possible that there are some quirks and oversights in the map but Iβll be updating it occasionally
It was great
Really well thought out level design, reminds me a bit of John Romero's design philosophy
Also with how stingy on health and dark the level is it does remind me of Sigil
By the way
If you give a the "Trigger_counter" entity a "spawnflag" value of 1 it won't show the "Only x to go" message on the screen
wow that's a huge compliment lol
yeah I could but I want the player to know how many buttons to find
I meant in the underground fight
ohh
yea
I'll defo do that
probably also gonna make more enemies spawn in the arena on cero miedo
just afew more
also, I find this funny considering I winged the layout completely I just kinda did things and connected them in a way that made sense to me
I thought the underground countdown was intentional and seemed neat
really nice map skade
β€οΈ
i had to cheat through the blue doors, i had no idea where the blue key was
@crimson patrol did you not go to the hospital/asylum when you get up in the canals
By the bridge
Cause thatβs where the blue key is
So uh you just went back through the blue door by the bridge after the canals?
Cause youβre pretty much locked on the other side of the map after the arena
Untill you get blue key
p much
is the entire map supposed to be pitch black including the underground arena
you're supposed to use your flashlight
@gritty forge
my second map is coming along reeeeeaaaaally good
its big , it takes 30 seconds to get to 2 which is long
and pain when playtesting constantly
oh
oh no
my map runs at 5 fps when I play it
geezus
how the fuck
my map crashed the damn game
help
candles?
Skybox/map too big perhaps?
@gritty forge wait were the lights not baked?
yeah what the fuck is th is
it was pitch black for me
oh lol

making a fix
it should be fixed now
@gritty forge
@gritty forge I love your map but sadly I could not finsih it because I was being a pussy and put on that episode 3 music that makes my heart drained of hope.
well I'm glad it's scary
i got to the underground arena, died, loaded an old save & got softlocked

wdawdwfawe
I messed up the xml file I think
new version wont load
aaa
fixing quickly
softlocked in the beginning of the underground area? That switch should revert in a bit
has a pretty long delay
nope, not that
the button sequence where you have to press 4 of them around the map
the SDK resets the trigger_counter but doesn't reset the moved buttons
so they've already moved and are stuck in the wall but the sequence is reset
LOL
that's an SDK issue then
I won't fucking deal with that hahahaha

ill finish it today
there's not many ways to optimize your map
besides cutting down on features
avoid dynamic lights, use skip faces, and use smaller skyboxes
basically
skip faces won't help much unless in certain edge cases
the entire map is basically filled with fake water & clips away everything the player can't see
sealing your map obviously helps but you should already know that
what is a skip face
too many features i guess
skip texture makes a face skip rendering
basically if you make a cube and put a skip face on one face it will make that part transparent and not render
it helps minimally
but it's more beneficial in like quake I imagine
still a good practise imo
Keep in mind burn barrels also destroy framerate as well asobject_liquid_tank and object_light_post 1-3
when I removed candles from my map I went from 70 at times to 120
now im back to 70 :(
mostly
70-120
nvm
100-150
mostly
btw @gritty forge the issues are definitely fixed now
I tested like twice
put a heart in the .xml file but the < caused the SDK to not boot loool
so I had to fix the map twice
kek
π
Looking for playtesters
me
seal it up
the skybox?
depends on what you mean by that
if you mean "make a big box around the map" then no
yeah
basically each room should be sealed with brushes
imagine if you're filling the map with water
if something leaks into the void - it's a problem
the reason you need to do this is because every single face that\s calculated to not be seen by the player will be removed
which is a lot of faces
you can see which parts of your map are leaking by loading a point file which is placed in your working folder next to the .bsp and stuff
that's why you cant just make a big box to seal the map - the compiler will think that the player can somehow see the outside walls of the map too
which makes the faces stay
even tho there's no actualy way for you to see them
remember how i've shown you the sky brushes?
that's what you do with outside areas
just make them a completely sealed room
and try loading the point file to see places that leak and seal them with brushes
@crisp raven I can playtest :)
@gritty forge gonna try out ur map now
βΊοΈ
hope you like it
Please leave a rating or comment if you did
sure
at the very end of the street
im sure it's that one
by the electrical substation
@gritty forge
Got that one
and the right side of spawn
and the middle right side with 2 chainsaw guys
i see the open window with blood texture but i tried jumping but no luck
im not a very good player lol
o no
make sure you placed the fgd in a folder named id1, which is inside of your quake game path
the .pak to be specific
@worn umbra
looks right to me...
ye
like when you select to make a new map you can choose a game
and quake is the one you choose
im 80% sure
try doing that again with a fresh map
where you 100% select quake
see if they load there
yeah uhhh i'll be completely honest with ya
veven is the person that probably knows how to make the fgd work on the generic map preset
i'll look for info on changing a map preset
hold on
could you perhaps try setting the generic game preset to the quake folder?
in view-preferences
dont see why tbh
what
how
i couldn't make it work with generic preset wtf
lmao
What else eats performance up
have candles been mentioned already?
map sealing, in general reducing the number of stuff in the map
Big box = no no
Does Workshop support is available for this game, atm ??
nope not yet
so how do I make my map not 5fps?
how big is the map
hm ok yeah the problem is probably that the entire level's being rendered at once so you should cover it with skybox brushes
any texture starting with "sky" will count as a skybox brush
as long as the outdoor areas are covered so the outer textures facing out get culled when the map is compiled then it might run a little better
are you using candles and lamps and stuff like that?
yeah ok so it's probably to do with a lack of a skybox covering it so the faces on brushes pointing outside of the map are being shown
if that makes sense
could have a lot of enemies too since enemies like the mages or bone monks have a bunch of particles to them so that could be a heavy hit to the frames
I dont have too much mages and only 3 bonemonks
alright then my guess is definitely the skybox lol
or maybe your pc is a potato π
happens to the best of us
I do have potato pc
I did make a box around it with skybox exture brushes
but
that didnt work so what do you mean
I made sure, 100% it was sealed
i mean if you do a giant box then it'll just be the same results
try shaping the skybox around the map itself so every other face outside of it gets culled out by the compiler and so the game doesnt render unnecessary faces every frame
so for that city area you'd just have one plain ol' skybox brush at the top but a bit more of a funky shape for that outdoor bit
you could also add a texture that has the name of skip so that a face with the texture doesn't render at all no matter what
for this bit you'd just shape it like a cube sort of like this
ok cool
it might help a little
thats gonna help thanks
i have a texture .wad for a skip face texture if you want
not sure how helpful it'll be (i've only seen minor improvements for fps) but if you see faces outside of the actual map that shouldn't pop up then you can just slap it onto that face and it'll go away
but so long as your map is sealed and leaving brush faces outside of the visible map (instead of just making one giant cube around the whole thing) then that shouldn't be a problem at all
if only we had vis support lol
yeah well now the sunlight doesnt work because the sun mangle is out of range
how can I see my location in grid coordinates
or something
I need to know where to put the sun
^help this homie
can someone please help
like
I have been having trenchbroom open for like hours.
I think I found a solution: _mangle isn't coordinates on the grid it's the yaw, pitch, and roll of where's the sun is pointing and the angular values can only do upto 359.
https://www.celephais.net/board/view_thread.php?id=4&start=14043&end=14067 this might explain it better
wait tf
but like how do I know how to make the sun mangle x y z?
i dont even bother with that
what i do instead is make an info_null and give it a targetname of whatever
then in my sun point entity i set the target to the targetname of the info_null
then i can put the info_null wherever i want and the sun's _mangle value will be wherever it points to the info_null
much easier to adjust however you'd like it, too
magic π
sun point entity? do you mean light_environment?
yeah i think so
or it's env_sun
or something
lemme check one of my maps
oh wait no
it's a regular light point entity
but with a _sun key-value set to 1
you can use multiple of those as well for whatever reason
can help contrast some of the darker shadows in areas and have some extra color on brushes
shit's magical
and _sun just makes the light actually be like a sun?
to fix the orange map bounds
Follow what aqua said a bit higher about targeting
where can I see the sun_mangle value?
of the light to the info_null?
idk but it'll always point to the info_null if its target is set to the targetname of the info_null
ok
I literally sealed the map
did what you did
set the sunlight
and
still 5ps and no sunlight
wtf
like
can you send the .map file?
you also need a sunlight value on the light entity
just gonna say that
bruh
(also _sunlight2 if you want to get rid of entirely black shadows)
here
oh you didnt have that already? yeah _sunlight is a thing
are you sure the map is sealed?
does it generate a point file after compiling?
do a binary search for it
if you click here
you can load the point file
which is the .pts thing
and points you to where the leak is
if that doesnt work, a simple binary search really is very easy
I do?
goooood i hate when that happens
prop_gib
HOLY SHI-
LOL
gonna be erased so hard that everything in the world gets erased too
also
the cursed point entities
got the health
zoinks
ah thatd do it as well
found a normal leak
how'd those get there lmao
anyways just for future reference, a binary search would entail making a big box over half of the map, and if it fixes the leak, you move on, halving it again, and again, until you find it (it very quickly scales down) , obviously a miss means you just search the unsearched half instead
I fixed that
hold on i'll look for a bigger spot
the compiler should say if there's a leak
and "point file generated"
also
you have 600 sunlight and 300 sunlight 2
which is
a lot
well
too much in fact
I was trying to go bright
ok the sunlight are halved 300 sunlight and 150 sunlight 2
in the ceiling yeah
bruh
here's a tip on making quick boxes
make a big brush the size of your room
set the grid size to 16
press crtl+shift+k
select it first ofc
from there you can subtract parts of the box that will serve as doors
or windows
so like here's my box
i want a door in it and quick
why no one hiring vriska for new blood
i make a brush like that and select it
cuz this is where the door will bt
and press crtl+k
boom quick door to be filled
no leaks, all to the grid
and a quick room with the door
well
you seem to do it manually which you know
leaves room for human error
well uh probably because all of this can be learned from the dumptruck_ds trenchbroom tutorial lol
and a lot more
nb hire me pls
show, not tell
fuck
Why are the balls wood? π
hair
thats much more cursed now that i look at it that way
Someone ban Vriska plz
but penis hallway is better
it's got FOUR BALLS if you look at it a certain way
double the nuts.wad
quadruple the framerate obliteration
"i pissed on the moon you idiot"
oh god
I still have leaks like give me peace already
oh god
well you dont HAVE to unless you need sunlight
yep
and you CAN just use a big box if you arent concerned with some sealing benefits
which door
yeh
make it so when the door opes it doesnt expose the void
how
ok
the door is in the middle of that but now when it opens it doesnt expose the void
pretend like you're making a spaceship or a submarine
when you fill this with air you dont want it escaping from anywhere
it's like opening a door in a spaceship that exposes the vacuum
and that's a leak
is it sealed?
or is it creating a new point file again
i could try forcing your map to have sunlight myself so you dont have to do the work
like finding leaks and compiling myself
but kinda busy rn so a tiny bit later
then i'll send the map to you and tell you what i did
yeah you could do it I am busting my ass off this
these are them
until you fix
I wont develop
ofc
alright i'll give it a shit rn
shot
oops
didnt close that thing
this tiny slit is also leaking
piece of advice - dont go below 16 units while making the layout
only go sub16 when detailing
I sealed it
time to test sunlight
wait
those arent sky brushes are they
yeah that's
not a sky brush yo
hold on
yea you used a texture for the sky that doesnt actually start with "sky"
you used "greysky"
i replaced it with another
1 moment
@frigid cypress
got something for ya
i fixed all of the leaks and replaced the sky texture with a proper one
also
i changed the angle of the light
but i dont know if that did anything
ill be honest im not sure if it's _sun or _sunlight on worldspawn doing the work
lights are fixed but the fps is still tanking!
godfucking dammnit
I am tired of this
lol
it actuall ran alright for me
actually*
when im done with stuff i'll take another look
and try to make it run better
bro how potato is your pc
you gotta be kidding
im testing this
looks good, tiniest bit of frame drops for me
the only way you'd be able to stop tanking FPS is to remove the giant area since there's a lot of stuff on-screen, fps starts dropping whenever i try to look at the whole thing
2 suns
I originally wanted to make a forest out of those brush trees I made, but it pumps the file size
hmmm
i actually never used _sun but it always seemed really cool to me
imma do some testing
hm wow
that was
really easy to use
that's so damn nice wow
ok this is my go-to sun thing now
also i dont know who pointed it out but
the lamp object in the fgd is rotated correctly
dunno what was the problem
both of them
ya that was me
and it was on the other axis
I had the more roundish lamps rotated towards a wall
it's
pointing down tho
like it's supposed to
i tested every single object that i ported in-game to make sure they are rotated right
each one manually
sooo i dunno if any slipped past me in terms of rotation that i didnt know about before
im pretty sure only the floating wendigo is rotated wrong
like 99.99% positive
if it doesnt bother ya, could you point out the specifc place where it went wrong and how it looks like in trenchbroom?
@honest stag itβs probably rotated the right way when you rotate it to point up and down but if you rotate it to point to north/south east/west it wonβt be as far as I could tell
hm
you know i never really thought what would happen if they were rotated sideways
holy shit
that's another level of fuckedness that i completely ignored
oh no
woops
