#dusk-modding
1 messages Β· Page 80 of 1
ouch
try converting it into the valve format
it's in valve format
hmmmm
i'll see if i have any auto saves
well usually when i see this it means you used a fucked texture with a wrong name
somehow
did you use any custom wads?
only dusk and dusk_transparent
hmmm
could you dm the .map to me so i try to recover it?
okay
yeah wow jesus yeah
it does look like it's corrupted
any conversions output an empty map, notepad just has NUL over and over
compiling outputs a 0kb bsp too
im already curious about what you did
tbh I have no idea I just saved and it crashed
nope
they have a specific autosave folder yea
yeah I got auto saves
like 5 minutes
phew, good to hear
thank god tb autosaves so often
i had really bad crashes that would set me hours back cuz i disabled autosaves like a dummy
yeah I would help if they overwrite themselves tho I have like 50 different autosaves for one map.
yeah otherwise you just have to clean them manually
which is annoying
i think 50 is the default autosave amount
which can be changed
o yea btw
for the map after black industrial misery
the map im on rn isn't the next map btw
just placeholder map
Thanks for playing my map! Glad you liked it, I'll probably publish an update for it soon that manages the ammo count better. (too many rivets and shotgun ammo)
I am not sure but Dusk has never tanked this hard before.
the map also ran alright for me soo
Is there anyway to make func_breakables have no collision?
maybe if you make a func illusionary with a health and material key?
probably wont work
but worth a shot I guess
i dont think that would work
I can just teleport and break them like 0.1 seconds before the enemies teleport so it gives the illusion of being triggered at the same
but I'd prefer having to rig less entities
so what specifically are you tryin to do
^
the teleporter effect
when's the next map jam btw?
yeah I have on it's just a matter of the breakable telefragging the enemies so I have to have like a tiny delay.
use delay key
I am it's just I was hoping there was a easier way.
Also it there any way to filter what type of damage make a breakable break? like the cracked wall in e1m1?
afaik, no
but it used to not react to explosions no matter what
which uh wasnt really a feature i guess
func illusionary blocking htiscan weps triggers me
tbh yeah kinda
i forget - was there ever a jank solution to making a shoot-through fence
you know what - i'll just try out a bunch of shit and see what works
what are the "rules" for map jams?
wait you're not in the jam discord?
drop a dm to PrincessTorii
to get invited
hmmmm so
func_clip serves exactly as a shootable fence in a way that it stops you and you can shoot through it
but it makes the brush invisible
yea
thats why I combo clip and illusionary
one for collisionbox
then the other for texture
@ancient depot apologies for the ping, but if func_clip is a dusk specific thing, could we have an option to let it keep textures and not be invisible? that could be really well used as shoot-through fences
wait so why not just use a brush then
if illusionary blocks shots and clip stops you
func_illusionary isn't supposed to block shots, that's something that'll be fixed
the intended way to do that is to use func_illusionary and clip brushes, once those are supported
ohhhhhh alright that makes a lot more sense then
also no need to apologise for pings, I'd rather get pinged and not miss a message than not see it by not checking the channel in time
π³
futureproofing
I try to make my maps so that they don't use too many manual/creative solutions and stuff but rather trust that some features and fixes will come along later
Baka if you don't react to me you have officially failed as a moderator
You have officially failed @last talon
bitch dont you know how many channels I gotta skip through
also this is dusk mods you silly bean
You're getting the smelly channels
meme @ me on general or something :D
Can someone test my map, I think I am done it.
Gonna start with the map that comes after the map I just released inn a few days prolly
Really excited but also a bit reluctant cause I want the start to go well
thatβs usually what motivates me to continue
drop it i'll play it right now and record it
can dm if you want
If anything is broken or needs polishing then just tell me
ah
did Lower 2 come out yet?
k
If this map is really good I will release it
did you learn compiling options yet btw
on modDB
enable bounce light please
where
did that
a property "music" on worldspawn, and a music file in a format .ogg or wav in your mod folder, inside of a "music" folder
so
example
1 sec
π ±οΈusk
this is good?
Should be
actually this one
I'm having this problem where I have a info_teleport_destination with the target name "Dest_07." but whenever I try to add it into the trigger_teleport's target keyvalue it's doesn't appear.
Go to #lfg-signup to find DUSKWorld matches
thanks man
did any of the physics change for objects with the FGD?
not a single clue why that might happen, but the fgd doesnt change anything for sure
i dont know if that is a problem at all, but maybe remove the underscore?
btw you dont have to use dusk tracks specifically, you can use any music as long as it's the right format
can object_speaker output any sound yet?
pretty sure it doesnt
hope they let you play sound files from it in the future
or even just a simple ambient_generic type entity :(
i dont want to have to play swamp ambiance through the music
cmon :(
also music queue too
ooo thatd be so good
probably dumb question, but why do my lights not work? I tried both the "light" and "light_environment" objects, but neither produced any light in game
i don't have discord on my PC but I can yeah, gimme a second
I can't send the screenshots, is that a moderation thing?
oh try using an imgur link
You'll need to get a rat rank to upload screenshots directly
In the meantime just use a link.
I'll do that
Yeah you can't upload files directly until you have enough activity to get the Rat role
An anti-spam measure more than anything else
seems like it should priduce light but hm
im not sure what veven did with the default light property
can you dm me the .map file so i take a look at it and compile myself?
yeah sure
it should work default i think
but who knows actually
veven had big trouble with trying to make default properties for stuiff
rat house
rat hous
hous for da rat
da rat house
da house for da rat
i dont think fish are supposed to look like this
i was very confused too
what's up with that
- they dont move
all flying enemies rn are borked
and yes fish are fliyng
You just see them in a water-filled area in base game so it looks like they're swimming
but they do the same in open air
legit?
yeah i already imported models into dusk
a bit rusty with blender but that doesnt sound too difficult
i'll do it today
ill send you some details in a lil bit
"are ya winning son?"
are ya winning monster_mage?
"HERETIC"
yall like giant skull caves?
yeah im all for that shit
is there an intoxigator trigger?
??
not even the worst one
wdym
Nice cave @worn umbra
early gang rise up
when u make it
nooooooo
well
fuckin woops
accidentally deleted my mod from mods.io
so if you were subscribed you might have to resub once it's back up hahaha
I'm a dumbass
rip
ouch
how long does mod approval take yeesh
is that even a thing lol, ive always managed to upload mine and they've been up practically instantly
though i do notice it says shit about approval so idk whats up with that
I posted mine without any issue
I dont think it needs approval, when shit like loss.bsp exists
lol thats legendary
Is there something I have to do in my CompGui so my map doesnt play at 5fps?
what's your compiler's settings
yeah nah there's nothing there that'd hinder the performance
welp
WAIT A SECOND
nvm
also compiling the map takes a really long time
like 5 minutes
ooh yeah thats a lotta lag for me
strange
only when i look in a certain direction
to the left yeah
yeah it lags in the fort kinda area
....i think it might have to do with the billion burning barrels
id argue those are probably realtime lights and not baked
yeah looking away from that area the map seems to run smooth as butter
100% bet lol
OH
LOL
I will have to replace them with something
yeh
I thought they were normal barrels for some reason damn I am stupid.
isnt their entity something like fire_barrel or whatever
and then the explosive barrels have a similar name too lol
pretty understandable mistake lol
what does UV lock do?
locks the texture in place
lol
something ig
its been two minutes to get here
I have another really awesome map idea that has inspiration from Neobabel from ep.2 and urdak from doom
and quake style castles
nah i got my own ideas lol
fucking hurry up
MOOOORE POWERRRR
wat dis gotta do with dusk mods
How do I change the name of a boss?
I have encountered a problem
the map wont load
I think you add a "Name." keyvalue
also I think there's a "health." keyvalue if you wanna change it's health aswell
add a bossname key-value for changing boss names
check the path again
working\/outbreak.bsp
i think those two \/ are fucking it up
my map is in working
check the compiler paths for something you might've messed up
ok
Is there anyway to make those 4 button code doors?
I just learned how to make trains and now my brain is flooded with so much IDEAS
ok
thx
also
I gave up on my map
because it has so much problems
now I am starting fresh
A little teaser for yall
its castle time
i hope you apply the stuff you learned yo
dont go below 16 units untill detailing, make sure it's all good and sealed, all that stuff
wdym 16 units below?
grid size
dont use sub 16 grid sizes untill you finished with the general layout and the map is sealed
in your map i kept seeing 2-6 unit gaps
which come from using small grid sizes
I always use 16 grid tho, I only use sub 16 to center entities or make it so sealing brushes dont collide into another.
I never use sub 16 grid to make brushes
it just happens
it is weird
another teaser because I really feel like it
sealing brushes can collide into each other with no problems afaik sooo
as long as they dont go out too far
yeah but what if they have different textures?
and how does that change things exactly
Im pretty sure that will make the brushes just look weird
bruh
unless you mean trying to adjust uv maps for them?
which is uhh sure i guess? but that's not too much of a probem if you have a texture like grass or concrete or something
wait do you mean like z-fighting or something?
nevermind
How do I make multiple objects as one train?
multiple brushes*
Do I just select the burshes I want to be train and make them func_train? Would that work?
if you select multiple brushes and make them part of the same func_breakable, if you break one they all break, iirc, so probably works the same way with other func's
yup
wait does func_train even work yet?
oh yeah its not supported yet anyways
bruv
Don't know how mods.io works, but contractors side of thing has been awfully slow as well
it only took me a few hours last time
Waited 3 days for a loadout set to be approved
And idk if it has since then
I think it's a bit excessive to have approval for mods
honestly
at least for these smaller games
Yeah approval is weird, but I guess it's to stop exploits or somecrap, hopefully it gets approved soon 
That's a shame
it worked
so yea if you were subbed consider resubscribing haha xD
how did you remove it lol
I click the bin lul
cause im dumb
I thought it'd give me some sort of "are you sure" thing but it didnt hahaha
don't ask me why I clicked
I always do that stuff
@ancient depot does the fish/chomper use an idle animation? what i mean by that is if i replace the model with something else - will the idle animation actually play at all or should i not bother
@honest stag I believe it should play
The included model doesn't have one, but the game should play an idle anim if one exists
ok yea that's the answer i was hoping for, thx
What do the mini chompers do outside of water
Or do they just fly and they're placed in water to give the illusion that they are swimming
Thxx
shore why not
eeek
now would be the perfect time for the SDK to allow particles
Iβd love to add some mist and wind effects to my new maps
like
nargle energy, wind effects and flies π₯΅π₯΅π₯΅π₯΅
Ooh and localized ambient sounds
π₯΅π₯΅
Can I make a brush emit light?
Not sure if you can, but you can up its brightness
I dont think you can spawn enemies
You can just make a box full of enemies out of bounds
And teleport them in
how do I do that then?
watching the dusk 1 year anniversary vod
and I find it funny how David says "I have a thing for making "it's this thing but also this other thing" type of maps" because that's literally what my map is (big city but also it's alive and made of gore)
lol
how do I teleport enemies in?
make a trigger trigger a trigger_teleport (that an enemy stands on) then have the teleport trigger connected to a teleport destination
So I make enemy stand on trigger_teleport and have it target teleport destination right?
and have another trigger trigger the teleport_destination?
pls help?
yes
The trigger teleport needs to be a brush
Also
Can we talk about how fucking awful lighting maps is
I suck at it and I hate it
π‘
Then again I dislike most things Iβm bad at so maybe just get better
- First make a boxed outside of the map with your enemies in it.
- Surround each individual enemy in a
trigger_telepot - Give each
trigger_teleporta separateinfo_teleport_destinationto target. This will be where your enemies teleport to. - Make a
trigger_oncethat targets all thetrigger_teleportsthat your enemies are in.
The result, the player steps through the trigger_once which activates the trigger_teleports that it is targeting. The trigger_teleports activate and send the enemies that are inside them to their destinations.
This set-up is often called a "Monster box closet"
Note: Each, trigger_teleport should have the same targetname but different targets. In other words all trigger_teleporta are triggered by the same thing but they send each enemy to a unique location that you set with info_teleport_destination
Ok I am done that
all I have left is two more rooms
and I need make the sun
I hid my enemies inside the roof lol
so painful
mmmmm
lighting maps is really tedious
but they are necessary to making the map you want to make
if there were only an even more simplified way of lighting maps
also
Is there a way I can make water look like it is flowing?
Not really
that would be a animated texture and they aren't supported Yet
You can have some quake water which has some slight movement
is func_train support on the roadmap?
Not a dev but they said so yeah
Also I found a way of making textures glow but it's only for GoldSrc :/
func_shittytruck still a thing? 
Also you need 3rd party tools
as in the texture it self emits light
I was talking about Info_TexLights but they're only for Goldsrc idk what _Surface is
In tb you can add that and select a texture which will emit light
Maybe you can select multiple iunno
Never used it but kinda want to test now
I remember there being a weird ritual circle object in Dusk what is it called?
it was a ritual circle
this what you mean?
Dave probably added a colored light where that texture was
This reminds me a bit of Amnesia the dark descent
:p
this map will be overall brighter than the last one
even though it makes a bit more sense for this one to be dark
ig
retro pallette looks sick with it
spooky
f-flares π€’
oh fuck yeah flares 
also someone has to fix flares working through transparent textures
ok fine I fix
just for you
also I'm aware of the really dark face on the gore dripping down
gonna fix later
bloom: ON
real talk it doesnt really feel like its a light source if it doesnt have bloom imo
yea I wonder if there's a way to make a modthat chanegs flares to be less aggressive
cause I also like them but they are a biiiit obtrusive
good
says the guy who likes bloom
Maybe you should imagine playing Unreal with bloom and see what you think
Anyway, nice progress on that map!
I have to light this entire damn room, I need the room to be this big but like I HAVE TO LIGHT IT AHHHHHHHHHHHHHHH. If I could pay someone to light this map then yes.
Im am way too lazy to light my maps ugh
theres no color lighting support?
that sucks
There is colour light support
Add a _color property to a light entity
From there you can select a colour
but nothing is happening
Add a property to it
It's RGB
So you can add three different numbers from 1 to 255
There's also a selector below
But you might have to resize the menu a little
there is no color selector
bro
huh thats weird
it didnt show any color selector
oh well just use google to get the color you want
use google?
You have to click inside the field, the bar to the right of _color to get the color selector
oh
Try resizing the window
It's very small
so you gotta make it bigger
The menu window
Good
nvm
oh
I believe there's some issue with the son of intoxigator boss not lighting up
it's totally black
unless you use a flashlight on it
Enemies can open doors?
brrrrrrruh
it ruined my map
and the enemy teleport triggers wont work
ok i think I fixed the teleport issue
how can I make it so enemies cannot open doors?
dont alert the enemy
im not entirely sure how the system for alerting enemies works
Well guess what
the enemies that opened the door literally were on the other side of the map
because when I started the map the boss health appeared
Enemies cannot open doors
The boss might be spotting you from across the map somehow
Enemies have infinite view distance
the boss is locked in another room far far away
you need a yellow key to get to it
There's a leak in the room maybe π€·
IS the boss hostile?
Or do you just see its health?
turn down your trenchbroom view brightness, it makes texturing easier
default brightness
nasty. ugly. inaccurate to Dusk cause everything is super fucking dark
5 brightness
looks much better & less harsh
yes
The only thing I can think of is the boss is seeing you through a small crack in the wall you dont know is there π€·
@frigid cypress is the map completely sealed yet? or are you still working on it
if you haven't completely sealed it then you aren't finished, keep working & delete the boss for now if it gives you trouble in playtesting
oh ok
Also my map reaches 60fps easily which makes me happy
the best workaround would be teleporting in the boss when the time is right

what do you mean work around?
Did you rename worldspawn again?
I checked and noooooooooo
can you send the .map? i'll check that stuff out
any other issues you want looked at?
I just go through the teleporter and I go below ground
which one? first one?
yes
never used object_teleporter myself so i'll just do some testing real quick
ah
it seems like it teleports you to 0,0,0 on XYZ
is it even supposed to target info_teleport_destination?
yes
i know trigger_teleport is supposed to
but im not sure if object_teleport works that way
object_teleport??
a dusk teleport
ohhhhhhhh
having object_teleport target destination works sometimes
we finally got support for that thing
how come nobody told me
wait a min could you use object_teleport as a shitty particle emitter
well
right now what im seeing is that they dont work
so maybe they are used in some other way
that doesnt involve info_teleport_destination
@ancient depot is object_teleport supposed to target info_teleport_destination or does it work in the some other way? i currently see it teleport the player at 0,0,0 on xyz
I thought object_teleporter never worked
tbh you'd be better off using trigger_teleport unless you REALLY want that particle effect
bruh
it used to crash the map entirely
Now it just teleports you to the center of the map
I will have to redo all the teleporters bruh
did you test them while making?
yes
and they actually worked?
no
yeh I know
you have info_teleport_destinations placed already so
I aim to publish this map
you can also hide this box by placing a sky brush in front of it
everything behind sky brushes becomes invisible and you jsut see the skybox
untill you go behind the brush
9/10
yes
but the atmosphere is super cool
they also make a cool effect in the start
yo try playin with the color palette
NΓce
it looks cool but gets waay darker
not the retro palette
the fall broke your flashlight
actual color settings for dusk
oh and there'll be a custom boss for this one ;)
haha
boss made of func doors
Pretty sure something similar to that is done in the Deep Freeze mod for Duke Nukem: Manhattan Project
@gritty forge hey this looks amazing. gives me both thresher level and half-life vibes
You could probably do it with a ton of fuckery and breakables
if you could teleport func doors it would be possible but still a headache to achieve
also thanks, it's inspired by thresher and steamworks mostly
I had an idea way back to allow you to use the skeleton of a custom model to animate brushes
like you attach the brushes to bones
func_door can do anything
so you can make dead soldiers? 
plsplsplspls
func_bones
with func vehicles its probably more than possible
You'll be able to make dead soldiers soon, but not that way
pog
The ability to place enemies in a dead state with an animation
Like how you would in HL
π
π π π
Again, much of the work on the new patch is going towards shortening the feature gap between campaign and mods
So for the most part, if the campaign does it, you can assume that you will be able to as well
i wish i had time to get back to all this mapping stuff
so is func door rotating broken on trenchbrooms side, or on the sdk side
the IWishWeCouldHaveReleasedThisOnDayOne patchβ’οΈ
lol
:(
TrenchBroom's side, because it's a Half-Life entity
You can make rotating doors if you use Hammer/JACK
But we have alternatives coming that'll make them usable via TB
If they were broken on the SDK's side then they wouldn't work in existing HL maps
i see
It's also probably not just TB, but the map compiler too
Since both need to support custom origins for rotating doors to be usable
we should just start using the half life compiler lmao
was there a rendermode to make a brush glow?
and if so can I make it have a coloured glow?
1 moment
i could have copy-pasted this but i wanted to give credit
i'll double-test this actually to see if it still works
yup
it does
that barrel texture brush is the one emitting light
i have bounce lights so it's not perfect
and that works for every single face with that texture in the entire map?
yeah
so i guess you can choose some fuck-off texture from a wad (like prototype.wad) and use that
the one you have to credit is zom for bearing with dumbass like me figuring out how this shit works

relatable
no wait not in the way that you think i mean i was the dumbass
eyyy lookin great
we need a way to remove the flashlight and maybe have custom messages for why you can't use it
mmmmm yes
anyone know if there's a way to make cultist and intoxigator glow red instead of green?
and also if I can change the intoxigator projectiles to red
pretty sure neither of those is possible
ooh
i dont think so at least
oof*
i clearly remember zom said that we can't do anything with projectiles rn
okay
in editor
tree is not piercing through the streetlight, so i think i found it 
nah it's not it
so i guess it's just a mistake
which is suprising
AGH
Vriska's cheating, moving the goal post smh
hey the object im taking about is mega obvious
π€
like it's the most obvious thing ever
"oh yeah this doesnt look right"
i doubt that
I'm pretty sureeee
???
oh
GOTTEM
π
i guess it had more misplacements than i thought
that looked perfectly fine in a test map
cuz it was placed on a plain grid
so i didnt know
i need to find it 
but i can in fact fix all of the currently found stuff
yea the machine thing is goofy
and so is the teleporter
in your defense i'll say that you spent insane amount of time doing brainmelting manual work and then we spent some time making this weird thing actually work
just change the link??
ooh
well i need to make it first of all but honestly it's not too hard to fix some of this stuff
share a google drive folder or something and then just replace the files in there
yee
or just add different version folder
just to have older versions in place if someone would want them for some reason
oh yeah i guess so
i just dont see why someone would want the exact same thing but slightly more broken
Ask people who play Bethesda games
AAAYYYY
Good joke
π
i did
you don't do it right now
but i didnt finish it
well yeah i guess so
but i am currently playing broken mods
alright uhh
so which objects are broken right now
object_tree_5
object_machine_1
uhh what else
cobweb and anomaly dont count
oh yeah i cant really do anything here
.mdl stuff
and uv maps
object_bush
object_tree_5
object_machine_1
still looking
what's there to look for lmao it should be obvious instantly
huh
piss
ya the trash bag is a bit off as well, only a tiny bit in height
alright i'll adjust
okay so
about some stuff being slightly offset
like trashbags
and trashcans that are a bit buried in the ground
no fucking clue
for some reason it worked fine for vriska
in my fgd that is
and didn't work for me



