#dusk-modding
1 messages Β· Page 82 of 1
I'm here, a particular folder I should look into?
Is there anything with a date in its name?
nope
Huh, so there's not even a crash log
I'll just snap a ss
At this point we'll just have to keep firing blind and trying random things until it works lol
Since it's a hard crash it wouldn't be any mods being installed
Yeah, the install is as fresh as it gets
It's more likely some program on your computer that isn't compatible with Unity (such as Citrix)
Or maybe a driver issue
I've got a shabby GT 705 with the newest avaliable drivers, could that be possibly an issue?
I wouldn't imagine so, but we can't rule it out
This card is shit, I think my integrated grahpics are better
Do you have any of the following installed:
Lavasoft Ad-Aware
OpenCandy
Qustodio
Nahimic
Astrill VPN
Daikatana
These are all programs known to be incompatible with Unity games
No, none of these π
nor this luckily
So there's still a program causing issues
ugh
I assume you've tried verifying the files on Steam
Three times, yeah
im no guy to say anything but is it even launching with your main gpu and not the integrated one
i had somthing similar to that happen
Oh yeah that's another thing to try if you have both
Launching it with the integrated graphics?
yeah
I'll try once I uninstall unnecessary programs
so how is it
Nothing worked so far. I'll try to change to integrated graphics tomorrow but I think I'll just give up.
I'll reinstall Windows soon anyways so that should help. Until then, those sexy custom maps will have to wait.
shame it didnt work
but hey something tells me chaging the gpu around will gelp
help
well I did change the light values for the light lamps but that made only a few more lamps work and two of them were coloured but in game did not show up coloured.
help
Is there anyway to offset the timing intervals on Object_anomaly_fire?
bruh lamp lights dont worky still
@foggy creek no idea, thought the same about the fireball shooty things
can I get help on the lamps they dont work, I gave em light values but that only made a few more light lamps work but not all.
do they have the same values
eughh
my map needs to have the flashlight removed
my hard work with lighting will be nullified otherwise :(((
yes
can you show the properties of lamps that dont work @frigid cypress
Looking for Playtesters
π³
;)
also looking for playtesters lol, I will most likely only get a few this time as I want to keep the level mostly as a surprise with few spoilers
Lay it on me bro
can i be one of the playtester
I don't really know you and I'd prefer to stick with people who have playtested before or that I know have made maps etc
oh ok
you'll still get to enjoy the finished version
ok
give me the maps inject them into my BLOODSTREAM
any tips?
pray
terrain - i usually make a really big brush and cut it in a little pieces, then adjust it with vertex tool
so it looks like this
did the same with wall part
big background mountains tho...
lmao
tbh no idea, i have them in lower and they look decent on the side you can observe, but behind they look horrible
explicit material
π¬
currently changing like 25% of all the light values in my map because people thought it was too dark βοΈ π£
it happens
Β―_(γ)_/Β―
at some point i was thinking about completely remaking lower 2 because i think it's just not as good as the first one
i just kept going
and now i have some tricks up my map
π₯
now i just have to finish it
one day...
Just picked up DUSK today, still making my way through the campaign, if I wanted to dabble in some map making afterwards could anyone point me in the right direction to start?
Just seen the pinned posts π I'll have a nosey through them
Oh thanks veven
i need help on making mods and downloading trenchbroom
Which comes first, Lower 2 or the switch release?
thanks
idk if you know how to help me but idk were to open trenchbroom
that did not help me
What's the problem?
i can't find were the were to open trenchbroom
i look at the trenchbroom folder and they is no .exe in the folder
ok
did you download the source code
cuz it sounds like you downloaded the source code
and not the release
@sharp fog
i did
so you got the source code?
how do i extract TrenchBroom-Win64-v2020.2-Release.7z
I think the trenchbroom setup is best to do with dumptruck's video tbh
it's .7z
i don't have winrar
I just noticed that props in vanilla dusk seem to be baked to have a certain light level at all times but in the SDK it changes
I might be wrong but at least it was the case in the infernal machine where I looked
i really want to finish my Lower series, i still have a ton of cool ideas
lower was pog
I'm working on my 5 level episode 2/3
thinking of replaying it
I might not like Lower 2 in terms of boomer shooter level design and stuff
but
i think it would be great as half-life map
it's kinda linear, it has some cool setpieces
i even tried putting some effort on visual storytelling
my point is, it has some cool ideas that theoretically can over outweigh the bad parts
you are pog
I'm working on my 5 level episode 2/3
but I havent done ep1
i missed so many custom maps
recently i only played all the jam maps and that's it
not even aqua's maps
π³
what are soft map bounds?
just something to remind you of default quake map limits
"soft" cuz it's not actually stopping you from overgoing them
also i guess half life too? since TB now has HL preset too?
just points that out
ah i see
no clue
wow
im playing hrot for the first time and there's a sewage treatment plant
I made a sewage treatment plant in dusk...
damn so did i tf
well mine's a GORE sewage treatment plant
eh fair enough
make every map in dusk into a literal gorefest.
I just noticed how fucked the fish enemy textures are
it's made out of bone for some reason
bonr
why does it target anything
No. You can help make it less common by placing the enemies so they dont hit each other as much
ok
but can you help me with the light lamps?
take a look at the light values up
Do they start working if you make them not target something
?
idk I didnt try untargeting
@crisp raven Yo it was fixed, this thorn in my side is gone thx
π gotchu
this wendigo keeps getting stuck in this corner despite not being put in that corner!
alot of enemies get stuck in their position
how can I fix?
Does that corner happen to be the origin
of what?
For entities theres a value called "origin"
Normally it just says the coordinates of the enemy or whatever
Do they agro prematurely or spawn like that
(do they move while they are like that in the wall or are they standing still)
it somehow end up in that corner and just get stuck there.
ok but does it move
wat
no it keeps walking in the same place @gritty forge
that creates a spotlight
Try aligning the rivet platform with the wall
So instead of being like this
It'd be like this
Possibly with the snap vertices to grid tool
@honest stag he fixed the lights
aight
is there some way I can make images have the quake color palette?
but I want the colours of the image to be matched with the nearest possible color that the palette has
what are the other options for?
just take absoloute
k
Looking for playtesters. It's just for a single floor, about 31 enemies.
You up to the task?
sure
:)
maybe I'll play it tomorrow though
I'd love to see a func_scrolling or something, to make textures move for waterfalls etc
ay ay ay
Can I?
sure
damn thats a hard map
its pretty good
thats alot of enemies for only scarce ammo and weapons
very fun
When I am not busy I will ask someone to fix the enemy teleports cause I don't know how to make them work.
Send me the map and say where's the teleport that doesnt work
I can't go full on fixibg mode but ill take a quick look
vriska's mere presence isntantly fixes faulty teleporters
lul
I really should study maps more to makes em look more natural and real when I start making maps that try to look real.
Hey, I've got a general question. What's the software you're using for making Dusk mods? What features does it have?
Aware
Ah
any maps out for DUSK rn that push you to use infighting in interesting ways to preserve ammo? maybe by restricting movement and giving you the sword with deflect ability?
not really
Trespasser is sword/sickle only tho
compiling Trenchboom now π
ey nice
why not get the compiled release though?
because i'm on NixOS, i'm going to push a package definition upstream:
{ stdenv, cmake, git, libGLU, qt5Full, freetype, xorg }:
stdenv.mkDerivation {
name = "trenchboom";
src = ./.;
buildInputs = [ cmake git libGLU qt5Full freetype xorg.libX11 ];
}
i would have started modding Dusk earlier
i thought i was so stupid, i kept enabling the SDK and nothing happened even after updating
eventually months later i learned that there is no linux executable for the SDK so if you turn it on nothing happens lol
i updated the wiki so nobody else gets stuck, but now i'm excited to get started
none of the compiled releases will run on my system, it's just debs and rpms and maybe a dynamically linked binary
alright yea that makes sense
i know that for DOOM there are some speedmapping compos to help people get started in the scene, is there anything like that (community map-making events) for Dusk?
thank you, i have the xmas map jam pack
that's how i realized Dusk mods were a thing π
after playing the quake xmas map jam pack
awesome, thanks for the info
np, enjoy moddin
there's really good trenchbroom tutorials on youtube by dumptruck_ds
they teach basically 90% of the things needed to map for dusk
and the .fgd with dusk entities is in the pinned messages
damn even ravenkeep loads! i'm surprised how many quake maps i have that work out of the box
half life maps should too
hi everyone
I have some experience in mapping and love what Dusk has done with retro feel and whatnot. Been playing quake, painkiller and Q3 for a long time and I was very happy to see an SDK!
I'm working on converting some Painkiller multiplayer maps to Dusk
but I'm seeing there isn't really much server support. Doing it just for fun π
Yeah you cannot make maps for MP yet
Yeah one day maybe π
Anyways, just wanted to say THANK YOU for posting the steam mapping guide as it had way better instructions than the Dusk wiki
I was so lost LOL
Thank Qdude he did all the work
I can tell it was a lot of trial/error lol
Does anyone know what Dusk dude's terminal velocity is?
fast per hour
I hope my map isnβt too long now lol
I extended it a bit
Good addition though
I kinda like long maps though
Doomguy's running speed times 1000 probably idk.
I meant like his max falling speed
idfk
i think ya gotta ask zombie for the statistics, i can't think of a way to measure duskdude's falling speed
while [very loosely] on that note, anyone know how many pixels high a step can be for duskdude to walk over it without having to jump?
Umm, somewhere between 12-16 quake units if I'm correct
thanks a ton
Ay lads, so I've got a few quick question. I went through the process of getting my hands on and configuring TrenchBroom, but I'm curious. If I were to load my Quake map into Dusk with Quake Entities, would they be replaced by the Entities in Dusk? Not textures of course, I've already implemented those. On the other hand, I've been trying to get my map to appear on the modlist, but Dusk's menu will always show it as blank. I've made sure to enable my mod in the menu, but still the Custom Levels Menu continues to show up blank. Is this something that I need to wait on the SDK /Future TrenchBroom updates for? I apologize for the mini wall of text, but I wanted to make sure I did all my research before giving my shpeel here.
The only stock quake entities I think that would get replaced are the weapons, ammo, and enemies. As for the map not appearing that's most likely a pathing issue because for a map to be loadable there needs to be a folder in you mod folder called "maps." for example: Modfolder/maps/bspfile
Right, I made sure I had a maps folder. I'm watching another Trenchbroom Tut right now to see if there's anything I missed in that regard. Thanks lad, much appreciated!
quake enemies get converted
but only a few
there are more dusk enemies I think so yea
Interesting 
Speaking of TrenchBroom - is this the software used by the devs to make vanilla Dusk maps?
No. They used a Unity plugin called ProBuilder I think
yup
would've probably saved David lots of time by just making all the levels for the game be bsp's so he could use trenchbroom, then the SDK would be largely done and his map making could've been faster and more advanced
but I'm not gonna pretend that I know whether there were any particular reasons he didn't do it
I'm pretty sure base dusk maps use static meshes instead of BSP as BSP is very optimised and it would have probably been easier in unity.
BSP stands for Binary Space Partioning, doesn't it?
After reading about Id Tech 1 engine - the '93 Doom engine - it seems like a neat little system where the sectors data is stored and accessed via a binary tree
Is it also present in the Quake's engine or Source engine?
It's present in both but Source has support for dynamic meshes via displacements
sunlight_color and sunlight2_color
when i put dusk transparent.wad to trenchbroom all textures are just pink square things
like two dark squares and two pink squares
what does sunlight 2 color do?
it changes the color of the _sunlight2 key-value in worldspawn
granted you have it set to begin with
I still seem to be having trouble getting my map to show up in the Custom Levels menu. I double checked the folders, renamed the map to be one word, made sure that I had all the necessary components installed. I can see that the mod is available to enable from the Modding Menu, and yet it yields no maps. I saw you guys talking about .bsp files earlier, should I take a crack at trying to use that file instead of the .map file?
Gotcha! No wonder it wasn't working. Thanks lad, I try plopping the .bsp in there.
IT'S ALIVE! Got it working! Thanks a ton 500
np
I can't wait to be able to make my own weapons for dusk
@honest stag what software do you use for it
blender
it's... uh
it wasnt easy for me
I have some cool ideas for a weapon mod
i kinda suffered lol
in fact im still not exactly sure what im doing
now THAT
Itβs a CAD program so it doesnβt have the same kind of practical applications but itβs a 3D modelling software nevertheless
while most blender tutorials were helpful to some degree, there's 2 things that i didnt like
first is that they focus too much on explaining the interface iwthout actually making you utilize it, so you just forget it - the best tutorials were the ones where you actually make stuff
a well, animals, all that stuff were very helpful
second is anything to do with texturing and uv mapping
what i know about it i had to figure out myself because all tutorials were so confusing and sometimes plainly... uh wrong?
I wonder what language modded items would be made through
idk what language dusk uses normally either
c
why
i dont know what dusk dudes use themselves
are there any good tutorials you found on blender, vriska?
Is there some specific file format or something that models use
iqm
idk if we know that sort of info yet
inter-quake model
oh ok
Are there any limitations for how advanced the models can be in that format
also regarding blender tutorials
i used the basic blender tutorials on camera controls, then followed a couple where a guy made a giraffe and a well
after that i started making stuff myself and googled any specific stuff i needed to know
not that im aware of
none*
Indian tutorial channels: saving college students since idk whenever youtube became a thing
whatever english isnt my second language there's my excuse
Isnβt?
it's a bit of a pain to port models into dusk cuz the scale isnt clear and the plugin isnt perfect either
the devs arent the creators of the plugin
Ah
the only thing that can get better is us having a better guess of the size i guess
What if you open one of the weapon models in blender and use it as reference?
Idk if we can do that
they dont work right, i tried
:(
iqm is export-only as well
i had to use .obj and .blend files
and im still not sure
so like i cant take an existing iqm from dusk and match my custom monster with it
is there some good way I can calculate a good sun angle for my map without spending 100 hours on it and making test maps etc
I just want a slightly angled sun
you can just make a light entity and give is a _sun key set to 1 i think
And have it target an info_null
That's your sunlight direction now
Im not sure if you need to duplicate sunlight properties on it too
@gritty forge skade
Oops double
Fuckibg phone discord i swear to god
YES
I achieved lighting
I just messed with values though
too lazy to bother with new things
now..
how do I make these look.. Not trash?
I think you can parent them to a light that matches the light around it
how I do
Not 100% sure since i haven't used it but
you set the parentname of the child you want to be the targetname of the parent i think
Holy fucking shit i hate phone discord kill me
Looking for playtesters
^ is secretly a 24/7 map-making AI
h
weedeater.bsp
Is there anyway to make a trigger brush only trigger after for instance a button is pressed?
could there be a dumb workaround with parenting the trigger to a door
That would probably work
the thing you have to know is that there is always a dumb workaround
I mean doors are how they made everything work in the main game
Hey, is it possible to overwrite voice over lines? I'm trying to replace the dialogue of the mages, but it isn't working at all for me
have you made sure that the sound files are .flac files?
not all sounds are replacable rn
Yeah, I figured that was the case. And yeah, I made sure they were all flacs
New version of Trenchbroom got released just a heads up
panik
make cultists say boob and ass π³
no
what kind of mods do you all use?
||Dusk Drip when? ||
Yea
Yea
sometime maybe
tree
hope ya folks are refining your skills for the upcoming map jam
it's only a couple weeks away
ooo
Ooh shieet
not sure if I can participate though because of school
Iβll give it a try prolly
sneak peek
eyyyyy lookin real good
Looking good joker
Superb environment!
how long have you been working on this map lol
With those mountains it looks more like a sneak PEAK π
ehehe
Hoping to get my 2nd map finished soon
but Iβm hating working on this underwater part cause itβs so buggy
do monsters still have problems with passing through opened doors? i remember this was an issue a long time ago, just got back around to try out some dusk mapping again and it seems like its still a problem unless i'm doing something wrong
hmm, thats too bad, i'd rather just wait for it to not be a problem rather than using awkward fixes lol
yeah for sure, but i'd prefer to have all the functionality of the actual game in place
Is it possible to make custom deathmatch maps?
nope
darn 
Owned
idk if this is the right place to ask but does the doosk mod include an endless mode?
Ask in #general-modding thats where the doosk guy is
No
@tiny pasture is there anything in the pipeline for support of that?
@wet plover Multiplayer modding is in the works, yes
alright thanks
also what about a quick switch mod for dusk?
there is a delay while switching weapons even while using keybinds
well ping me or something if there is anything like that lol
we cant do things like that yet
why?
cuz scripting isnt a thing
we can make maps, replace sounds/textures and some models
that's it
yes
My favourite Dusk mod
.mute @nimble hemlock
Gilby#1337 cosmosdestroyer#5053 has been muted from text and voice chat.
Thanks
π
such a long spam message the bot wasn't even able to log it
what happened
someone spammed never gonna give you up lyrics
peak of comedy right there
Yo for map jam should I make a map that is intentionally horrible?
ask torii if its legal
k
@ancient depot I cant wait ! U w U
I'm currently trying to make a map in trenchbroom but the lighting doesn't work when I load up the map, any suggestions?
Did you run it through the light compiler?
just checking, does your map at least have textures?
Okay, I managed to fix it. I just had to set the light value to a high value
I got that sorted first thing
oh good
I have 1 more question. How do you change the skybox?
it's a bit complex
hold on i'll pull up the copy paste message
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
left and right are swapped though
Igjht time to change every skybox to Peter Griffin
only for the custom maps that you have a .map for
Sadface
Thank you :)
Does Cartdog not have an IQM in the SDK folder?
Not currently, because like the Leatherneck it's a bit of a complex case
Alright
||because the model is a mess||
I thought it's because it's split in 2 or something
but then you could just merge them?
I don't think its that simple, but then again im.probably talking out of my ass
The model is split into separate objects in the game, and isn't animated with bones
So there's no way to directly export it to IQM
So I need to generate a skeleton and animations for it from the movements
wow that looks amazing
daaamn
Wow that's cool
TRAIN?
I presume it's for decoration purposes 
Good job so far

I wonder though
How would you approach designing an actual train level in TrenchBroom?
Like the one in Blood e.g.
Don't know anything about actually using TrenchBroom, but maybe some animated ground texture with something just above it that quickly gibs you if you fall off?
IDK if that sort of thing is even possible
π
I don't even own Dusk or TrenchBroom yet. Just asking out of curiosity.
I think the approach you've described was surely used in some Doom custom train levels :thinking:
Map04 of Epic WAD comes to mind
i can assure you it's more than decoration
it's probably not possible with the things that we have rn
well, will be
If only there was a conveyor belt that allows to move entities and textures...
Scrolling/animated textures would be awesome
Is that possible? Seems like the best low-cost solution
I'm not sure how Blood did the train level but I would guess it's something very similar
crash the train... crash the train... crash the train...
Wink wink
Have any of you used Ultimate Doom Builder for Doom '93? In some map formats there's an action that allows for floor tex to scroll
There's a variant that also allows to move entities/things and create conveyor belts that way
It makes designing train levels possible
I see that there are only maps, textures, and sounds on mods.io. Im assuming truly custom weapons/enemies arent possible yet?
Nop, but you can replace weapon skins
Gotcha. Any idea when that stuff might be implemented?
There isn't a set date, but its coming soon
Awesome
Id like to mod in a hotkey that changes the current track. Is that possible, and how would I do it?
Not currently, but once the console's in you could set up a custom bind
slick.
nvm fixed it
Making a house
Literally have no idea what I'm doing lol
When can I move in?
House lookin better
Le house
I literally have no idea what I'm doing
Lol
just messing around with trenchbroom
Well, whatever it is, you have a talent for it. That looks good.
Ye
awww thanks
I just need to figure out how to properly scale it.
Also I have to figure out the interior textures, as well as things like furniture.
Also thanks <3
do you have a quakedude model thing? on info_player_start?
basically that box is roughtly the player height if you place your camera where on like 4/5 of it's height
which will give you a good sense of scale
Huh, y'know I never thought of that.
Thanks, I'll place that down, and see how everything scales
So I didn't know at first that saving in custom levels did work, but why isn't the secret and enemy counter saved? Why is that the only thing that needs to be added or fixed, and it's not implemented yet? Is there a fix I can do, or do I really have to wait even for such a simple but important addition?
Saving in the SDK is just a temporary thing right now
It's a quick and dirty implementation because people were asking to be able to save
Unfortunately, a save system is by no means simple to implement
A better save system is in the works to replace the current janky stuff
Good. The map I'm trying to complete also doesn't save the non broken windows, so they're invisible when I load the save. I don't know if it's the maps fault or the current save feature.
That would be the save feature
Right now the SDK save files are technically levels themselves
If you open them in a text editor you'll see that they contain the entity definition part of a map
I wouldn't have thought that kind of workaround could have been done.
It's a mess lmao
A mess you plan to fix. But yeah, black industrial misery is a pain to complete, and it's not the most polished. Imagine a part of a floor with no ground detection so you just fall and have to get out with nbclip.
It's been keeping me from trying to beat all of the community made levels.
Yeah, it's a pain point we're well aware of
It should be fixed within the next few patches, if not the next one
The next patches date is indeterminate right?
Yeah, although it's nearing completion
I've been working on it almost daily as of late
Good, good. I haven't been updated on the progress of the SDK for almost a year or partially. Whether it be because I have asked how the progress is going or not, it doesn't matter.
inb4 poolboy finally uploads the fixed version of enclave and the new update breaks it again
^ vriska parented a func breakable to a door
it can only be broken with triggers though
it's the one i used in trespasser for a similar sequence
yeah
except there it breaks through a wall
yo wassup people, i managed to finally fix enclave after all these years thanks to @honest stag 's help.
alternatively: everything BUT enclave is underwater

at least i hope
the irony
that'd be neat zombie
WOO
updated the the tree mod, check it out:
Ebic
nice
How do I get furniture?
Did David literally just make the furniture from the blocks
thanks
Anybody have any idea what's going on here. The grid on the right isn't aligned properly.
Nvm, I fixed it
How difficult is it to get started making maps anyway? I've always been interested, but I've never brought myself to do so
its EZ
I believe it, but third party tools frighten me for some reason.
Don't be frightened. It's pretty easy.
tru
Now thats big brain
Following this video to try and get started, but I can't drag the dusk wad into trenchbroom
Figured that out
Any idea on how to get the objects to display as what they are instead of a big cube?
I checked the pins
I have a file named "dusk_snf_q.fgd" that allows me to place the entities but it doesn't have any associated imagery.
I just assumed it was the same file
Wrong one yea
That just has entity definitions, my fgd has thr models ported as well
When placing stuff the model is the exact place where tge object will be even if tge origin point is in a differemt spot
Why is auto correct truning the into tge
I don't even think I'm gonna turn this into a level, but I finished the house
House living simulator
DuskLife
DUSK visual novel
Anybody know how to make the glass breakable?
Looks nice
yep figured
Couldn't find a TV Entity, so I sorta made my own with the level geometry
Woah... Just me.
object couch 
I honestly kinda love that workaround
seeing people use fgd warms my heart...
It's actually really easy. I use the folliage to make the T.V Antennae
I need to finish my 2nd level soon
it's like 70% done
just abandoned it for a while now
cause of school and because it takes a lot of energy and I like to have lots of free time when I do mapping
I know how you feel
i have like 7-8 abandoned maps
I've been working on the same map on/off for more than 2 months
Mostly because I dont have the energy to work on it for long
I stopped working on my map to work on what the map was based on
yes
Π΄Π° yis
Bik maps
blyat
How do you get the glass that's breakable?
func_breakable, renderamt 100 and remndermode 1
Rendermode*
Renderamt can go 0-255, 100 just looks good for glass
@hallow rapids
So wait, where do I put that?
func_breakable is the brush itself, renderamt/rendermode are entity properties that you add
You can add the by selecting the brush and clicking the + in the entity tab where the properties are listed
them*
OHHHHH, OK.
I thought that's what I had to do, but I wasn't exactly sure. Thank you!
Ok... it would seem I ran into some trouble
Do I need a specific glass entity? It's not letting me add funcs to map geometry
right click a brush
create brush entity - func - anything
then rename it
dont ever rename worldspawn
it breaks the map
func_breakable
Oh, it just does that for me
Thank you, like I said, I have no idea what the heck im doin
it's aight this isnt exactly explained anywhere for dusk mapping
endless maps when
quick question would this method of making a toggle-able trigger work within dusk? https://tomeofpreach.wordpress.com/2017/01/22/respawnable-trigger_once-experiments/
Uhhhh isn't there a half life entity for this (not saying we have it)
Is there a recommended resource for learning how the various functions of trenchbroom work?
dumptruck_ds tutorials
cool thanks
So I'm guessing none of the light objects in the fgd actually act as a light source unless you place an invisible light source on top of them
yes they dont give off light
just light flares
except
for the candle
and i think the burn barrel
Campfire as well, just doing some testing
just keep in mind that those things affect performance quite a bit
candles especially
I'll make a note of it
Is there a way to make a directional light source or is it point only?
Cool, I'm just working my way through those
bruh i can't stand this ignorance no moe
wuts wrong
Idk, I asked some friends for advice about that house I'm building
Asked if it looked like a real house, and they said "why does it matter, it's not like you can live in it"
I mean, yeah, but still
i would implode tbh
The least they could do is answer the question
I know, right?
Saying 'Urrr durr, it doesn't matter you're barely gonna see it while playing anyway' isn't helpful. You're just being a smartass
I know
I'm just a giant perfectionist when it comes to this stuff
any artistic outlet really
So I'm playing enclave
And I just opened up the ship.
And I'm wondering...
How the fuck do I get out of this room.
Am I just stupid
Or is something broke
i remember being stuck in there for a while but there is a way to leave pretty sure
dont remember what exactly tho lol
nbclip works too
I can't wait for the SDK to be fully done so I can make my melee based boomer shooter
Russian overkill in dusk when
is that the doom mod with the quad barrelled shotgun
havent done this in a while
which you can also quad wield
so it looks like some objects in the fgd don't rotate along certain axes
The object_floating_wendigo, for example is always lying with its head facing left
oh
I was able to get it rotated with Alt+down
But I couldn't do it with the rotation tool
Weird 
I'm just feeling around trying to figure out what I'm doing; set up a trigger entity, a wall of trigger_once with a target of three monster_soldier entities with the targetname 'grunts'
I walk across the trigger and nothing happens
Any idea what I'm doing wrong?
You need to make the trigger_once target some trigger_teleport s (you want one trigger_teleport for each enemy to be teleported)
Ok, now you want each trigger_teleport to target a different player_info_destination
So, when you step through the trigger, it'll activate the trigger_teleports and send whatever is inside them to their destinations.
This technique is often referred to as a "Monster Closet"
Useful info, but I'm actually just looking to activate enemies that are already placed but out of sight once the player crosses a certain threshold.
I'd post a picture, but the setup I have for testing this is just a room with the three soldiers facing away from the player, and the trigger placed in front of the player spawn.
Ah, I see
I'm just following along with dumptruck_ds' videos and this is the first thing he covers in the entity tutorial
ye keep in mind that not all the stuff is going to be 100% the same
Naturally
we also have some half life features that arent even covered at all
for obvious reasons
I guess I just figured that this would be a thing
So I just got into making maps for dusk and right now I'm just trying to figure out how to use trenchbroom and it's going great except I made a little test map, a platform with a gun, player start and a mage, and I put it in a folder and all that but It won't show up in the custom level part in the sdk. What am I doing wrong?
nvm figured it out
I don't know what exactly was happening but it works now so oh well
Looks great so far
true
Also, do you know how the cut tool works? I'm trying to make curves, and it's freaking killing me
It keeps highlighting the parts I want to cut off
i suggest watching the dumptruck_ds tutorial on curves and arches
Let me check real quick
Neat!
thx
it's a small portion of the jam map
I am abandoning my house map
There were some size issues, and i didn't feel like scaling everything down again
piece of advice
dont go below 16 units on a grid before you are CERTAIN you wont be making any big changes to the layout
including buildings
Well, the only reason I went below 16 units was because for some reason the grid got misaligned with the geometry
So stuff wouldn't line up for some reason
rotating, cutting, shearing, merging - all that sutff will, without a doubt, make your geometry off 16-rid
i make the layout with no rotations or stuff like that before i start adding more complex geometry
i make 100% sure that the map will be sealed and then work withing those boundaries
it will help you a lot in the long run
initially i kind of dismissed map sealing and using a sub-16 unit grid afetr detailing and stuff
but it bit me in the ASS so so so many times
yes
full layout first
complex geometry second
details third
map sealing will cut out any faces that the player will never see
the way compiler determies which faces are usleess is by "filling the map with water"
if anything leaks outside of the map's boudaries, it'll process ALL faces, including outside ones
which doubles the compiling time
and lowers performace
maybe even causes glitches
if there is a leak, the compiler with generate a .pts file which TB can load and point you towards the leak
basically there should be 0 entities beyon the map bounds and it must be sealed tighty
well i mean you CAN make a map without sealing it
it's just more diffcult
Ah, I see
outside areas just have a sky brush as a celling
it's invisible in game and just shows the skybox
but the compiler checks it as a sealing brush
So, if I seal it, the empty space will be filled with water?
I'm not a mapper, so I don't understand most of this haha
nah filling with water is just an analogy
it's always empty space outside of the map
problem is the faces outside
hold on i'll illustrate
this is your map, it consists of a room
Yes
if there are no leaks, the compiler, in order to shorten the comple time and save performance, will cut out these faces because the player will never see them
yes
lemme show you a difference between looking at a sealed and an usealed map
1 moment
Okie dokie
unsealed - all faces are shown (black since there's no light outside)
sealed (outside faces are cut)
map has all 4 walls btw
yes
less faces - less processing needed to be done, so shorter compile time
less faces - less stuff to render, so better performace
it's a big difference between, like
7k faces in a sealed map
and 19k faces in an unsealed map
exxagerated a bit bu
yeah
i used to neglect that and many other things
and then i complained how my maps take 15 minutes to compile
you can optimise the living SHIT out of your maps
it's just not exactly needed to be super agressive about it when the map isnt big
I understand
Doing the vis part yourself is also an option
shaves a bit off of the compiling time
Man these tree textures don't wanna work
can you show them?
They have this gap at the bottom, when I try to slide the texture down, the texture begins repeating at the top
?
extend the brush
not the texture
or like just move the brush
and then lower the top part
i could explain more but i gotta run for classes
lower the entire brush then
there is an easier way but i really gotta run lol
hope someone else comes in
I understand, it's cool
@hallow rapids did you get the tree texture fixed or still need help?
ah ok, i take it you know how to move a texture on a brush though?
ok nvm yeah you obviously do haha just reread your message, yeah that texture is kinda wonky though, you either gotta scale it to suit your brush or just clip the brush down to fit the texture
Yeah, it's a pain to work with, but luckily I won't be dealing with too much of it
I don't even have a concept for my map, just messing around
You can also just lock the textures and move the tree down
Yessss
on the subject of textures, is something wrong with my trenchbroom, because i swear i used to be able to copy and paste textures/texture faces to other brushes but i cant now?
more of a question for the TB discord i suppose lol but i figured someone here knows what thats about
It won't let me copypasta textures either, I tried that as well
Shift + click on a face, then alt + click on another face
Magic man
omg thank you, i feel like it used to just be ctrl + c and ctrl + v when selecting the faces, idk haha
i can probably just rebind it to that in the preferences tho lol
True dat
Keep in mind it's usually best to have textures unlocked. Otherwise the repetition on your walls won't be smooooth
idk why i just map with texture lock on like 100% of the time and then just reset texture alignment on brushes that i need to duplicate and move, i think im just lazy, but then when i use other editors like hammer i have texture lock off and only really turn it on if i'm moving something and want to keep the texture alignments i made lol
idk maybe i'm just lazy
I'm extremely lazy too
my disappointment is immeasurable and my day is ruined

how could vriska do this to me
Haha get stickbugged nerd
Oh shit lol thats a good one
@honest stag can't stop winning
the funny part is
at the time i was living kinda like a caveman and i didn't know about this meme
and i was playing it for the first time and i didn't even get the joke
heh
For some reason I thought I activated a secret at first
yeah same lol
I thought the map was gonna be real, and I was impressed with how everything looked
But then I was stickbuged
I never wanted to combust into flames more then in that moment
get stickbuged
Be sure to drop it a fat dislike
back in the game and made this

