#dusk-modding
1 messages · Page 83 of 1
nice
s t a i r
You fell for my trap
guess I am trapped 😔
Nah about the stuff above
Top notch! Can't wait for the final result!
bean finally watched the trenchbroom 2 tutorials 
Do these tree textures look too stretched?
I have started properly detailing the map, one room out of a lot more to go
Looks sick. I can't wait to play it
thx
they look like they're not stretched enough
Soooooo stretch them more or..????
yes
OK, I wanna see how big I can make them without it looking unnatural

my main inspirations were cry of fear and silent hill
I see
Nah just looked at a shit ton of screenshots
and Quake

you need to drop it into "texture collections" specifically
right panel, click face tab
click "face" then on the texture collections line click "show"
go down to texture collections & drag dusk.wad into it
or you can press the "+"and find it manually
Been awhile since I chatted here, is there a way to get Dusk entities (health, morale pickups, etc) into Trenchbroom to replace Quake entities
Get the entity list here: #dusk-modding message
then go to entity tab and press browse
then select it
and the entities show up
Thanks a ton, now back to mapping
np
how would i change the value of a wepons ammo count or is there a list somewhere for all the properties?
there is none
yeah i think so
experienced with modding unity games?
you COULD try to mod it in, but I have no idea and im not sure if anyones done it before
the sdk is still wip
no possible right now afaik
what exactly are you trying to do? give more ammo from the start or less ammo?
i think they wanna change max ammo for weapons
like max ammo of shotty from 50 to whatever
i dont think its possible
you can duplicate the gun entitty into itself multiple times and it'll look as if you picked up a gun with a lot more ammo than default
but it's not going over the max
you can modify the ammo limits through dll editing but it's not a supported method and won't be compatible with the game after the next patch
whenever that happens
soon™️
ofc

I've been a lot more thorough with this one than with other patches which is why it's taken a while
but I think the result more than makes up for it
oh i bet it does
daikatana maps? it's all worth it
lmao
but will my maps cause my pc to explode when i run them
finally
yeah i feel like the map lag is more of a "me" problem for shoving so much into every single one lol
it's also a result of there being a lot of optimization on the table from our side
there's no reason for your maps to run slow tbh, the way the game generates the geometry for unity just needs some revision
yeah im sure there is no reason for nuts.wad to actually run slow
i cant wait to properly play it after the patch
wheeze
that should actually be playable soon yeah lmao
oh wow damn
triple the enemy count and keep it barely playable
fun fact the real nuts.wad is playable in prboom
and now we have custom music
so you bet im adding Kashmir by led zeppelin MIDI to it
I wonder how hard actual midi support would be
I probably won't do that myself but once the code is open I'd be willing to accept a contribution for it if anyone cared enough to do it lol
"hey i want to add sick metallica midis into my map so i made dusk support them"
merged
oh i wonder, will saving be a bit more stable? because on my maps when you load saves, triggers don't like to activate properly unless you restart the whole thing
riiiight lol
I won't
I will NOT miss reviving turrets
In fact
If a mod has a .map included
Will personally go and remove all of them
Recompile the map and THEN play it
based
Here's a shitty meme i made
In fact
If a mod has a .map included
Will personally go and remove all of them
Recompile the map and THEN play it
lmfao
and if not
you are allowed to play it with cheats
B)

i type NBCLIP so fast at this point
Nbdeity sometimes
nbean
New bean
I cant make jokes deeper than that
hey dude we need to put palette file in pak
otherwise shit's not working if you don't have quake paks
Im honestly still unsure if it's needed since you should have a palette/quake pak regardless
Do textures work for ya
nope
Welp
it requires one in pak file
like
it won't show neither textures or models
i think it worked before cause i had quake paks
and it just grabbed one out of them
Try just putting the palette into gfx?
yea
You know the classic stuff
i mean
yeah i know
i just didn't do it cause
as i said
i didn't copy any of my tools
now i have to redownload and reconfigure everything
Want me to send it?
Or i can like put the palette right now
And send the updated ver to you
sure
nice
nice
although
now when i don't have quake pak
it can't find some models
Could not load model progs\oldone.mdl: File not found: 'progs\oldone.mdl' Could not load model progs\hknight.mdl: File not found: 'progs\hknight.mdl'
nyarla and scarecrow post
but yeah, it's working
not sure why i forgot the scarecrow post but i didnt bother with nargle cuz we cant use him anyway
yep, true
oh well
now when it's working
time to not finish lower 2 and start completely new project!
hooray!
go me
hell yeah mang
cant wait to see new stuff by ya
or maybe i'll finish that map for jam
cause i like the idea and want to actually finish it
and now i don't have to cut some parts cause i have more time to work on it
also dude it's a big shame you left the map jam channel
there's a people showing off some really cool stuff
a lot of*
¯_(ツ)_/¯
soooo does that mean you got dusk operational?
let's hope it does run
you could always squish the window into a tiny square for MAXIMUM FRAMES
only i can start configuring all map making stuff before trying to run actual game
they didn't call me braindead moderator on one server for nothing
lol
well there's always people willing to test shit for you
hell yeah
also true
well i mean
it will probably run
it's just that when i run stuff on this laptop it goes from pleasant room temperature to hot as sun in matters of minutes
when i was streaming my map making process recently i had firefox with a music playlist, obs, trenchbroom, the compiler and dusk all running at once
and my laptop fans died while compiling lighting
couldnt handle it
oh rip
they resurrected after a restart and a nice smack though
good ol' smack
what is this
Dont worry about it
Same fgd, just added a small file for veven to get it working for him
I live in this channel anyway
i mean, we still can put this updated pak in newer version of fgd when time comes
it's not a fix just for me
it's a fix for anyone who doesn't have quake
true i guess
i THINK my current version of the fgd has like
one small change
or two
and i didnt botrher updating the public one
so might as well right
nah hold on dude
did i tell that at some point i wanted to completely rewrite this figd?
like
i dont recall you saying stuff about a complete rewrite, no
what is it that you wanted to change?
this fgd is basically edited version of some other edited fgd of some other edited fgd
so i wanted to like
rewrite it
so it's nice and clean
maybe it'll get default properties to work for once
what is it that you wanted to change?
there is a lot of leftovers from previous versions
default properties are working, the thing is that TB has some weird problems with them
jump pad, remember?
екгу
true
fuck
my russian keyboard slips
anyway
what are the leftovers exactly? like specific entities that are useless for dusk mapping?
davai
DAVAI DAVAI
🇷🇺
based
so that can be cut
yeah something like this
i think this useless stuff is mostly on top and bottom
i'll check it right now
just to see
yeah starting to see a lot of leftovers
ambience for example
oh oh oh also
if you're going to rewrite it
let's remove the default light property that it has
it's a weird one and i dont like it
it's _light with 4 numbers instead of simply splitting it into "light" with a light level and _color specifically for color
pretty sure this is useless for now too
anyway i need to go to bed
good luck with TB mang
good night Vriskaman
Func_vehicle
func_vehicle when
Which comes first: func_vehicle, Lower 2, Switch port?
this is a damn good question

even better question
h
Func_switchport
just check out #lfg-signup. Im sure you can find some people to play with @honest stag ;)
last time i played i had over 300 ping
which was like several months ago when the speedrunner discord decided to hang out
I just had a good idea for the pathfinding issues that doors introduce
what if we had a spawnflag that like, makes the game ignore that brush when it renders the enemy pathfinding
idk if that's possible but that would be awesome
^ solved that in dms
What's the flag to add a red key condition to doors in Trenchbroom?
pins
"key" propertly
the fgd should have not only that property by default on func_doors, but also a small descrtiption below with a reference
only me who has this issue with the SDK not playing audio from things like hallowed health and enemies after the first time I start a map when opening the game
so if I replay a map it wont have ambient audio
so ive downloaded a f*ckton of mods but when i try to load the game up to play them, the gameboot screen (the one with the fakedos) just stays blank. nothing but black. did i do something dumb?
just a bunch of texture and sound replacement mods
i can send a picture of the folders
i cant seem to be able to send a pic
oh yeah you dont have the rat rank yet
it's just a thing to prevent spam, you'll get it after some activity
dm it to me if you want
k
this reminds me of another reason why i wanted to completely rewrite it
some properties have Jack related descriptions
¯_(ツ)_/¯
at least i remember that i saw and replaced one
maybe it was only one
maybe there's more
never know who to trust....
looking for playtesters who can record
if it isn't a 40 minute map ;)
custom wepon models wen

:(
trust me, i crave them just as much
really i want music_queue tbh
oh actually
a way to modify the player
like speed and hp
idk how many people would use it, but it would be real cool
What’s a jam map pack
map jam - event where many mappers come together and make a map in a certain time period, usually based on a same there/prompt
and the map pack is well
that
nope
depends on the size, the skills and how much time per week do you put into your map
i've been mapping on and off for the past year and i made a 4-5 minute map for the jam in about a week, 10-15 hours total
for someone new a big map may be a big time sink
Oh wow
small maps used to take me over 2 weeks when i first started
Well how is it? Does it get tiresome?
it's somewhat tedious at some points, like making the general layout and basic texturing, but it's a pretty fun process overall
Does it take too much time to understand the basics?
Alright, thank you!
q1. no
q2. what vriska said
q3. sometimes
q4. trenchbroom is one of the easiest map editors you can get into, the only easier thing I can think of is ultimate doom builder
... easiest for making maps in boomer shooters
:D

it's all fun and games untill you need to make a round object
muh grid
hehe complex brushes go btrrrrr
this dude seriously making balls in here
it takes some cubes to do that
fun and games start when making round objects
Why not use the rhombus method
The roomba method
hah
RAT ROOMBA
YES
you know
now i got the idea for the mod
you know how as a kid you pretended something is alive and you shot it with, idunno, a broom??????
the household tech rises up
the vacuum cleaners, roombas, washing machine mechs, blenders with legs
or just toy guns in general
lmao
the housewife nightmare mod
water guns
make splashes
actually that would be fun novelty weapon
you regain ammo in water
and obv you can't shoot underwater
but not make it hivehand type of novelty weapon
that you
pick up
and never use
holy water gun
that way you only refresh it at holy water fountains
and it would kinda make sense for it to deal damage
if theme of the mod is all around holy stuff
this water could also heal you
cause why not
¯_(ツ)_/¯
yeah
the shotgun is a spray bottle lol
lmao
Assault Rifle is a hose
does anyone know how to make a dome shape in trenchbroom?
yeah wait one sec
vid of making dome
make a brush with curves, i think i used 12 to get a nice curve
then duplicate that brush with curves, move it upwards & scale it down to adjust the top face of said brush
then you ctrl j that brush's top face and the top face of the brush below
repeat until you get a nice dome
once you get said dome you can ctrl j it all together into 1 brush
thanks
Custom maps, textures, sounds and some model replacementns are possible rn
Didnt know he did anything on Domes or anything
When there is multiplayer support I will go all in on it.
mod support is bare bones
there are good map packs and maps. Rn there are just texture and model replacement mods. THats all we can do rn. More will come tho
How do you get teleport destinations in Trenchbroom to map to the z coordinate?
wdym?
No matter where I put the destination in the editor, during gameplay, the z of the destination is always locked to be a little less then the z of the teleporter itself (it actually makes you clip through the floor)
object
it's broken sadly
trigger_teleport is the right way to set up teleports right now
i think object_teleport just sends you to 0,0,0
that's suprising
i thought it was completely broken
at least the map i tested it with
Hi everyone, I'm just trying to get started but I can't import the wad (dusk_transparent.wad, from the pinned message). This is what the trenchbroom console shows after creating a new map using Quake and Standard (not Valve) mode:
wait I can't paste images
Renderer info: Radeon (TM) RX 480 Graphics version 4.6.14757 Compatibility Profile Context 20.12.1 27.20.14501.28009 from ATI Technologies Inc. Depth buffer bits: 24 Multisampling enabled Adding file system path D:\Tools\TrenchBroom-Win64-v2021.1-Release\defaults\assets Adding file system path D:\Tools\TrenchBroom-Win64-v2021.1-Release\defaults\assets Adding file system path C:\Program Files (x86)\Steam\steamapps\common\Quake\id1 Adding file system package PAK0.PAK Adding file system package PAK1.PAK Creating new document Loaded entity definition file Quake.fgd Loading palette file gfx\palette.lmp
When I drag the wad into the face tab (like in the video) it has a 🚫 cursor and doesn't do anything
Am I missing something?
Ok I've got it - you expand the Texture Collections panel at the bottom and drag it in there
very funny that you post a log with no errors
I don't really think that's funny - the point is to show that there are no errors
Funne joke
New blood interactive
old blood entertainment
Duskenstien the New Blood
Is there anything you can share from SDK dev for screenshot Saturday? Would be super interested in seeing what you're currently working on 
func_vehicle reveal
👀
I did all of them 
yeah we were like
"hey we cant finish our maps can you please do them all"
and he made them all in 2 hours
very cool
damn i gotta try this
Epic
Is it possible to replace sounds in the base game? Or is the ability to modify the game strictly tied to the SDK?
You can replace sounds so far in Dusk.
Mods in general are restricted to the SDK, since that's where mod support originates to begin with
Ok. Does SDK change anything in terms of difficulty? I was playing it on I Can Take It and i noticed that enemies were moving faster than normal and when i checked the difficulty setting, it was set to accessible.
After changing it, the enemies largely stayed the same. Im not sure if it's a problem on my end.
The menu saying "accessible" is just the default UI setting, has no bearing on the current difficulty until you select one
the best way to check your current difficulty is to press tab
helll yea we got an announcement
Time those of us in the jam discord to triumphantly return here lol
im excited to play these, i didnt have time yet
they look great
you guys killed it
i cant wait to play all the maps either
only played one and it was BADASS
🥳
Has anyone tried to recreate/transcribe the campaign maps into JACK/Trenchbroom?
i don't think so
tho once me or vriska (i don't remember exactly) got the idea to make like
dusk campaign abridged
like
maybe
3 levels, one for each EPISODE
we never started
Why would you do that to yourself
What is this?
He’s recreating the campaign maps
Wow
oh boy
David said he would have had an easier time creating this in TB instead of Probuilder, but so far I am not having an easy time transcribing this 1-1
Sheer determination and boxes upon boxes of macaroni
There's a lot of geometry that just didn't compile
mostly this detail here
Looks simple but for some reason both TB and Jack don't like it no matter what angle I go at for it
youre a madman for attempting that
WHEN I TRANSCRIBE
I ALWAYS AIM FOR 1-1
TO DO LESS WHEN 1-1 IS POSSIBLE, IS TO INSULT THE ORIGINAL
however I am forced to do it this way.
because 1-1 on THIS detail doesn't seem to be possible
Mad
we need Dunes from Serious sam
is trenchbroom the only tool to use or can I create my world geo in something else?
Oh ok that's pretty sweet
wot
flame bowl made of brushes
if it isnt filled with tricks & traps i'm going to be severely disappointed
Good idea
but how do I make traps?
I can surprise with enemies
but I need more
Sounds like simple trigger_hhrt and func_door mechanisms
Could even pareht a trigger_hurt to a door
Cool to see another egypt map in dusk after all these months
Same wad too
I have a really cool trap
its a spike which pops from the ground and hurts you
its a func_plat
so get too near and it will hurt you
so be careful
wait tthere are mods for dusk
mostly custom maps for now
we can also replace enemy models (mostly), sounds (mostly) and textures
Sorry to ping you with this, but Hammer?
Is this now true?
Or did you mean GoldSrc Hammer
Not that JACK is incredibly different (sometimes better even), but there's some stuff that I like out of (Source) Hammer's functionality that JACK still doesn't do
both
however note that source bsp is not, and will not, be FULLY supported
however there is support for some of it on the way
yeah it can load basic geometry from source bsp now
I don't think I'll support displacements or anything like that though
source bsp is supported for one reason and one reason only
because it's fucking funny to
what a chad way of doing things
^^^
@honest stag is it a chad way to not finish Lower 2 to generate infinite funnies?

Yes.

I actually made an egypt map for quake, my vision for the map was messy and the map, despite looking pretty good, played really bad.
so I discarded it
but for Dusk I have a clear vision
does anyone have any good mods
Custom maps are the good shit
i can download
ccan i make my own guns in dusk
Ah I see
oh
can i make my own enemies
no
kind of
the SDK for Dusk is not fully made
Its still in dev
will it ever be finished
Yea
is david still working on it
Probably not? But ask devs about it
Its Zombie primarily working on it judging from what he said
I see the trespasser map and compared to mine, it is in tombs and is very dark but I am going the opposite direction.
Is it possible to teleport in items such as weapons and ammo?
lots of monsters?
I will put alot of enemies

i still wait for the day that we will get a dusk slaughtermap with overly detailed areas & crowds of enemies
But not an unbalanced amount
isn't that just my maps 😎
How do I make transparent glass? What are the values of rendermode and amt
to make the transparent glass
unbalanced amount is fun
rendermode 2, renderamt around 180. The max renderamt is 255 (which is solid) and 0 (which is invisible)
I have made a trigger for a door but when it is opened and then closed I cannot open it again
Is wait set to -1?
Looking for playtesters
me
no
now buttons wont work
It sounds like you have a trigger_once targeting the door. So it only works one time and then stops. You need to use a trigger_multiple instead.
I want my door to hurt on when it touches the player but putting value in 'dmg' doesnt do a thing
That doesnt work like you think
Your best bet is to parent a trigger hurt to the door
Dusk good
Ye
wait so how do you load dusk mods
get into the sdk beta on steam (through the betas tab)
put the mod folder into
dusk-sdk-mnt-local
load up the sdk, in the "modding" menu click the black square to the right of the mod and hit "apply"
mod done
if it's a custom map, then you go into "campaign"
"custom level"
there is none
thats the point after all
even when you're playing classic Doom barely any computer can run nuts.wad
you can thank B.P.R.D for that
just played all the maps in the jam
that was absolutely incredible
i highly recommend it if you havent played it yet
So I've been messing around with the sdk, and I noticed that the models are in a format I've never seen
long story short, I've found multiple iqm/iqe export tools, but I'm looking for import tools
the singular tool that I have found does import the skeleton, but no mesh data is imported
noesis may be able to help you here
maybe
at least i used it to convert iqm models into .mdl
it can do other formats so yeah
thank
i think it's far from perfect though, but it's the best i got
🥵

pacman in 2021
pacman in 2022
never heard of it
happy?
h
hrot sdk when?
homebrew .pak is based
I love when people use already existing file extensions :)
HROT FOR PSP WHEN
the pspspspsps
https://dusk.mod.io/thebunker GET IT WHILE IT'S HOT
like 7 enemies
They are all Big Johns
The 🅱️unker
The B(ig John)unker
The bjonker
Turns out there were 8 enemies not 7 whatever
The 8th is in the balls
the real...
How can I install custom maps for Dusk?
put the mod folder into dusk-sdk-mnt-local
then enable the mod from the menu
then campaign-custom level
Ty 👍

Holy shit I love you
otex textures without a single broken one, loaded in trenchbroom
it is beautiful
i dont know if dusk sdk is even going to load the textures properly without something not working but
¯_(ツ)_/¯
me try my best
ok hacky external textures didnt work. FUCK
does killtarget not work in dusk?
What specifically are you trying to do
Yea
I take this back @gritty forge

give me like another week
part of me still takes it back because of how much I hate rats
It's been a while, are you able to spawn in enemies without using teleportation jank?
nice filter
if teleportation jank you mean trigger_teleport, info_teleport_destination, seperate rooms, separate triggers, blah blah blah pain pain pain
yea u still gotta do that
damn that sucks
Teleporters are really turbojank
I'VE DONE IT
I MADE IT
huh?

D o m e
not simon sphere
yes i want pc to explode
Compile, and weep
Here's the real way to do curves btw: https://www.youtube.com/watch?v=RjzYKGm_DQk
Mapping for Quake: Advanced Curves Part 1
Award winning Quake mapper Bal shares methods for making advanced curves in TrenchBroom. This is part 1 of 2. NOTE: at 4:34 the graphic for the EXTRUDE function should read: Ctrl+Shift+Left Click+Drag
CZG’s Curve tutorial
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
Mapping for Quake on ...
what the fuck
Mcclone the chad coming in to sve the day
Show em the absolutely stunning maps ya made
Literally tge best looking tb maps ever
Just to establish dominance
@honest stag
Lol, play arcane dimensions and be even more blown away :)
me maps dabs epicly:
https://dusk.mod.io/undertow
https://dusk.mod.io/pirate-ship
and now bring out the big guns with screenshots of your quake maps
becaues they are technically dusk maps too eh?
https://cdn.discordapp.com/attachments/670375902739300392/719371268260102154/unknown.png
Well, they're made for arcane dimensions so basically no. I could try to port them ||which sounds fun tbh, I would realistically need to be able to scale dusk dood down a little|| if I do finish them
makkon textures ftw
like dude holy shit that looks so cool
im telling you man
@gritty forge and there's a dome too
arcane dimensions
thats awesome
Wtf how does that look so good
but it's quake :(
i did kind of yea
woah
:0
yeah me and veven spent a lotta time on it
it's in pinned messages
anyway lemme find the info real quick
Duskdude should be approximately 64 quake units tall
And around 35.2 units when crouched
actually hold on i had a bit more detail on that
god where did i post it
i know i did
That seems like around quake dude's height
not precisely ofc
im still looking for it and i cant find it
urgh i know i tested it
eh well it was somewhere around 64
fuck yes dude
its going to be epic
it'll be easily the best looking map
fingers crossed
i need to play the 40 other maps on the mod.io page
ive been slacking
wow thats nuts
yup
absolutely insane performance
and each is better than the last
and quite big too
noice
lol ty :)
Go map 
or else
I am just waiting for making Multiplayer maps.
seems alot more fun and simple
Quake uses TGA files for Skyboxes is it supported by Dusk?
there's upsides and downsides to it
you can already start making concept maps. I know some people who did
yea
but you could stockpile maps and then we'd have abunch of them once the SDK releases
TGA is already supported in the upcoming patch, for reference
Didn't David say that DUSK essentially uses Quake scaling
speeds are different though
I have a rule when making dusk maps
always put the ssg on a pedestal
and in a large open area
and that room must be gorgeous
ssg sucks
large chains
it was a prank I was joking
april fools
I actually use the ssg the most
fr crossbow lowkey worst weapon
MG is easily the most useful overall, but the crossbow is great too
😳
crossbow weapon for men seeking destruction and for feminine people seeking pleasure
no #
Basically the doom plasmagun but better
trash weapon is corsbow
if you were to pick one of the dusk guns to take with you on a desrted island (map), which would it be
What would be on the deserted island
clean source of water
thick jungle, beaches, all that shit
now you see a riveter seems like a good choice but what if you have to kill things close range
splash damage yo?
shotties honestly
besides i can probably hit on point anyways since i have so much practice
Best ammo pool and utility ratio
it cant rocketjump
but what about when you have to deal with those fuckhead red mages from far away
i can get onto high places quickly
bruh they don't even move an inch
just shoot ground next to them with rivet easy kill from far away
MG could be good too but I doubt I'd be strong enough to wield the damn thing
but you'd wield the 2 shotties, 1 in each hand?
what do you guys think about mortar
If we extend it's capabilities we can make traps
It'd be cool but I doubt I'd need explosive traps to hunt hogs or fight wild animals
you can set up a bunch of them and make them do the hunting while you do something else
like build a house but you're protected from predators
mortar is very underused and underappreciated
yes
honestly i would just pick the MG
i cant think of any situation where it would be bad
it can snipe, it can shred things at close range
anythin
it's literally the only splash damage weapon besides rivet and it has more ammo
and it has higher dps when there's a lot of enemies close to eachother so you rarely get overwhelmed
you gotta have 100 health and 50 morale for that to work
not only do you have to find gold but you gotta carry it around and as soon as you get a splinter it's no more high attack damage
it's a pretty cool weapon tho. Wish more maps implemented it well. It makes duskmare suprisingly playable
no go away mapper man
make H dusk
make it yourself
Unsure about the correct channel to ask this in so posting both here and in #general-modding , is it possible to open Quake 1 maps in TrenchBoom or something to remix them?
I think there are .map files for the original quake somewhere on the internet
Google hasn't been super helpful :< Perhaps I've been searching the wrong terms?
Hol up ill look around
Muchas gracias
Since it's Quake 1's tenth anniversary this year (starting June 22nd) I thought I'd dig up and release all of Quake's original map sources. For all these years the only possible way to glean any information from Quake's internal format was from BSP deconstruction programs - but those had problems wi
This looks like it
@tiny grotto
imma check just to be sure
yeah
it's them
just make sure to get the id1.wad for textures
i had it layin around somewhere
get the dusk FGD if you're intending to remake them for dusk properly
in pinned messages
Thanks again! This'll (hopefully) be my very first Dusk mod
Are big file sizes detrimental to mods
nah
I have the SDK, I have TrenchBoom, I have the Quake 1 .map files, I have id1.wad, do I need anything else before getting my hands dirty? Aside from the FGD (whatever that is)
Or can I rock with a 7k kb bsp
the FGD is basically a way to see all the dusk models and props in the editor instead of seeing them as grey squares
which saves a lot of headache when for example you place a dusk couch and dont know which way is it facing because it's a grey cube
the fgd is a solution to that
Ahh very very nice
oh and it adds some things like half life triggers or entities that dusk supports
i think?
stuff like func_breakable
How does sinners trial have rotating cupboard doors
Ohhh
Inb4 I make a dusk mod that replaces duskdude's voices with og kleiner
I was playing it yesterday and found some cupboards with that
Is it fine to use in hammer
yea
Or anything not trenchbroom
Alright
wow it's pretty cool to look at the quake maps in-editor
could slap dusk textures everywhere and call it a day
Fuck I've been called out
oh btw
Also, how do I get the textures to show up lmao
you dont have to go around replacing every entity
they are automatically replaced by dusk stuff
not all dusk entities are used obviously and you can add your own things
oh you click on "face" in the top right
then at the bottom, on the "texture collections" line, click "show"
then click the +
and add the id1.wad
or just drag it into the texture collections window
Ayyyy @ancient depot being just a godsend as always
Oh hey! You're Unity Support Rep xp I didn't recognise you from the name
HOW HAVE YOU BEEN WE HAVEN'T TALKED IN FOREVER
btw here's the list of what quake stuff relates to dusk stuff https://dev.newblood.games/index.php/Quake_entities_in_dusk
Palette is not initialized
Super duper helpful
do you have quake? or a quake .pak file?
I do have quake, nicely set up with Spiked
so did you use the quake game preset? and does trenchbroom recognize the quake folder?
I chose my game as quake, I chose the map type as standard, and in preferences I have the game path set to spiked
does the spiked folder have a quake .pak file in it?



