#dusk-modding
1 messages Ā· Page 87 of 1
Try rotating it again now
func_door_rotating
what about an entity that you can trigger to play a sound
also i cant get the doors to play a sound when opened
Yea not supported
yet
Obv
Basically the current version of the SDK is a janky tumor shoved on top of the already janky DUSK codebase
All of the code is in the process of being rewritten for the next update, which is the "real" SDK
Current sdk is a sus imposter š³ flu
susdk
does that mean
Fuck i feel shame for writibg that
yeah it was a necessary tumor to meet a deadline basically
i will finally be able to put 205 turrets on big john
also
weirdly
i cant pass through the trigger_secret
as if it was solid
probably a bug
it is solid
Sounds like a good reason to just keep researching and wait, lol.
Did you give it a texture
yeah
Show properties
hmm
oddly "health" was set to 1
by default
after setting health to 0 it works normally
my door still rotates around the center of the map though
Can someone post the copypaste msg lol
essentially it's because ericw-tools (seemingly) doesn't support the origin value needed for func_door_rotating
which is used in hl
nodraw texture yes
i dont think its a compiler problem
i changed the qbsp compiler and it still does that weird spin around the center of the map
What will the real sdk look like
Map sealed?
what
Is your map sealed
Is it a normal brush or a brush entity
a normal brush
so far i got
that
hmm
considering i could have used a wedge for the walls around it instead
hmm
Max faces on a brush
If you opem the map with notepad and check the like it's complaining about youll see the coords of the problem bursh
Or rather notepad++
To see thre exact line
my map file doesnt have 1041 lines
that
is not the map file
that is a .pts file used to check map leaks
or somethings else
but im talking the .map
send it
hold on was viewing wrong file
( -1956.53 1268.98 -454.264 ) ( -1957.33 1268.44 -454.667 ) ( -1956.31 1268.92 -453.846 ) PIPE_BAND [ 0.652942 0.725476 -0.217606 0 ] [ -0.162219 0.162219 -0.973329 0 ] 0 1 1
its a bunch of numbers
-1956 1268 -454
is the coords
place a point entity and type that as the origin
and it'll be placed at those coords
and you'll see the brush
yeah i cant change origin
fuckin jack i swear
jack > trenchbroom 
change the origin then
jack has a clipping tool 
yeah
tb has that
yea that but you can also make 3d cuts on top of that
thats not very useful
it's an option on top of what you just showed
you can make angle cuts off of things to make them seem chipped off and old
i do use it for cutting out parts of walls for the reason i described above
...yes?
i'll find the copypaste message hold on
func_door_rotating requires the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place where you want the door to rotate around and have a "distance" property that decides how far the dolr goes
You can also add a "speed" property for obvious things
i dont see how that is "painful" as you described
incredibly easy
try it my guy
its really unintuitive though
it's not "hard" per se
it's annoying as fuck because you have no indication on how to adjust it at all
vriska is right here, the implementation is cursed and hacky
and you'll have to compile the map several times in order to get it right
done
i find that very hard to believe but sure, happy for ya
that is very weird considering i have to put my doors in a completely different spot related to the map's 0,0,0 for them to work
because you have to use the origin point like a hinge
by "at 0,0,0" i meant more like "near 0,0,0"
whatever you do you
if it works whatevs
Isn't Kriml using JACK? It likely supports the origin value that changes how the brush is compiled
why did you set the origin again if it worked the first time tho?
experimentā¢ļø
new map
Don't carve unless you're carving a square into a square
i carved a square into a hollow cylinder 
not how i got a compiling error 
PIN THIS SHIT
Iād love to tbh
I think pinned stuff here should be used for uh more important things
nahhhhh
i agree
when the dusk is susk should be pinned here
oh hell i never tried out the ultradusk map
ill finish it someday ā¢ļø
how do i download trenchbroom? i mean i went to the github and everyone says download the latest release but what am i supposed to download from here
this right here https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2021.1
okay
alright that's all then?
you also need compiling tools
i recommend watching dumptruck_ds on youtube for a tb setup tutorial
yeah that'll be there in the pinned tutorial i think
he's showing how to set it up for quake but mapping for dusk is only a tiny bit different
okay thanks a lot!
np
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youāre a total newb or returning to mapping after a long time away this is the tutorial youāre looking for!
Download TB right here: http://kristianduske.com/trenchbroom/
requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
PLEASE NO...
there it is
This should help you get set up
the first 3 minutes should tell ya what you need to know
To learn the ins, outs and janks of tb watch his next guides
yea you learn pretty much 90% of things you need to know for mapping through those
other 10% is sdk jank and half life features
And you can ask about that here
What do i open it withh
Well itās apparently a .7z for me?
ye you need to unzip it
Should i extract the files?
yep
hell yea
you probably need a texture wad now
or actually you're probably just following the guide
so whatevs
the hell is dusk better wad
download jackā¢ļø
.
oh oops
There's the wad
it's in pinned messages too
"you have communication issues"
Once you're setup downloaf the fgd
ye that's in the guide i'm pretty sure
also
based q dude spending time to make a guide
if you have used hammer before to make maps then download Jackā¢ļø
i found the door color indicator texture
āYou may also want to locate your custom DUSK Mod folder inside of ālocalā and go the maps section.ā
What
What does that even mean
it's basically saying
navigate to the "local" folder in dusk
it should be in
Dusk -> SDK -> mnt -> local
and create a folder for your mod there
inside of that folder, make a folder named 'maps"
But didnāt they say that like at the beginning of the guide?
Should i do it again?
nah
dunno why it's like that
you can make your mod folder anytime
it's just a place to put your map into later
āThis will deposit all .bspās that you compileā HUH?
alright so i'll try and make this less confusing
when you save a map in trenchbroom, it outputs a .map file
let's call it cool.map
to make it playable, you need to compile it by using special compiling tools
the guide should have covered them
those tools convert your .map into a .bsp file
which is the playable map
The compilinggui yes?
ye, that thing is a tool to make the compiling process easier, not the tools themselves
the dumptruck_ds video shows how to set those up
just remember to not have any spaces/non-letter or number symbols in your folder or map names
or the compiler won't work
Okay noted
i didnt make too much progress on the layout, but decided to settle on the lighting and the nighttime setting, tell me what ya people think
those look epic
no ur epic
i love good lighting, it looks great here
Holee i just figured out something by myself
Damn whatās with the random space
wdym
Instead of ProgramFiles(86x) it says ProgramFiles (86x)
i thought you cant use quotes in file/folder names anyway
or you probably mean something else and i'm just sleepy
Time zones are pretty annoying
14:36 here
russia?
n o
EU?
fug
ahhh got it
i was very confused for a moment
hell yeah have fun mapping
Unfortunately ctrl r doesnāt open up the sdk
Itās like a slap to my face every time i progress
what
My output folder is the steam dusk folder/sdk/mnt/local
that shouldnt be like that
What shouldnt
the map path
Should i go for the id1
this conversation gives me internal pain
the map should be put inti
dusk/sdk/mnt/local/mymod/maps/cool.bsp
Iām sorry but youāll have to bear with ut
also theres a guide
it's fine my man
Im following it
people come and ask this kind of stuff all the time because it's not obvious if you've never mapped before
dont be afraid to ask stuff
Yeah yeah I didnāt type the whole thing out
also whatās um...cool.bsp
i just typed that as a map example
so alright go into your "maps" folder and check if the .bsp file is in there
we'll see if the compiler is actually outputting your map or not
hell ye
So do i give the game path as the dusk folder or the dusk.exe
don't worry about the game path
A lot of stuff isnāt mentioned here probably because normal people figure stuff out
No for trenchbroom
you can just launch the game through steam
well it launches the game right after the compile but you dont actually need to close the game if you're recompiling the map and replacing it in the folder
so you can have dusk open and keep replacing the map even while in the map itself
not much point in running quake btw
the compiler has an option for running quake so like just disable that
not needed
Okay well hear me out
The guide tells me to download trenchbroom and then immediately set up the compilinggui
So now for the compilinggui to work i have to first make a map
yeah?
Say i make it a big slab now, the default
yes
don't forget to place an entity info_player_start btw
it's the player spawn point
as if it wasnt obvious from the name
I export the thing into the gui now?
Also if my complete noobdom is annoying you then im genuinely sorry
man it's perfectly fine trust me
everyone starts somewhere
and hey you already figured out more stuff on your own than most people
breathes in okay so how do i put the unnamed.map into the compilinggui
aight so save the map first
Ight
cus it's nowhere untill you actually save it somewhere
u go into your gui after that and click right here
yes
exactly
make sure there are no spaces ur non-letter/number symbols in folder/file names
thats not exactly how file locations work
just put it in quotes like "C:/Program Files (x86)/pogger" (for example) if it has a space
Okay then
ctrl+c is the compile hotkey
vriska said there is a compile button in trenchbroom
there is, but the gui is easier to use with custom options later because you know
gui was made to compile maps and account for those options
So i did it....?
if you want to actually read it just press "Pause after compiling"
if it disappears hit "pause after compiling" in the gui
if it was so fast then something probably went wrong
Yeah something went wrong
Iāll try and fix it myself
The eric tools exe isnāt recognized as a...
Hm
it seems like you used the gui without the compiling tools themselves?
did you download those?
I did
send screenshots because we cant actually tell what you see
seems like you didnt set up the tools folder right
the ericw's folder should have a "bin" folder inside
which is what this should be pointing to
what exactly does it show?
if i were to throw out a solution i would rename that ericw's folder into something simple like iunno
ericw
screeenshot
this is odd
can you check if it actually did output a .bsp now
because it did compile it it seems
Nope
check the working folder then
Yup
there you go
unnamed.bsp is a thing now
alright now shove that into your maps folder
Only the bsp?
yea just that for now
when you start using colored lighting you'll also be putting a .lit file next to it
but again, for now, just the .bsp
Thatās lit
ikr
before you do that
Ya?
did you put a palette.lmp file outside of the maps folder
Yep
ok good
Well it doesnāt have textures anyway
So yeah
I have never opened so many folders before
Iām falling into the void and not dying
you wont cuz there is nothing to hurt you below
anyway
now, the rest of the infinite knowledge is using trenchbroom at all
which dumptruck_ds explains extensively in all tutorials
but hey i guess you already got it at least a lil bit intuitively eh
Mhm yeah i saw somāo dat
Now i am on my way to make 5 blocks stick together and call it a day
Noted, will make 5 slabs stick together with 56 rats
The fgd
check pins
Yeah im followin the guide
ah aight
I have one word for that last sentence
fuck.
āPainfullyā?
āAgain and againā?
Yeah okay thanks everyone
Good day
np man have fun mapping
i thought about just
adding some traps to the map
like
oh right
theres no entity that can shoot any projectile
nvm then
there is
which
i think it's object_fireballshooter
it's uncontrollable so it shoots constantly
but you can destroy it
no
"No"?
Read that as "at least spme kind of projectile"

what do you need it for?
To keep it in the quake engine part of the gui
So when i press ctrl r it takes me to the sdk fasht
dusk/sdk/dusk_win.bat
but dont forget that you dont really need that
and you can just replace the .bsp while in-game
and restart the map
I only see bin, etc, legal and mnt
are you on the sdk branch?
prolly
also
i don't know if this is a concern but wont it start dusk again and again every time you compile?
Hmm
when you don't need to close it to replace the map with a new version
I think so
Yeah thatās prolly better
For some reason discord wonāt open on my pc
Epic
what i mean is
an entity that you can trigger to shoot a projectile with some parameters would be nice
like you can set it to shoot rivets or something
Hmmm
How about a func_door with a trigger_hurt parented to it
Not exactly explosive or whatever but hey
At least theb you control the speed, look and the damage of it
Then*
not very useful
We had people make crushers like tha
Hello there. Is there a property to enable the campfire entity from the start of the map ?
Thanks
No
No
he isn't wrong
I Love Dusk
dusk loves you
oh hi skade where have you been
relatable
it kinda consumed my life making dusk maps hahaha
Iām going back to it more and more now because I literally just finished my last MAJOR exam/test
good shit, congratz
cant wait to have ya back skade
time to add an arena encounter for my second map to make it more interesting
although it's getting a bit long
doo maternal arena?
doo mdwani sicks deen arena!
ever wanted to feel bad about your dusk mapping skills? boy do i have the archive for you
@gritty forge to be fair, quake has a way more sophisticated and technical approach to mapping
dusk maps look best when they are a bit jagged and gameplay focused with a lot of room for imagination
LOOKING FOR PLAYTESTERS
If youāre willing to wait a couple hours I can try your map out for you
Wish i had that much free time on my hands to map
fuck
agreed
Fuck mobile discord
Amyway, i cant wait to have some free time after uni shit is over and finish my map
i'm gonna make another otex map soon 
yeah its finished but it sucks
ill release it soon
Y'all wouldn't happen to have any skip texture .wads you can send my way?
i need that too
..just use prototype.wad?
??
this is like the 3rd time ive seen this, doesnt dumptruck have a video explaining must-use wads & the clip texture
and prototype.wad is there
Oh damn is that the map i playtested a while ago
U finishing it up? It was sick as hell
this reminds me of temple_mystica
Not from the inside
same kind of industrial boxy corridior design
yea know it probably looks 10x better than the dm level
Eyo change you name to "who can it š now"
i think i cant put emojis in my name
:(
who can it be knocking at my door
:snare: :snare: :snare:
Who š„« it š now
creative
you can rplace it with a symbol thats related with IT
like the field
š»
Just win school lmoa
Change your name to "Go away, don't come round here no more"
who š„« it šnow
gotta have nitro
the map im working on was inspired by steamworks, which happens to be my least liked map from e1 ironically, but also the infernal machine which I love
@gritty forge this is temple
you can, select something and ctrl+c and ctrl+v into a different open map
I think you need both maps open at the same time iirc
I figured it out
I knew it worked before
but it was the map that I copied from or something
cause it worked with a different map
im liking this arena im working on
probably better than the one from my last map
wat
poop water
UH OH
fits the sewer part of my level
prove it, kid.....
colored light go ooooooooooooooooooo
COLOREESSESRKEIS OK NG
i thought this was a silent hill 3 screenshot
also that probably looks familiar cuz he sent this map out for playtesting a long time ago
ohhhhhhhh yeah
COLORED MOTHERFUCKING LIGHTING
noo
lol
so about playing Quake maps in Dusk... is that enjoyable? does it work well?
Most maps are like that
OK, so the quality is pretty good across the board?
Derailed, lower come to mind
cool, will try those
It varies from alright to super good
OK so if I want to play dusk.mod.io custom maps, do I need to opt-in to the SDK?
yeas
lmoa
hello everyone, new to DUSK mapping, does anyone know how to make ladders work, I've been trying for a while, but can't figure it out?
yup
you make a new brush and then right-click set it as a func_ladder and that's basically it lol
@alpine depot that worked, thank you very much
some of the keys on light are š¤Ø
Changed that, that was a mess
ok i cant think of much more then
Hald life leftovers
Half*
I think i adjusted the trash bag abd the trashcan models a bit
Not sure
First of all, create a folder in your quake game path folder, and name it id1 (if it's not there already)
Unzip the file, and place the contents into id1
Go into Trenchbroom, click the "Entity" tab in the top right
On the bottom, in the "Entity Definitions" line, click "show"
Below the line "External", click "browse" and find "dusk4.fgd" that you placed before
The fgd should be ready to use now
v0.2 Changes
Removed a bunch of useless properties that may or may not have caused problems
Added func_group, multi_manager
Changed up a couple models to fit a bit better
Replaced the _light on "light" with light
Added some default stuff like dusk skybox worldspawn properties
@ancient depot would you kindly repin this i'd appreciate :)
ikr
making the whole "sky_up" "sky_left" stuff was painful so it's now default
just has to be filled in with whatever you wanted
hey nice somebody else finally took up the fgd. was gonna be disappointed if my old one was still kicking around here

relatable tbh
some J.A.C.K folks still use your fgd i think
yeah they arent exactly compatible since me and veven made this one for tb
If/when i get back into this I'll probably fork yours for JACK
the sdk hasnt changed that much in a year
we got custom models and some additional stuff but zombie is rewriting the thing
so yeah we're waiting for that to happen
finishing up finals this week and next and then I'm free for summer
there are mods?
yup
ah yeah I dropped off the face of the planet right about the time custom models got implemented
that was one of the final patches
damb. is the open source fork of Dusk still a thing happening eventually or is that canned?
prolly at some point
custom models are a big nicety at least tho
ye but I mean I dont have to make brush rocks anymore 
god that was a pain when I made sunnywoods loll
you uh yeah hm you do
or duskywoods rather
oh nooooo why
we cant shove custom models that arent nemies
OH NOOOOOOO
dang that's such a shame that would make mapping a loooot easier
yeah
for now we're just waiting for THE REWRITE
but we did have 2 map jams tho
and another one is coming in summe
THE REWRITE 
r
ohhh nice
I'm still infinitely disappointed in me missing the stream where Dave played my map ahaha
shame the vods didnt save
I was planning on working on some bigger stuff but if we're still waiting on the rewrite maybe I'll stick to smaller self-contained maps for now
yeah 
it'll be a little easier to make maps on my desktop instead of in a virtual machine on my mac in a security shack at least 
lolll yeah I made most of duskywoods at my overnight security job i was working at at the time
honestly the mac part wasn't the issue the worst part was having to use the trackpad because there wasn't anywhere to use a mouse 
oh yeah here btw
[BLIND (first-time) PLAYTHROUGH!]
Downloadable here: https://dusk.mod.io/duskywoods-preview
In need of more nonsense?
I live stream sometimes - https://www.twitch.tv/pieceofpiesoftware
Live stream archives - https://www.youtube.com/user/pieceofpielive
Vlogs and stuff - https://www.youtube.com/user/piedragonps
I make games! Download...
Oh hey woah! never saw this!
maybe it'll be of some use to you
probably will! it's not the best designed map ever 
i was more concerned with making ROCKS
i think you and john will get along nicely
he made this from brushes https://dusk.mod.io/detail-trees
oooo hell yeah
I thought briefly about making brush trees and then was like no the rocks are enough lmfao
did the white trees issue ever get fixed? this is the second review in a row of my map where someone got white trees and blamed my map rather than the loading bug LOL
yea i think so
i forgot that was even an issue
so i guess it;s not a thing anymore lol
lmfao the guy in the video sasses me for it at in the first minute
lol yea I figured
get ready for the sass he's like that
LOL i can't even watch this this guy sucks at Dusk
dead stops in front of a scarecrow how are you supposed to avoid anything in dusk
lmao
this is funny tho thank u for showing me lmao
yeeee
I think the primary issue with that map is the lack of separation between the area on the left and the area on the right when you exit the logs
seems like most people kinda meander to the left, then back out and go right
causing all the enemies on the left to come over and just create a mess
I envisioned it like choosing one or the other and wiping the area out then going to the other one
of course by the time I realized the issue I was already half way through making ROCKS
lol
oh speaking of that
did we ever get stuff like player clip and monster clip?
nah
nuuuuu
just the same func_clip we had before
i was severely missing that
oh we have func_clip now?
didnt have that back when i made duskywoods
hence being able to jump out of bounds
mustve been after i already finished my map tho cuz I particularly remember complaining about the lack of it
i checked, it was added innnn april of 2020
yea mustve come after
the egypt map
what's the map website again? dusk.mods.io?
sick I'll check it out soon
nice, thx
You know what I could maybe do
it'd be REALLY wacky to do it but
unlike .map, .bsp does store surfaces as typical textured triangles iirc
And I think dusk throws out bsp tree info anyway
In theory I COULD make a hacky custom bsp format for dusk where I could insert custom models compiled into the bsp itself
what a chad
instead of working on maps I might just work on that instead lmao
Oh sick, there's a lump section in BSP for brush models. In theory all I would need to do is add the vertices to the vertice array, the faces to the face array, then add a model entry
not including textures ofc
might not have time to work on this until finals are over but definitey seems possible
Would it be .mdl then?
nah I could read any model format since it's all converted into raw triangles anyway
I'd just use ASSIMP to handle the dirty work of importing model formats for me
since I'll obviously have access to the entities data as well it could even be as trivial as adding a "custommodel" entry of sorts into the fgd, then drag and drop the bsp into my application and it'll look for those and insert the models listed
wouldn't be too bad a workflow
if you wanted you could use mdls so that you could have a preview in the editor, but the textures would have to be in a WAD3 to actually show up in game
I don't think ASSIMP supports Half-Life MDLs but it supports Quake MDLs and both JACK and TB will happily display Quake MDLs
I think the quake mdl tools are better anyway
it won't be too much of a problem to shove a bunch of textures in a wad3 tho
so that's nice
ye that's what i figure
alright so im a dummy but i want to learn
to get this straight
instead of using a model format, you will basically turn that model into map geometry?
yarp
ok yea got it
it'll be the same internally as a brush model
how does that affect lighting? will it just be fullbright with no shadows
but it won't have the restrictions of typical models because we don't have to store it as planes in the .map and Dusk doesn't care about bsp tree info
oh yeah lightmaps are a thing huh
initially they'd just be fullbright then yeah
well we already use dusk props that dont cast shadows anyway so
you can also bake lighting onto the textures in blender
sooo what if you lightproxy the entity in-editor?
oh wait that doesnt do anything does it
the editor as in JACK/TB? nothing that happens in
right yeah
nothing that happens in the editor would matter essentially
possible workaround would be to fork an open source bsp compiler and add the ability to import models into it
potentially over my skill level tho
other alternative would be I learn how lightmaps in HL BSPs work and I manually bake lighting onto the models
probably not very ideal of a solution
I think forking a BSP compiler to handle custom models and produce a custom Dusk BSP format would probably be the most ideal route but I'm definitely not going to start with that
so this is probably a dumb question but
it's possible to decompile a .bsp into a .map, right?
nah
the exception is Source BSPs but only because Source BSPs store most of the .map info in the resulting BSP for some reason
ah ok
when you compile a .map into a .bsp you lose a ton of necessary info you would need to reopen the map in an editor
thats why quake and hl bsp decompilers are pretty much useless
iirc the common method is to carve all the walls out of a big block which.....rarely works well
yup lmao
so I think my plan here is to first create an application that just reads an HLBSP, parses it into the application's internal data structures, then outputs an equivalent HLBSP
then I'll add the functionality to insert arbitrary textured triangles into the BSP along with creating model lump entries to tell Dusk to display the triangles
then I can integrate assimp to load textured triangles from various model formats
and lastly I'd want to add the functionality to read the entity entries and recognize a custom entity of my creation that tells it to load a model from some arbitrary filepath and insert it into the map at some arbitrary world coordinate
obviously way oversimplifying everything here but that's the roadmap in my head
imagine I create this then zombie adds custom model functionality or releases the rewrite next day 
i don't expect it to take that much longer
tbh the fact it's taken so long probably means he's busy with other higher priority stuff on a regular or constant basis so there's no real telling how long it could take
exactly
I could probably at least add a feature in my thingbob to set the entire model to a certain light level which should work fine for smaller models
larger stuff should use prebaked lighting tho
basically just give the entire model a 1x1 lightmap with a certain rgb value
HL BSP doesn't use .lit
ahhhh alright
nor do I really fully understand how lightmaps work in BSP 
but anyway this should be sufficient for smaller models. iirc dusk just samples the lightmap "pixel" directly under a static model to determine the static model's lighting automatically iirc
for custom maps, that is
would basically look the same, just manually set
ugly af but better than nothing
Ugly af is the Dusk Wayā¢ļø
true
combined with clever use of pre baked lighting you could make pretty stuff
iirc you can import bsps into blender so you could even get the shadows and everything right with some effort
No i think it's import only
lmao yeah
obj2map never ever worked right for me which is upsetting
oh yeah no nothing like that will ever work properly because of how .maps store surfaces
i'll explain in one sec brb
big thanks
yes but it's complicated for most formats
different BSP formats store different amounts of information from the .MAP
eg, Quake 3 BSP retains all of the original brushes so decompilation is relatively trivial
I don't believe there are any existing tools that reliably decompile any random BSP you throw at them
so chad bry described making a custom model tool for dusk which uhh well it seems complex
should he bother or is the support for that coming soon-ish
define custom model tool
tl;dr I was thinking of inserting vertices and faces into the BSP lists and creating model lump entries. idea being to create ""brush geometry"" but from arbitrary collections of triangles rather than something compiled from a .map solid
There's actually already low-level BSP reader/writer classes for this in the code for the upcoming update (so the mod updater tool can patch BSPs)
I could share some of that with you later if you want to make something
oh that'd be superb if you're willing
I was thinking about making it in C++ just because that's what libassimp works best with but I'm sure I can find some solution for C#
I'm sure it'd be pretty trivially portable to C++ given a day or two
yeah given the unofficial BSP v30 spec page I wasn't too worried about that part but I'd appreciate the reference nonetheless
I'd recommend the Quake specs over the unofficial HL ones
Oh are there official docs for the Quake format? nice
The Quake specs are far more detailed and the HL format only differs in lightmaps and some data after mip textures
Not official, but very detailed
Ah I see. yeah might as well use the quake ones then
hell yeah thank u, will bookmark that
Note this was written for BSP v28, retail Quake uses BSP v29
There's only one difference
The "list of faces" is stored as 32-bit integers instead of 16-bit in v29
er, list of edges
not faces
ah, good to know
thx thx
Given you wrote the BSP importer code, do you think there's any obvious reason this wouldn't work? I'm working on the assumption here that Dusk more or less naively reads the triangle data from the BSP. Although I don't necessarily see any reason this couldn't work with vanilla HL/Quake but I'm sure there's extra things to consider there
It should work, yeah
pog
You may need to add information to the BSP trees as well though for newer versions of DUSK
Since it actually reads the collision data properly now
The current build is more of an approximation
oh shoot
yeah I was assuming most of the bsp tree data was more or less disregarded
although are model lumps even considered in the BSP tree?
Currently it is, yeah




THE REWRITE