#dusk-modding

1 messages Ā· Page 87 of 1

gritty forge
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doors might have slight issues

honest stag
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Try rotating it again now

gritty forge
#

yeah uh

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whats with the doors

honest stag
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Plain func_doors?

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Or other doors

gritty forge
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func_door_rotating

honest stag
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Yea its fucked rb

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But its uabke if you try

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Usable*

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Fuck mobile discord

gritty forge
#

what about an entity that you can trigger to play a sound

honest stag
#

Nope unless you kod other existing sounds

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Mod*

gritty forge
#

also i cant get the doors to play a sound when opened

honest stag
#

Yea not supported

still raptor
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yet

honest stag
#

Obv

ancient depot
#

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

honest stag
#

Current sdk is a sus imposter 😳 flu

ancient depot
#

susdk

gritty forge
#

does that mean

honest stag
#

Fuck i feel shame for writibg that

still raptor
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yeah it was a necessary tumor to meet a deadline basically

gritty forge
#

i will finally be able to put 205 turrets on big john

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also

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weirdly

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i cant pass through the trigger_secret

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as if it was solid

ancient depot
#

probably a bug

honest stag
#

Weird

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Yea secrets should work

gritty forge
#

it is solid

tranquil mulch
honest stag
#

Did you give it a texture

gritty forge
#

yeah

honest stag
#

Show properties

gritty forge
#

hmm

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oddly "health" was set to 1

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by default

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after setting health to 0 it works normally

#

my door still rotates around the center of the map though

honest stag
#

Can someone post the copypaste msg lol

ancient depot
#

essentially it's because ericw-tools (seemingly) doesn't support the origin value needed for func_door_rotating

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which is used in hl

gritty forge
#

nodraw texture yes

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i dont think its a compiler problem

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i changed the qbsp compiler and it still does that weird spin around the center of the map

honest stag
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There is a way to use it properly

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But irs a pain

crimson patrol
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What will the real sdk look like

gritty forge
#

uhhh

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my wall disappeared?

honest stag
#

Map sealed?

gritty forge
#

what

honest stag
#

Is your map sealed

gritty forge
#

well no

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and it didnt have that problem before

honest stag
#

Is it a normal brush or a brush entity

gritty forge
#

a normal brush

honest stag
#

Odd

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Try just deleting and placing it again i guess

gritty forge
#

so far i got

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that

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hmm

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considering i could have used a wedge for the walls around it instead

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hmm

honest stag
#

Max faces on a brush

gritty forge
#

it is cube

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with 4 faces

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hm

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which line 1041 though

honest stag
#

If you opem the map with notepad and check the like it's complaining about youll see the coords of the problem bursh

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Or rather notepad++

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To see thre exact line

gritty forge
#

my map file doesnt have 1041 lines

honest stag
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Send it to me and ill show ya

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Or get proven wrong

gritty forge
honest stag
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that

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is not the map file

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that is a .pts file used to check map leaks

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or somethings else

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but im talking the .map

gritty forge
#

it has

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no line 1041

honest stag
#

send it

gritty forge
#

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

honest stag
#

told you

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there

gritty forge
#

its a bunch of numbers

honest stag
#

-1956 1268 -454

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is the coords

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place a point entity and type that as the origin

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and it'll be placed at those coords

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and you'll see the brush

gritty forge
#

seems to be that section

honest stag
#

delete and replace with something more simple

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should compile after that

gritty forge
#

yeah i cant change origin

honest stag
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fuckin jack i swear

gritty forge
#

jack > trenchbroom LeonApproved

honest stag
#

change the origin then

gritty forge
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cant

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okay

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it seemed to be my sphere with atleast 2059 faces

honest stag
#

figures

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yeet that shit out of existence

gritty forge
#

jack has a clipping tool LeonApproved

honest stag
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wdym by a "clipping" tool

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you mean you can cut a brush up?

gritty forge
#

yeah

honest stag
#

tb has that

gritty forge
honest stag
#

yea that but you can also make 3d cuts on top of that

gritty forge
#

thats not very useful

honest stag
#

it's an option on top of what you just showed

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you can make angle cuts off of things to make them seem chipped off and old

gritty forge
#

you can also do that in JACK

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also still not useful

honest stag
#

i do use it for cutting out parts of walls for the reason i described above

gritty forge
#

you can cut out parts of walls with the tool

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and make holes

honest stag
#

...yes?

gritty forge
#

was talking about jack

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also

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carve

honest stag
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carve also exists in tb?

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i dont see why you feel the need to talk about this stuff

gritty forge
#

func_door_rotating is incredible

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now it rotates into the sky

honest stag
#

i'll find the copypaste message hold on

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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

gritty forge
#

i dont see how that is "painful" as you described

honest stag
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try it

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and you'll see why

gritty forge
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incredibly easy

honest stag
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try it my guy

still raptor
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its really unintuitive though

gritty forge
#

vriska you couldnt even figure out how to use hammer

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this cant be that hard

honest stag
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it's not "hard" per se
it's annoying as fuck because you have no indication on how to adjust it at all

still raptor
#

vriska is right here, the implementation is cursed and hacky

honest stag
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and you'll have to compile the map several times in order to get it right

gritty forge
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"several"

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time to do it in one try

honest stag
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yea good luck with that

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i'll be happy for you if you do, seriously

gritty forge
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done

honest stag
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i find that very hard to believe but sure, happy for ya

gritty forge
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door is at coordinate 0,0,0

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i got the origin marked down

honest stag
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did you test this yet or just

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showing off the door in editor

gritty forge
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well yeah

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and it works

honest stag
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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

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because you have to use the origin point like a hinge

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by "at 0,0,0" i meant more like "near 0,0,0"

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whatever you do you
if it works whatevs

ancient depot
honest stag
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OHHHHHHH RIGHT

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i forgot about that

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apologies for the confusion

gritty forge
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hmm nice

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i set the origin again but its now just stuck at 0,0,0

honest stag
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why did you set the origin again if it worked the first time tho?

gritty forge
#

experimentā„¢ļø

honest stag
gritty forge
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new map

bold orbit
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Don't carve unless you're carving a square into a square

gritty forge
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i carved a square into a hollow cylinder leon

bold orbit
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Do you want compiling errors?

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Thats how you get compiling errors

gritty forge
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not how i got a compiling error leon

crimson patrol
turbid bobcat
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I’d love to tbh

honest stag
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I think pinned stuff here should be used for uh more important things

alpine depot
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nahhhhh

gritty forge
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when the dusk is susk should be pinned here

alpine depot
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oh hell i never tried out the ultradusk map

honest stag
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Im sure youll enjoy it

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:)

alpine depot
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wow

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fuck you

honest stag
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Lmao

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2 minutes

gritty forge
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ill finish it someday ā„¢ļø

sharp laurel
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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

honest stag
sharp laurel
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yeah im there

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but...what do i click on

honest stag
#

firstly

sharp laurel
#

okay

honest stag
#

for tb itself, it's a bit down

sharp laurel
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alright that's all then?

honest stag
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you also need compiling tools

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i recommend watching dumptruck_ds on youtube for a tb setup tutorial

sharp laurel
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yeah that'll be there in the pinned tutorial i think

honest stag
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he's showing how to set it up for quake but mapping for dusk is only a tiny bit different

sharp laurel
#

okay thanks a lot!

honest stag
#

np

crimson patrol
# sharp laurel alright that's all then?

If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If you’re a total newb or returning to mapping after a long time away this is the tutorial you’re looking for!

Download TB right here: http://kristianduske.com/trenchbroom/

requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145

PLEASE NO...

ā–¶ Play video
honest stag
#

there it is

crimson patrol
#

This should help you get set up

honest stag
#

the first 3 minutes should tell ya what you need to know

crimson patrol
#

To learn the ins, outs and janks of tb watch his next guides

honest stag
#

yea you learn pretty much 90% of things you need to know for mapping through those

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other 10% is sdk jank and half life features

crimson patrol
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And you can ask about that here

sharp laurel
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What do i open it withh

honest stag
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tb itself?

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it should be an .exe

sharp laurel
#

Well it’s apparently a .7z for me?

honest stag
#

ye you need to unzip it

sharp laurel
#

Should i extract the files?

honest stag
#

yep

sharp laurel
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Anddd done

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Thank you so much

honest stag
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hell yea
you probably need a texture wad now

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or actually you're probably just following the guide

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so whatevs

crimson patrol
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Yea you'll want the dusk better wad

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Or dusk transparent

honest stag
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the hell is dusk better wad

gritty forge
#

download jackā„¢ļø

crimson patrol
#

.

honest stag
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oh oops

crimson patrol
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There's the wad

honest stag
#

it's in pinned messages too

gritty forge
#

"you have communication issues"

crimson patrol
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Once you're setup downloaf the fgd

honest stag
#

ye that's in the guide i'm pretty sure

gritty forge
#

also

honest stag
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based q dude spending time to make a guide

gritty forge
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if you have used hammer before to make maps then download Jackā„¢ļø

gritty forge
#

i found the door color indicator texture

sharp laurel
#

ā€œYou may also want to locate your custom DUSK Mod folder inside of ā€œlocalā€ and go the maps section.ā€

What

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What does that even mean

honest stag
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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

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inside of that folder, make a folder named 'maps"

sharp laurel
#

But didn’t they say that like at the beginning of the guide?

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Should i do it again?

honest stag
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nah

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dunno why it's like that

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you can make your mod folder anytime

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it's just a place to put your map into later

sharp laurel
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ā€œThis will deposit all .bsp’s that you compileā€ HUH?

honest stag
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alright so i'll try and make this less confusing

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when you save a map in trenchbroom, it outputs a .map file

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let's call it cool.map

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to make it playable, you need to compile it by using special compiling tools

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the guide should have covered them

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those tools convert your .map into a .bsp file

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which is the playable map

sharp laurel
#

The compilinggui yes?

honest stag
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ye, that thing is a tool to make the compiling process easier, not the tools themselves

sharp laurel
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Mhm okay

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So am I supposed to locate this in the output set up of the compilingGUI

honest stag
#

the dumptruck_ds video shows how to set those up

sharp laurel
#

Okay i’ll check it out

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Can’t wait to actually start mappinggg

honest stag
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just remember to not have any spaces/non-letter or number symbols in your folder or map names

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or the compiler won't work

sharp laurel
#

Okay noted

honest stag
#

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

sharp laurel
#

those look epic

honest stag
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no ur epic

sharp laurel
#

i love good lighting, it looks great here

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Holee i just figured out something by myself

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Damn what’s with the random space

honest stag
#

wdym

sharp laurel
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Instead of ProgramFiles(86x) it says ProgramFiles (86x)

honest stag
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i think the compiler might not like the () either

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but let's hope you're lucky

gritty forge
#

put it in ""

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quotes

sharp laurel
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So kill the brackets?

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No nvm

honest stag
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i thought you cant use quotes in file/folder names anyway

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or you probably mean something else and i'm just sleepy

sharp laurel
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Time zones are pretty annoying

honest stag
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it's 18:00 here lol

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i just fucked up me sleep schedule

sharp laurel
#

14:36 here

honest stag
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russia?

sharp laurel
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n o

honest stag
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EU?

sharp laurel
#

lmao no

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Ind.

honest stag
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fug

sharp laurel
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No wait not indonesia the other one

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India

honest stag
#

ahhh got it
i was very confused for a moment

sharp laurel
#

Well yeah usually people don’t expect that

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So great i set it up

honest stag
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hell yeah have fun mapping

sharp laurel
#

Unfortunately ctrl r doesn’t open up the sdk

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It’s like a slap to my face every time i progress

gritty forge
#

what

sharp laurel
#

My output folder is the steam dusk folder/sdk/mnt/local

honest stag
#

that shouldnt be like that

sharp laurel
#

What shouldnt

honest stag
#

the map path

sharp laurel
#

Should i go for the id1

gritty forge
#

this conversation gives me internal pain

honest stag
#

the map should be put inti
dusk/sdk/mnt/local/mymod/maps/cool.bsp

sharp laurel
#

I’m sorry but you’ll have to bear with ut

gritty forge
#

also theres a guide

honest stag
#

it's fine my man

sharp laurel
#

Im following it

honest stag
#

people come and ask this kind of stuff all the time because it's not obvious if you've never mapped before

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dont be afraid to ask stuff

sharp laurel
#

also what’s um...cool.bsp

honest stag
#

i just typed that as a map example

sharp laurel
#

Ohhh

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Okay okay

honest stag
#

so alright go into your "maps" folder and check if the .bsp file is in there

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we'll see if the compiler is actually outputting your map or not

sharp laurel
#

Wait

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Yeah okay i got what i did wrong

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Thank

honest stag
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hell ye

sharp laurel
#

So do i give the game path as the dusk folder or the dusk.exe

honest stag
#

don't worry about the game path

sharp laurel
#

A lot of stuff isn’t mentioned here probably because normal people figure stuff out

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No for trenchbroom

honest stag
#

you can just launch the game through steam

sharp laurel
#

Oh that’s pointless?

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Oh ok

honest stag
#

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

sharp laurel
#

I just make it for quake then

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Because it’d run anyway

honest stag
#

so you can have dusk open and keep replacing the map even while in the map itself

gritty forge
#

what

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oh

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yeah

honest stag
#

not much point in running quake btw

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the compiler has an option for running quake so like just disable that

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not needed

sharp laurel
#

Okay well hear me out

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The guide tells me to download trenchbroom and then immediately set up the compilinggui

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So now for the compilinggui to work i have to first make a map

gritty forge
#

yeah?

sharp laurel
#

Say i make it a big slab now, the default

honest stag
#

yes
don't forget to place an entity info_player_start btw

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it's the player spawn point

gritty forge
#

as if it wasnt obvious from the name

sharp laurel
#

I export the thing into the gui now?

honest stag
#

the gui should have a line called "source map"

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which points to your .map file

sharp laurel
#

Also if my complete noobdom is annoying you then im genuinely sorry

honest stag
#

man it's perfectly fine trust me

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everyone starts somewhere

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and hey you already figured out more stuff on your own than most people

sharp laurel
#

breathes in okay so how do i put the unnamed.map into the compilinggui

honest stag
#

aight so save the map first

sharp laurel
#

Ight

honest stag
#

cus it's nowhere untill you actually save it somewhere

sharp laurel
#

Mhm mhm

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And now i put it as the source map

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Yea?

honest stag
#

u go into your gui after that and click right here

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yes

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exactly

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make sure there are no spaces ur non-letter/number symbols in folder/file names

gritty forge
#

thats not exactly how file locations work

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just put it in quotes like "C:/Program Files (x86)/pogger" (for example) if it has a space

sharp laurel
#

Yeah i did that earlier

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Okay NOW i put in ctrl r and see what happens

honest stag
#

nah

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not ctrl+r

sharp laurel
#

Okay then

honest stag
#

ctrl+c is the compile hotkey

gritty forge
#

vriska said there is a compile button in trenchbroom

honest stag
#

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

sharp laurel
#

I pressed ctrl c

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And it tries to open something that disappears

gritty forge
#

yes

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thats the output window

sharp laurel
#

So i did it....?

gritty forge
#

if you want to actually read it just press "Pause after compiling"

honest stag
#

if it disappears hit "pause after compiling" in the gui

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if it was so fast then something probably went wrong

sharp laurel
#

Yeah something went wrong

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I’ll try and fix it myself

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The eric tools exe isn’t recognized as a...

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Hm

honest stag
#

it seems like you used the gui without the compiling tools themselves?

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did you download those?

sharp laurel
#

I did

gritty forge
#

send screenshots because we cant actually tell what you see

sharp laurel
#

Ight

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I downloaded the eric tools

honest stag
#

seems like you didnt set up the tools folder right

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the ericw's folder should have a "bin" folder inside

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which is what this should be pointing to

sharp laurel
#

sigh yeah it didn’t paste it right

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And now

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Yay now the syntax is incorrect

honest stag
#

what exactly does it show?

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if i were to throw out a solution i would rename that ericw's folder into something simple like iunno
ericw

gritty forge
#

screeenshot

sharp laurel
honest stag
#

this is odd
can you check if it actually did output a .bsp now

#

because it did compile it it seems

sharp laurel
#

Nope

honest stag
#

check the working folder then

sharp laurel
#

Yup

honest stag
#

there you go

sharp laurel
#

unnamed.bsp is a thing now

honest stag
#

alright now shove that into your maps folder

sharp laurel
#

Only the bsp?

honest stag
#

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

sharp laurel
#

That’s lit

honest stag
#

ikr

sharp laurel
#

Sorry you had to read that

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Maybe this is it

#

Only one way to find out

honest stag
#

before you do that

sharp laurel
#

Ya?

honest stag
#

did you put a palette.lmp file outside of the maps folder

sharp laurel
#

Yep

honest stag
#

ok good

sharp laurel
#

Well it doesn’t have textures anyway

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So yeah

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I have never opened so many folders before

honest stag
#

aight boot it up

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at this stage it pretty much 100% will work

sharp laurel
#

YES

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It works

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You’ve made my day, have a cookie šŸŖ

honest stag
#

nice, congrats

#

thx

sharp laurel
#

I’m falling into the void and not dying

honest stag
#

you wont cuz there is nothing to hurt you below

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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

sharp laurel
#

Mhm yeah i saw som’o dat

#

Now i am on my way to make 5 blocks stick together and call it a day

gritty forge
#

hmm

#

i would start off with spamming rats to make a map

sharp laurel
#

Noted, will make 5 slabs stick together with 56 rats

honest stag
#

oh yeah you got the .fgd right?

#

the guide should have had that

sharp laurel
#

The fgd

gritty forge
#

check pins

sharp laurel
#

Yeah im followin the guide

honest stag
#

ah aight

sharp laurel
#

I have one word for that last sentence

#

fuck.

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ā€œPainfullyā€?

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ā€œAgain and againā€?

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Yeah okay thanks everyone

#

Good day

honest stag
#

np man have fun mapping

gritty forge
#

i thought about just

#

adding some traps to the map

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like

#

oh right

#

theres no entity that can shoot any projectile

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nvm then

honest stag
#

there is

gritty forge
#

which

honest stag
#

i think it's object_fireballshooter

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it's uncontrollable so it shoots constantly

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but you can destroy it

gritty forge
#

no

honest stag
#

"No"?

gritty forge
#

it shoots a fireball

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and i said "any"

honest stag
#

Read that as "at least spme kind of projectile"

gritty forge
sharp laurel
#

Im back with more doubts to make conversations painful

#

Where’s the dusk bat file

honest stag
#

what do you need it for?

sharp laurel
#

To keep it in the quake engine part of the gui

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So when i press ctrl r it takes me to the sdk fasht

honest stag
#

dusk/sdk/dusk_win.bat

#

but dont forget that you dont really need that

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and you can just replace the .bsp while in-game

#

and restart the map

sharp laurel
#

I only see bin, etc, legal and mnt

honest stag
sharp laurel
#

Oh...wh..wha

#

I probably need to verify my files

honest stag
#

are you on the sdk branch?

sharp laurel
#

Yeah

#

Dusk/SDK

honest stag
#

here

sharp laurel
#

damn thanks

#

But isn’t it supposed to just...be there?

honest stag
#

prolly

#

also

#

i don't know if this is a concern but wont it start dusk again and again every time you compile?

sharp laurel
#

Hmm

honest stag
#

when you don't need to close it to replace the map with a new version

sharp laurel
#

I think so

#

Yeah that’s prolly better

#

For some reason discord won’t open on my pc

#

Epic

gritty forge
#

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

honest stag
#

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*

gritty forge
#

not very useful

honest stag
#

We had people make crushers like tha

gritty forge
#

i know

#

but crushers arent projectiles

crimson patrol
#

DOOR INDICATOR

summer goblet
#

Hello there. Is there a property to enable the campfire entity from the start of the map ?

#

Thanks

crimson patrol
#

No

gritty forge
sour hollow
#

he isn't wrong

gritty forge
#

I Love Dusk

cedar badger
#

dusk loves you

gritty forge
#

Dusk is love

#

dusk is life

#

Best game to mod imo

#

So much fun

honest stag
#

oh hi skade where have you been

gritty forge
#

Maybe more so in terms of potential

#

Oh I quit mapping for a while due to school

honest stag
#

relatable

gritty forge
#

it kinda consumed my life making dusk maps hahaha

#

I’m going back to it more and more now because I literally just finished my last MAJOR exam/test

honest stag
#

good shit, congratz

gritty forge
#

:D

#

Yes and I didn’t do shit

#

like I usually do in math

crimson patrol
#

cant wait to have ya back skade

gritty forge
#

time to add an arena encounter for my second map to make it more interesting

#

although it's getting a bit long

crimson patrol
#

doo maternal arena?

bold orbit
#

doo mdwani sicks deen arena!

gritty forge
#

ever wanted to feel bad about your dusk mapping skills? boy do i have the archive for you

gritty forge
#

@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

crisp raven
#

LOOKING FOR PLAYTESTERS

tiny pasture
alpine depot
#

ooh you know I'm down for testing

#

your maps just keep getting better and better

honest stag
#

Wish i had that much free time on my hands to map

honest stag
#

fuck

gritty forge
#

agreed

honest stag
#

Fuck mobile discord

gritty forge
honest stag
#

Amyway, i cant wait to have some free time after uni shit is over and finish my map

gritty forge
#

i'm gonna make another otex map soon beegpog

honest stag
#

Have you rele the previous map you made?

#

Wuth sewers

#

Released*

gritty forge
#

yeah its finished but it sucks

honest stag
#

Let oeeps test it

#

Peeps*

#

Fucking discord i swear

gritty forge
#

ill release it soon

honest stag
#

Testung is still good

#

Testing*

crisp raven
#

Y'all wouldn't happen to have any skip texture .wads you can send my way?

crimson patrol
#

i need that too

gritty forge
#

..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

gritty forge
#

šŸ‘€

honest stag
#

Oh damn is that the map i playtested a while ago

#

U finishing it up? It was sick as hell

gritty forge
#

yes :)

#

fixing some dark spots

#

and trying to make it more engaging

sharp trail
gritty forge
#

what is that

#

oh a deathmatch level?

#

Cant find pics of it tho

sharp trail
#

yea

#

i can send a pic later they look very similar

honest stag
#

Not from the inside

sharp trail
#

same kind of industrial boxy corridior design

#

yea know it probably looks 10x better than the dm level

honest stag
#

Eyo change you name to "who can it šŸ now"

sharp trail
#

i think i cant put emojis in my name

#

:(

#

who can it be knocking at my door

#

:snare: :snare: :snare:

honest stag
#

Who 🄫 it šŸ now

sharp trail
#

creative

#

you can rplace it with a symbol thats related with IT

#

like the field

#

šŸ’»

honest stag
#

KKnocking on my mods

#

Go away, don't play my maps no more

sharp trail
#

No sir

#

Who plays this shit when it's late it night

honest stag
#

Its late evening for me

#

Like 20:40

sharp trail
#

im still in fucking school

#

GMOOH

high magnet
#

Just graduate 4head

sharp trail
#

omg why did i not try this before

#

Thank Manniak

high magnet
#

Yuore welcome

crimson patrol
#

Just win school lmoa

bold orbit
gritty forge
#

who 🄫 it šŸnow

gritty forge
sharp trail
#

shut up

#

fake

bold orbit
#

gotta have nitro

gritty forge
#

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

sharp trail
#

@gritty forge this is temple

gritty forge
#

oh yea I can see why you'd say that

#

it's not similar in game tho

sharp trail
#

yea

#

it got some meatgrinders tho

gritty forge
sharp trail
#

ooooh

#

fancy af

gritty forge
#

uhh

#

why cant I copy paste things into other levels?

#

Idk if I forgot something

alpine depot
#

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

gritty forge
#

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

gritty forge
gritty forge
#

poop water

high magnet
#

UH OH

gritty forge
#

fits the sewer part of my level

tall zenith
gritty forge
#

hohoho boy

#

the new arena is epic

alpine depot
#

prove it, kid.....

gritty forge
#

spoope

#

this is not the arena

#

tho

alpine depot
#

woahhhhh

#

this looks familiar lol

gritty forge
#

colored light go ooooooooooooooooooo

alpine depot
#

COLOREESSESRKEIS OK NG

honest stag
#

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

alpine depot
#

ohhhhhhhh yeah

crimson patrol
#

COLORED MOTHERFUCKING LIGHTING

honest stag
#

is q dude fuckng gone?

#

@gritty forge are you ok there

#

wtf happened you went white

ancient depot
#

discord bug probably

#

that happens sometimes

#

especially on mobile

sleek ore
#

noo

honest stag
#

im on pc

#

weird

sleek ore
#

he asked to be "rebirthed"

#

so he became a white rank

honest stag
#

lol

sleek ore
#

then i think a mod gave all his ranks back after some time

#

nice of em

stuck ginkgo
#

so about playing Quake maps in Dusk... is that enjoyable? does it work well?

honest stag
#

Its alright

#

I suggest custom maps tho

stuck ginkgo
#

any specific recommendations?

#

in the vein of the main campaign

honest stag
#

Most maps are like that

stuck ginkgo
#

OK, so the quality is pretty good across the board?

honest stag
#

Derailed, lower come to mind

stuck ginkgo
#

cool, will try those

honest stag
#

It varies from alright to super good

stuck ginkgo
#

noice

#

can't wait for gameplay mods, need moar guns and enemies

crimson patrol
#

i recommend shadow of strelok

#

its some good shit

stuck ginkgo
#

ah the stalker inspired one

#

cool i will try that

stuck ginkgo
#

OK so if I want to play dusk.mod.io custom maps, do I need to opt-in to the SDK?

crimson patrol
#

yeas

gritty forge
#

holy tits on toast

crimson patrol
#

lmoa

fallow thunder
#

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?

crimson patrol
#

func_ladder? idk

#

ill bet its a brush entity

alpine depot
#

yup

#

you make a new brush and then right-click set it as a func_ladder and that's basically it lol

fallow thunder
#

@alpine depot that worked, thank you very much

honest stag
#

Thinking about uploading a slightly updated fgd today

#

Might as well

gritty forge
#

plz dp

#

do

#

im missing my func_group and plenty of other stuff

honest stag
#

Whats the stuff you need

#

Ill check if its there when im home and add it

gritty forge
#

some of the keys on light are 🤨

honest stag
#

Changed that, that was a mess

gritty forge
#

ok i cant think of much more then

honest stag
#

Hald life leftovers

#

Half*

#

I think i adjusted the trash bag abd the trashcan models a bit

#

Not sure

honest stag
#

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 :)

gritty forge
#

real shit

#

ah yeah that makes sense

honest stag
#

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

lament ore
#

hey nice somebody else finally took up the fgd. was gonna be disappointed if my old one was still kicking around here

honest stag
#

yooooooo YOOOOO

#

god daym where have you been mang

lament ore
#

HEYOOOO good to see ya vriska

#

LIFE MAN

#

University mostly lol

honest stag
#

relatable tbh

lament ore
#

ahaha surprised you remember me!

#

it's been like a full YEAR lol

honest stag
#

i mean why wouldnt it i lol

#

i remember everyone

lament ore
#

lmao

#

how's the dusk sdk since i was last here

honest stag
#

some J.A.C.K folks still use your fgd i think

lament ore
#

oh really? LOL

#

JACKers unite

honest stag
#

yeah they arent exactly compatible since me and veven made this one for tb

lament ore
#

If/when i get back into this I'll probably fork yours for JACK

honest stag
#

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

lament ore
#

finishing up finals this week and next and then I'm free for summer

honest stag
#

since uhhh summer i think

#

nice, good luck man

gritty forge
#

there are mods?

honest stag
#

yup

lament ore
#

ah yeah I dropped off the face of the planet right about the time custom models got implemented

honest stag
#

that was one of the final patches

lament ore
#

damb. is the open source fork of Dusk still a thing happening eventually or is that canned?

honest stag
#

prolly at some point

lament ore
#

custom models are a big nicety at least tho

honest stag
#

not custom weapon models sadly

#

just enemies, and a couple arent changable

lament ore
#

ye but I mean I dont have to make brush rocks anymore KEKWlaugh

#

god that was a pain when I made sunnywoods loll

honest stag
#

you uh yeah hm you do

lament ore
#

or duskywoods rather

lament ore
honest stag
#

we cant shove custom models that arent nemies

lament ore
#

OH NOOOOOOO

honest stag
#

ikr

#

i'd use those a lot but alas

lament ore
#

dang that's such a shame that would make mapping a loooot easier

honest stag
#

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

lament ore
#

THE REWRITE stonegasm

honest stag
#

r

lament ore
#

ohhh nice

#

I'm still infinitely disappointed in me missing the stream where Dave played my map ahaha

honest stag
#

shame the vods didnt save

lament ore
#

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

lament ore
#

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 KEKW

honest stag
#

jesus christ lmao

#

i had no idea it was THAT bad

lament ore
#

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 LUL

honest stag
#

oh yeah here btw

lament ore
#

Oh hey woah! never saw this!

honest stag
#

maybe it'll be of some use to you

lament ore
#

probably will! it's not the best designed map ever KEKW

#

i was more concerned with making ROCKS

honest stag
#

i think you and john will get along nicely

lament ore
#

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

honest stag
#

yea i think so

#

i forgot that was even an issue

#

so i guess it;s not a thing anymore lol

lament ore
#

lmfao the guy in the video sasses me for it at in the first minute

honest stag
#

old vid

#

from like august

lament ore
#

lol yea I figured

honest stag
#

get ready for the sass he's like that

lament ore
#

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

honest stag
#

any feedback is always nice

#

so i appreciate his vids for balance stuff

lament ore
#

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?

honest stag
#

nah

lament ore
#

nuuuuu

honest stag
#

just the same func_clip we had before

lament ore
#

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

honest stag
#

i think we had it when you were around

#

like 99% positive

lament ore
#

mustve been after i already finished my map tho cuz I particularly remember complaining about the lack of it

honest stag
#

i checked, it was added innnn april of 2020

lament ore
#

yea mustve come after

honest stag
#

anyway it's there now

#

so slap it out

lament ore
#

nice

#

have you released any maps in the last year and a half vriska

honest stag
#

only the map jam maps

#

so that makes 2

#

and trespasser

#

if you havent seen that

lament ore
#

oh nice yeah I'll have to take a look at the map jam stuff

#

i havent seen that no

honest stag
#

the egypt map

lament ore
honest stag
#

co-oped it with veven

#

yeah

lament ore
#

sick I'll check it out soon

honest stag
#

nice, thx

lament ore
#

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

honest stag
#

what a chad

lament ore
#

instead of working on maps I might just work on that instead lmao

lament ore
#

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

honest stag
#

Would it be .mdl then?

lament ore
#

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

honest stag
#

it won't be too much of a problem to shove a bunch of textures in a wad3 tho

#

so that's nice

lament ore
#

ye that's what i figure

honest stag
#

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?

lament ore
#

yarp

honest stag
#

ok yea got it

lament ore
#

it'll be the same internally as a brush model

honest stag
#

how does that affect lighting? will it just be fullbright with no shadows

lament ore
#

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

lament ore
#

initially they'd just be fullbright then yeah

honest stag
#

well we already use dusk props that dont cast shadows anyway so

lament ore
#

you can also bake lighting onto the textures in blender

honest stag
#

sooo what if you lightproxy the entity in-editor?

#

oh wait that doesnt do anything does it

lament ore
#

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

honest stag
#

so this is probably a dumb question but
it's possible to decompile a .bsp into a .map, right?

lament ore
#

nah

honest stag
#

what if you decompiled that and then compiled again

#

ah shit

lament ore
#

the exception is Source BSPs but only because Source BSPs store most of the .map info in the resulting BSP for some reason

honest stag
#

ah ok

lament ore
#

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

honest stag
#

oh god the wad2map tool did that

#

it was the worst thing i've ever seen

lament ore
#

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 CryLaugh

honest stag
#

i don't expect it to take that much longer

lament ore
#

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

honest stag
#

one day

#

one day...

lament ore
#

ONE DAY

#

lucysRiot THE REWRITE lucysRiot

honest stag
#

exactly

lament ore
#

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

honest stag
#

could the .lit be utilized for that?

#

or is it unrelated

lament ore
#

HL BSP doesn't use .lit

honest stag
#

ahhhh alright

lament ore
#

nor do I really fully understand how lightmaps work in BSP KEKW

lament ore
#

for custom maps, that is

#

would basically look the same, just manually set

honest stag
#

ugly af but better than nothing

lament ore
#

Ugly af is the Dusk Wayā„¢ļø

honest stag
#

true

lament ore
#

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

honest stag
#

wait wut./

#

for real? and you can export them back?

lament ore
#

No i think it's import only

honest stag
#

ah makes sense

#

i got too excited

lament ore
#

lmao yeah

honest stag
#

obj2map never ever worked right for me which is upsetting

lament ore
#

oh yeah no nothing like that will ever work properly because of how .maps store surfaces

#

i'll explain in one sec brb

honest stag
#

big thanks

ancient depot
#

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

honest stag
#

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

ancient depot
#

define custom model tool

honest stag
#

hold up

#

oh there he is

#

do it my man

lament ore
#

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

ancient depot
#

I could share some of that with you later if you want to make something

lament ore
#

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#

ancient depot
#

I'm sure it'd be pretty trivially portable to C++ given a day or two

lament ore
#

yeah given the unofficial BSP v30 spec page I wasn't too worried about that part but I'd appreciate the reference nonetheless

ancient depot
#

I'd recommend the Quake specs over the unofficial HL ones

lament ore
#

Oh are there official docs for the Quake format? nice

ancient depot
#

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

lament ore
#

Ah I see. yeah might as well use the quake ones then

lament ore
#

hell yeah thank u, will bookmark that

ancient depot
#

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

lament ore
#

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

ancient depot
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It should work, yeah

lament ore
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pog

ancient depot
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You may need to add information to the BSP trees as well though for newer versions of DUSK

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Since it actually reads the collision data properly now

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The current build is more of an approximation

lament ore
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oh shoot CryLaugh yeah I was assuming most of the bsp tree data was more or less disregarded

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although are model lumps even considered in the BSP tree?

ancient depot
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Currently it is, yeah