#dusk-modding

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ancient depot
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animation is where Valve MDL wins out

lament ore
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I'm not too familiar with anything but Valve MDL but the modern tools for it make it quite pleasant to work with

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Wasn't always like that though Kappa

ancient depot
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I've been considering Valve MDL support

lament ore
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Loved back in the day when it would just tell you your qc is wrong and not where or why LUL

lament ore
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even if only static models initially

ancient depot
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we'll see

hard pollen
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.USD is the only format.

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This is a scientific fact.

ancient depot
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I'm more of an .AUD kinda guy

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๐Ÿ‡ฆ๐Ÿ‡บ

lament ore
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.doge > .anything smh

honest stag
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I tried using qc to add a custom model, fuggg

hard pollen
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.ABC is also pretty based too.

honest stag
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Custom model to quake that is

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Coulsnt figure out how to have a custom sound tho

lament ore
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Yeah writing it from scratch can be a real hoot if you're a beginner. It's way easier to decompile a similar model and steal the QC from it and just adapt it to what you want to do

honest stag
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I did that lol

lament ore
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Do Quake MDLs store sound info? don't think HL MDLs do that but I could be wrong

honest stag
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I dont think so

lament ore
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this all reminds me that adding HL1 MDL support to assimp and submitting a PR is on my long list of things to do KEKW

honest stag
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I was trying to get qc to play a sound when it fired and i cried

ancient depot
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do you mean QuakeC and not qc files

honest stag
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Ehh probably

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It was a while ago

lament ore
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Yea that's what you mean

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Technically the qc files I refer to ARE Quake C files

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they're just special quake c files that use commands specifically for model compiling stuff

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hence .qc

honest stag
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Ah ok got it

lament ore
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somebody should fork whatever the go-to modern modelgen application is and let it accept other formats (fbx, dae, obj, etc) for smd files

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I imagine Source 2 probably does that

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CAN'T imagine they're still using smd in the year of our lord 2020

ancient depot
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I wish I could banish fbx to the deepest depths of hell

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if I wrote a modern mdl compiler it'd use gltf sources

lament ore
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gltf? never heard of it

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agree tho fuck fbx. Only say fbx because it's probably the most common format out there

ancient depot
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basically a better, stable alternative to fbx, dae, etc

lament ore
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o nice

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wonder if assimp supports it

ancient depot
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it's standardized by the khronos group

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the folks behind opengl and vulkan

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and I believe it does

lament ore
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poggers

ancient depot
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Maximum Action used AssImp under the hood to load models and gltf files worked

lament ore
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Have I ever posted my SGI shirt in here PEPW

lament ore
ancient depot
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Garbage

lament ore
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ah. LOL

ancient depot
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It's a really bad binding

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I was gonna write my own later

lament ore
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yeah I figured that must be it. the real Assimp is quite a nice library

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naisu

hard pollen
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Did lead to some fun quirks, like being able to have an animation playing on the mesh which was pretty fun for some things.

lament ore
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Don't you love when like 90% of your project ideas aren't making things but rather making the tools to make things better PEPW

ancient depot
honest stag
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Pretty based

ancient depot
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that bug was probably caused by that

lament ore
ancient depot
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Releasing a paid asset that is mostly just a wrapper around a free library is pretty cringe ngl

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unity asset store moment

lament ore
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extremely so

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I used assimp in my very cursed SM64 project

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you may think, ah, you just inserted the 3d model into the scene, no big deal

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nay

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All of the SM64 stuff is rendered by an F3D to OpenGL wrapper in its own context

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I added a second OpenGL context and rendered quakemin in that

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and then composited the two scenes together with proper depth mapping and everything

ancient depot
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that is an extremely cursed way to approach that

lament ore
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yea KEKWlaugh

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the f3d wrapper worked in weird ways and trying to do anything outside of f3d corrupted the opengl state

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hence the two contexts

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it actually mostly worked apart from the skybox and some transparency things

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which I could've fixed but y'know. adhd. lmao

ancient depot
lament ore
honest stag
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bread

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bread what the fuck

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how did you skip the rat rank and insantly got priest

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amd you skipped crowman too

lament ore
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wat

honest stag
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ur rank on this server

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by activity

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u get rat first, then crowman, then priest

lament ore
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any one of my interactions is easily worth ten of the rest of y'all's smh kappa

honest stag
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lmao

crimson patrol
gritty forge
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lol

ancient depot
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Light style support WIP

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Featuring unfucked C1A0 alarm light

honest stag
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does that shit BLINK?

ancient depot
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Not yet but it will

honest stag
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holy fug

crimson patrol
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Thats some atmosphere

sleek ore
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nice

gritty forge
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OWO

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blinking lightssss

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efjifheifpe

vast palm
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I wrote a program that converts Source Engine maps to Call of Duty a while ago

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Would it interest anyone if I added Dusk support for it?

gritty forge
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uh

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was there a lost soul kind of enemy in dusk at some point?

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cause there seems to be in one of the trailers

gritty forge
vast palm
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Yeah but it would be pointless for me to work on it if there was Source BSP support in the works ๐Ÿ˜…

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I just wanted to know if there'd be interest in it because I'd love to support the game in my own way

ancient depot
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Although displacements are not yet supported

vast palm
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Oh that's great

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I've never worked with BSPs before though, but is the way displacements work in them similar to how they work in VMFs?

ancient depot
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I've barely looked at how they're stored in the BSP, so I don't know the details yet

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Source BSP is more of a gimmick feature than an actual priority

vast palm
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Are you going to add support for other formats then?

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Like Quake 3's BSP format for example

ancient depot
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Yup, already supported

vast palm
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Ah that's good

ancient depot
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The current public build of the SDK supports Quake 1, GoldSrc, BSP2 and Quake 3 format maps

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The upcoming build supports... a ridiculous amount of maps

vast palm
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Then I can use Quake 3 map format's bezier curves to convert Source's displacements if I try converting Source maps directly from VMFs

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a ridiculous amount of maps
That's quite intimidating ๐Ÿ˜„

bold orbit
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Does it support Chasm the Rift and HROT maps?

ancient depot
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I may be crazy, but not that crazy

gritty forge
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does it support SM64 and garfield kart custom maps?

crimson patrol
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doesnt hrot run on its own engine

gritty forge
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Yeah hrot is custom engine

gritty forge
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does it support br00tal d00

gritty forge
gritty forge
gritty forge
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?

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but do it spuport br00tal do

crimson patrol
long anchor
lament ore
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it's almost out of touch thursday my dudes

honest stag
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Hell yea that looks sick as fuck

alpine depot
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mmmmmmm

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delicious map,,

gritty forge
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is there some not super advanced way to add illusionary textures to func doors?

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I wanna add some transparent textures on doors etc

honest stag
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do you mean just like

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a fence texture?

gritty forge
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say I want to add a blood splat on a door

crimson patrol
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0.25 unit wide brush, with the blood splatter texture from the transparent wad

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slap it on the door

honest stag
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nah

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or wait

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oh yeah youre right

ancient depot
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In other words, you want the ability to place decals?

honest stag
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on doors?

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or plain decals

ancient depot
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Decals in general

honest stag
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then it's just func_detail_fence

ancient depot
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I was thinking actual projected decals

honest stag
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ah oh

ancient depot
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Where you can place an entity, specify a texture, and the game will generate a decal at load time for it

honest stag
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yes please let me spray cs go graffiti all over my maps

ancient depot
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lmao

gritty forge
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yes decals

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essentially

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you know how one of the doors (in brimstone ghetto I think) has a "welcome back" text on the door

ancient depot
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One of the easier options would be to just edit the texture to have text on it

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I think brimstone ghetto uses the in-world text feature for that, which will eventually be exposed to the SDK

honest stag
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Look at this guy not making text from brushes LMAO WILDWOODY1

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But for real i find that to be a stupid but an alright option for custom text lol

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i uh may have used it way too much

ancient depot
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reminds me of this outside ad_sepulcher lol

honest stag
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I thought it said "superman's cock" for a moment

ancient depot
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i wish

gritty forge
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We need a sound mod that changes damage sounds to hentai moans

crisp raven
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Zombie it's not too late to delete the SDK from existence

gritty forge
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Zombie it's not too late to release the SDK

tiny pasture
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Zombie please

dull bloom
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I already want it

gritty forge
gritty forge
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daily dusk mapping tip #1: scrapping simple blockouts / layouts is much less wasteful then scrapping entire already textured, lighted playable rooms
i recommend prototype.wad for blockouts

honest stag
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no no
what you do is make 40% of the map and then scrap it

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repeat that at least 9 times

tiny pasture
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Iโ€™ve got like two unfinished maps and I still have to actually put one on the modio

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Iโ€™m a gamer

crimson patrol
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And then abandon the project after burning yourself out

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(I haven't got to step 2 yet)

gritty forge
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looking for playtesters (that can record/livestream when they play)

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What I do to not burn myself out is add things and tweak till I'm kinda happy then build on it, and try not to be too ambitious

honest stag
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i finally have some free time, so i can do a quick recording, or even play the map in a discord stream for you or somethign

gritty forge
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sounds good

gritty forge
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probably a bit longer than the last one

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is big boi map

honest stag
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i mean i played it already didnt i

gritty forge
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yes but its expanded

gritty forge
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you totally can put decals on doors btw

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using parenting

gritty forge
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Also I wish we had a guns akimbo and reflective shots kinda powerup in DUSK

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those blood powerups are fucking fun

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and

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I want to quad-wield shotguns

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(im joking with this one)

slender path
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We all want to quad-wield shotties

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Here's hoping some day we can get the "duct tape weapons together" functionality

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Then we can have crossbow quads, mortar hunting rifles, etc

gritty forge
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we need the ability to dual wield cigars

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and then duct tape them onto weapons for life-steal

gritty forge
gritty forge
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parentname key

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then use the targetname of whatever you're parenting to

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so that entity brush will move along with the one it's parented to?

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and those can be separate /multiple parented brushes

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sheesh so much awesome stuff could be created with that how come nobody talks about it

crimson patrol
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We need more entity savants

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People who experiment with entity functionalities

gritty forge
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I had an idea for a cool sequence featuring func_pushables

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but idk if it will work

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wait

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WHAT

crimson patrol
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Func pushables haven't really been experimented with

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The only time people I've seen a func push able were some boxes in BlackIndusMisery

gritty forge
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what's func_pushable

gritty forge
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thats cool

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but its breakable duskthink

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any keys for it?

gritty forge
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yes

gritty forge
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@ancient depot sorry for the ping but do you know if objects like skulls affect performance on SDK levels much?

ancient depot
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they shouldn't have any noticeable impact

gritty forge
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even if you have a lot

ancient depot
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unless you're cramming like 100,000 skulls into a room

gritty forge
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(40+)

ancient depot
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it's probably not gonna do much

gritty forge
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hmm

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could it be the mages that kill my levels performance then

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anything else?

ancient depot
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anything with particles or dynamic lighting can negatively impact performance

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torches, mages, poison, etc

honest stag
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But for a single moving thing - its pretty ok

crimson patrol
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I wonder what happens when you parent things to pushables

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Probably nothing

honest stag
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Thats actually a cool thing to experiment with

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ill do it when i have time

gritty forge
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daily dusk mapping tip #2: lighting is hell

honest stag
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counterpoint

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lighting is the most fun part of map making

gritty forge
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countercounterpoint u do the best lighting

honest stag
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lol thanks

alpine depot
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lighting is AWESOME

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and COOL

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and GOOD

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YES

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yes

honest stag
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^

gritty forge
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colored lights are ๐ŸคŒ

honest stag
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even basic white lights can be used in crazy ways

gritty forge
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also til duskdude can climb up super steep slopes

honest stag
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breaking vents > opening vents

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change my mind

ancient depot
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agree

gritty forge
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๐Ÿงฏ

honest stag
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anyway good lights
i'd use some bounse light on that to get rid of most dark spots tho

gritty forge
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takes way too long to compile

honest stag
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pretty sure you can specify only some lights to bounce

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at least i think

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so like you dont have to slap that on the entire map, just some sections that need them

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also how long does it take you to compile?

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in the current state

gritty forge
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let me check

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how do you check the log that compilinggui gives you during compiling

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nvm just found it

honest stag
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do you use the gui or compile manually

gritty forge
honest stag
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ah whatever

gritty forge
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gui

honest stag
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so uh how long does it take ya

gritty forge
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0.634 seconds without bounce apparently

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i use -extra4, dirt and dirtgain 0.4

honest stag
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dirtgain? never used that
what does it do

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wait wait you don't use -soft?

gritty forge
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-extra4 is soft

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i tried using soft equivalent but set higher but it made it look like minecraft ๐Ÿคจ

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i think dirtgain controls how much dirt does or something and dirt is like ambient occlusion

honest stag
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oh right i forgot oops

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i do remember what dirt is

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just never meddled with it's settings

gritty forge
honest stag
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1.5 seconds aint long at all and looks way better imo

gritty forge
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its only 25 lights

honest stag
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yeah
it's worth it in the end imo

gritty forge
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im gonna check what bounce looks like

honest stag
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just keep in mind that you may need to adjust it a bit

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cuz it may look too bright

gritty forge
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i read somewhere on ericw light that you can make -bounce colored to the textures that the light bounces off of

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which is fucking awesome

honest stag
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_surface is based

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just wanted to throw that out there

gritty forge
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whats that do

honest stag
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makes a specified texture emit light

gritty forge
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oh

honest stag
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"Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces."

gritty forge
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_bouncecolorscale ๐Ÿ˜ณ

honest stag
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mad i missed so many things in documentation

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fucking textrue projection?

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texture*

gritty forge
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difference is a lil subtle

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but the room is a little yellow pog

honest stag
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how about the first area

gritty forge
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looks the same to me

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gonna take a comparison

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no bounce color scale

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turned on

honest stag
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so you use both bounce and bouncecolorscale&

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?

gritty forge
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yeah

still raptor
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that map is lookin pretty cool

gritty forge
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thanks

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_bouncecolorscale goes on the worldspawn keys

honest stag
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ok yeah i just wanted to compae bounce and no bounce

honest stag
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not even 15% into the map

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fuck

alpine depot
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huegh

crimson patrol
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Hey, atleast its not 7 minutes WITHOUT any lighting

honest stag
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my suffereing is actually invalidated compared to your compiling times lol

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Ignore the cube please thank you

crimson patrol
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Bro these are so good

honest stag
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Thanks

ancient depot
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I am staring directly at the cube

honest stag
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NOOO

honest stag
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god i love texture work and lighting

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it's the best part of mapping
i hate making actual gameplay tho

crimson patrol
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i can help you make some scenery

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wink wink

honest stag
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oh i dont mind scenery either

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basically anything decorative is fun

gritty forge
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how exactly do I go about light-proxying entities?

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I want them to have more a of a standard "white" lit color to stick out in rooms with more coloured lighting

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And I want entities to have a set/baked lighting colour on them like in the base game

crisp raven
gritty forge
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starting to rework the lighting

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looks brighter and less flat imo

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lemme know what you think

crimson patrol
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SKADE THIS IS SO GOOD WTF

gritty forge
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old version for reference

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notice how it looks a lot more smudgy and dark

crisp raven
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Looks much better

gritty forge
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agreed

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I just need to figure out the light proxy stuff to make pickups fullbright

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cause otherwise they blend in too much with the environment

ancient depot
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you set lightproxy to the targetname of another entity

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and the entity will then copy the lighting of whatever is in the lightproxy value

gritty forge
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I tried putting a light entity and have a target key which targets a pickuo

ancient depot
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so you can have a dummy entity somewhere under a white light

gritty forge
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pickup

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is this wrong?

ancient depot
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and set the light proxy to that

gritty forge
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oh is the thing you place called lightproxy?

ancient depot
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nah it's a property for any entity

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so basically let's say you have two monsters

gritty forge
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ohhhh

ancient depot
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one is named bob and the other is named dick

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if you set bob's lightproxy value to dick

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then bob will always be lit as if he was in the same location as dick

gritty forge
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like this?

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cropped bad

ancient depot
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yeah

gritty forge
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ah ok

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thx boss

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how many funcs & triggers from half life are usable

ancient depot
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mostly the basic entities

gritty forge
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any dusk exclusives?

ancient depot
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rotating stuff, timed triggers, etc

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func_pushable is also supported

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dusk has trigger_changemusic

gritty forge
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oh yeah

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thanks

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@ancient depot not sure if I did it right, I set lightproxy then name on the light entity then used targetname with the same name, then I tried changing targetname to lightproxy

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but it wont work

neon pivot
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do dusk maps support custom music?

gritty forge
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I guess I misunderstood

gritty forge
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but not super sophisticated atm

ancient depot
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the light entity doesn't require anything

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you just set lightproxy to the name of another entity

gritty forge
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ohhh

neon pivot
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i want to make music for a custom dusk map

gritty forge
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so I can make an out of bounds room with a certain light and lightproxy things in there to things I want to have that certain colour

gritty forge
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guide on how to set up trenchbroom for dusk mapping & get the sdk

neon pivot
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i dont think i want to make a map tho

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i just want to make the music

tranquil mulch
crimson patrol
gritty forge
ancient depot
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only one entity needs a lightproxy key

gritty forge
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but how do I get them to link then

ancient depot
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the entity that you want to change the lighting of

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you can make an info_null with the targetname red, and place it over a red light

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and then set lightproxy on a pickup to red

gritty forge
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yeah I cant get it to work lol

gritty forge
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for renderamt

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does a higher amount make the texture more or less transparent with rendermode

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1

crisp raven
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less

gritty forge
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nope

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let me try

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doesn't seem to work

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i tried info_notnull too but it didnt work either

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@ancient depot you sure it actually works?

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sorry for ping ๐Ÿ˜ฌ

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yeah i dont think it works

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fek

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I really need it

crisp raven
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Glad you removed the floating corpse

gritty forge
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LOL

crisp raven
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It just didnt really fit the scene tbh

gritty forge
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yes

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feels too much like half-life

honest stag
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i did get lightproxy to work before

gritty forge
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how\

honest stag
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so i might be able to do it

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dunno, i just did

honest stag
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which entitity are you trying to lightproxy again? guns?

gritty forge
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yeah, guns, ammo, health etc

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pickups

honest stag
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i havent tried it with pickups but i did get it to work so lemme test it real quick

gritty forge
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aight

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thx fam

still raptor
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It's really unintuitive

gritty forge
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I can tell

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hahahaha

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I just want my pickups to be fullbright!!

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is that so much to ask!?!!?

honest stag
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i managed to do that with a prop and an object

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a blue-ish light is lightproxying this outside

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time to test pickups

gritty forge
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nice

still raptor
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Here's an example

gritty forge
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Would be cool if we could just target a light onto a thing with a targetname / lightproxy key

still raptor
honest stag
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yea basically that

still raptor
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The box in shadow is proxied to the other

honest stag
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yeah you don't proxy it to a light

gritty forge
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but how do I "link" them

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so they get proxied

honest stag
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1 moment, i'll see if pickups work

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and tell ya

gritty forge
#

okei

still raptor
gritty forge
#

woa

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woah

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rainbow cultists when

still raptor
#

You can get very creative with it for dynamic lighting

honest stag
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never managed to make it work like that

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ey

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it works with pickups

gritty forge
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oh nice

honest stag
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alright so here's how i do it
you need an entity that can take light
i used a chair in a room outside the map which is birghtly lit up

that chair has a targetname "proxyname"

the pickups have a property "lightproxy" set to "proxyname"

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iunno maybe this is wrong but

still raptor
#

So it doesn't have to be an entity that can take light

honest stag
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it works

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yea i tried with info_null before and it didnt work

still raptor
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It can be elevators, doors, trains, pushables, etc

honest stag
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tried with brush entities and couldnt get it to work either

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maybe i did it wrong tho

still raptor
#

That video is it with a brush entity

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Uts using func_train, which I know you guys don't have

honest stag
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yea i tried to replicate that
maybe i should try again

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ah

still raptor
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But it's conceptually the same

honest stag
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well still similar to that yeah

gritty forge
#

wtf am i doin wrong

honest stag
#

i'll try the door setup again

gritty forge
honest stag
#

is that diamond even lit up

gritty forge
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both of them are, 1 with red and 1 with white

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oh i got it to work

honest stag
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try to replace the targetname diamon with some other entity?

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aight

gritty forge
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i had them swapped except apparently it doesnt work with some entities

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??

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nevermind it just doesnt work with the info nulls i tried

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the fuckin dusk ruby

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epic

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now I can make my entities have baked lighting

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I hate it when I place barrels and they go white instead of coloured and shit

honest stag
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trying to make it dynamic noiw

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omg

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it works

gritty forge
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lets say, hypothetically, i put the entire map in a func_group and add phong to it

honest stag
#

wow holy balls

#

it actually works

gritty forge
#

epic

still raptor
#

yeah ofc it works lol

#

you can do crazy stuff like it

honest stag
#

i can't believe it lol i tried so many times

gritty forge
#

YES

#

IT WORKED

still raptor
#

i experimented with doing a time of day change

gritty forge
#

All I did wrong was use target instead of targetname

#

lol

still raptor
#

so that when i pressed a button, it would move an entity, and the lightproxied trees would get brighter etc

honest stag
#

that is so sick

still raptor
#

potentially you could do a lightning strike that way

gritty forge
#

true

#

cool idea

still raptor
#

theres a lot of really whacky stuff you can do, thats why i added that

#

especially while we knew it would be some time before you guys would have access to light styles

#

which is now no longer very far away

honest stag
#

oh hell yea

#

shame literally no one figured out how to use it in a map untill like 2 months ago lol

still raptor
#

yeah we didnt really document or explain it at all lmao

#

you can do enemy recolors this way too i guess lol

#

just for fun?

honest stag
#

make a small mage red

#

funny

still raptor
#

anyways yeah now i expect to see off-map light bake rooms

honest stag
#

color coded enemies that you have to kill to open doors

#

like a blue enemy in a crowd opens a blue door

gritty forge
#

mage red but not red

still raptor
#

thats why i had the stupid multicolored slider in my example video

honest stag
#

you bet im using that stuff

#

so wait just to confirm

still raptor
#

its meant to show how you create off map light bakes that the player cant see to effect entities inside the map

honest stag
#

can you dynamically change the light of a brush entity?

still raptor
#

i believe so, i dont remember 100% lol

honest stag
#

imma try i guess

still raptor
#

that might not be the case

honest stag
#

yeah makes sense

still raptor
#

the real intended use is to color objects that arent correctly baked

#

but the fun effects you can do are a bonus on top of that

honest stag
#

nah doesnt work

#

should have figured that lol

still raptor
#

maybe something worth adding though

gritty forge
still raptor
#

but light styles also kind of replace that

#

because they do effect brush geo

honest stag
#

isnt phong only for models?

#

oh wait i misread the documentation i forgot

#

probably not? but i can try sure

gritty forge
#

:dreamed: spotlights?

#

i stg if this works

honest stag
#

ye i was asking about this yesterday

#

only 1 way to find out i guess

#

also i tested with phong and it doesnt work

gritty forge
#

dam

honest stag
#

i managed to project a texutre

#

pretty damn tricky though, the fov and the angle have to be just right

#

actualyl it may not even be right jeez

#

whatever this isnt worth it lol

gritty forge
#

wtf....

#

where dream....

honest stag
#

yeah it might not be working right
can you show the full setup just in case

gritty forge
#

idjundensrstand

#

2 of the lights are "dreamed" and "DREAMED" and the texture is called DREAMED

honest stag
#

it projected a caution line texture and it worked

#

it's weird

#

also

gritty forge
#

now its just not a spotlgiht

honest stag
#

remember how we talked yesterday about -extra4 and -soft

gritty forge
#

yea

honest stag
#

there IS a difference when you compile with both

#

and separately

#

hold on

#

just -soft

#

wait wrong one

#

this one is just -extra4

still raptor
#

i prefer extra soft

gritty forge
#

WHAT THE FUCK IS THIS BULLXSHIT

honest stag
#

this is both at once

#

extra 4 soft

gritty forge
#

its an I

still raptor
#

๐Ÿ‘€

honest stag
#

so i guess i'll stick with my long ass compile times with both -extra4 and -soft

gritty forge
#

awwww man

still raptor
#

where is the dreamed

gritty forge
#

i thought it would like project the texture as light like that 1 gmod thing

honest stag
#

same

#

but its lame

gritty forge
#

its lame

#

:(

#

so fucking lame

honest stag
#

i did like how it projected the caution line texture tho

#

pretty cool effect

gritty forge
#

whats that look like

honest stag
#

try it, it's a dusk tex

#

called "caution"

gritty forge
#

my question is where the fuck is my projector :dreamed:

honest stag
#

yea see

gritty forge
#

maybe i had the light brightness too high leonthink

honest stag
#

it's aight

#

wait fuck

#

you DO have the brightness at 200

#

2000*

#

my 300 light was actually making the yellow color

#

maybe you aslo need the .lit file

#

if you dont already have it

still raptor
#

you cannot have any color without a .lit

#

so yeah youd need it

gritty forge
#

bruh holy shit now is not the time to fuck up, trenchbroom

honest stag
#

maybe it's not generating it cuz you didnt use a light with _color somewhere

#

or something i dont know

gritty forge
#

OHJ MY GOD

#

ITS SO FUCKINHG UBEATIFUL

#

BEATUIFUL

#

๐Ÿ˜

honest stag
#

lmao

#

that means i can actually make a more authentic movie screen projector

#

daym

gritty forge
#

lightmap is too low res

#

must find a way to fix

honest stag
#

get the light closer?

gritty forge
#

we can make it better, more beautiful

honest stag
#

or further away

#

maybe it works like lense focus

#

like you can probably do that with properties but still

gritty forge
#

here it is

tranquil mulch
#

You just gave me a twisted idea.

honest stag
#

oh god dont go overboard with this

tranquil mulch
#

That image, as a minigame in your game; where it's a sliding piece puzzle.

gritty forge
#

16x the detail

honest stag
#

you dont fuck around with lightmap scales

tranquil mulch
#

Is that in response to Q, or me? lol

honest stag
#

q

gritty forge
#

sometghings not right here...

#

it wont show me the key in the compiling thing....

#

and its not taking insane amouints of itime

#

this is BULSHIT

tranquil mulch
#

Hmm.... I wonder if a game can be coded to recognize multiple monitors.

honest stag
#

did you put it on the right thing?

gritty forge
#

gamma works but lightmap scale doesn't

honest stag
#

it's a brush property after all

gritty forge
#

maybe it is warning me leonthink

#

JHELL YEAH BABY

honest stag
#

oh not brush sorry

#

worldspawm

#

yea sick

gritty forge
honest stag
#

how high did you raise the scale

#

16x?

gritty forge
#

im gonna go to 1.5

#

ITS NOT WRITITNG THE .LIT

#

WHAT THE FUCK

#

surely sombody in the quakemapping discord has had this same problem

#

theres gotta be a way to push the limits

#

1.5 is not enough

honest stag
#

welp

gritty forge
#

what does -soft n do

#

if -extra4 implies -soft 3 then how come -soft 16 does not give me rtx on?

#

-soft 16

#

minecraft lookin ass

honest stag
#

guess it tries to smooth out things too hard

gritty forge
#

ill just make the light bigger

#

and ill make the map bigger

#

maybe i can make an entire sun that's just :dreamed:

honest stag
#

does the compiling time increase

gritty forge
#

i havent seen any increase yet

#

lets see

honest stag
#

huh
_sun with texture projection? jesus

gritty forge
#

imagine

#

maybe too bright

honest stag
#

jesus

gritty forge
#

still nearly instant compiling time

#

0.150 seconds

#

clearly not big enough

#

the scientist found his way back on the control panel

#

๐Ÿ˜ข

honest stag
#

where's the 4k custom texture for notes

crisp raven
gritty forge
#

will the sdk rewrite have vis support

#

daily dusk mapping tip #3: taking a look at architecture you like from images can help you while detailing your finished blockout map

honest stag
#

additional tip for that - please please look out for the scale that you're using

#

more often than not it's easy to get into the architecturing the map and forgetting about scale

#

and then it's "oh, this map feels like im an ant"

crisp raven
#

true

honest stag
#

i think i went a bit overboard with pretty castle stone-like textures in my map

gritty forge
#

more screenies

honest stag
#

it's all a bit too grety

gritty forge
#

mmmmmmm

honest stag
#

with lighting it's not cuz it's night

#

but still

honest stag
#

time to moody light this up

gritty forge
#

HOLY DAMN THIS IS AWESOME.

honest stag
#

big thanks

#

the lightmapping process makes my laptop die sadleon

#

i will fucking die before i finish this map even halfway

gritty forge
#

Getting some Rune/Thief vibes

honest stag
#

someone told me my map looks like a theif level already lol

#

i'll take it as a compliment

gritty forge
honest stag
#

i still have to finish the outsides of all buildings
terrain
scenery
and i havent even started on INTERIORS
gooodd intreriors will actually take forever

#

and gaemplay too

#

aint even that big of a map

#

but i do want to see this map to completion for once in my life

#

i've been working on it for longer than any of my other abandoned maps so that's promising

gritty forge
#

wait so the entity that's gonna be used as the proxy base

#

should it have the targetname key or the lightproxy key

honest stag
#

targetname

gritty forge
#

okay good

honest stag
#

lightproxy goes on the entity that recieves light

gritty forge
#

does lightproxy work on brush entities

honest stag
#

no

gritty forge
#

FUCK

still raptor
#

but you can use brush entities AS the light proxy

honest stag
#

which is da way to do dynamic lights that was shown off in that vid

still raptor
#

yep

#

i wish you guys had func train

#

but unfortunately we had some precision issues with it

honest stag
#

so btw does that method grab the pixel below the brush to lightproxy it's light level/color?

#

or what

still raptor
#

youll probably get it in the rewrite etc

#

yep

#

thats exactly right

honest stag
#

ok yea makes sense

#

from which point tho
center of mass>

#

?

still raptor
#

i think thats the case yeah

honest stag
#

got it, thx

still raptor
#

i forgot, its been a while

#

at any rate, the main use case it was for was like, if someone had a tree half sunk in the ground it would be black

honest stag
still raptor
#

so using this you could recolor it correctly

sour hollow
#

there are not many maps with gray palettes these days

#

or games

#

I say keep it like that, it's got a good charm around it

honest stag
#

thanks mang

gritty forge
#

@honest stag I know why the arena broke btw

#

Last minute I removed some mages to improve performance and forgot to tie a scarecrow I had replaced a mage with with a target key so the counter broke

muted glacier
#

This is maybe gonna seem like a stupid question but, does anybody know how to achieve transparency on png textures? Completely new to map making, and the fence textures of trees (or the tops of corn used in the 2nd or 3rd level) are transparent png images, but in TrenchBroom's editor, the transparency is reverted to a black background.

crisp raven
muted glacier
#

๐Ÿ‘ Thanks

#

You're a literal god send. I have been looking for literal hours for a solution to that, and it instantly worked. Didnt realize it was that simple

crisp raven
#

Yeah I know the struggle of modding Dusk without being on the discord

gritty forge
#

cough lightproxying cough

honest stag
#

i cant even imagine modding without this discord

alpine depot
#

ikr lol

crimson patrol
#

Classic awesome skade map

gritty forge
#

:D

#

also I'm gonna add that red glow from the cultish circle in the last pic

#

and make the circle itself more red

#

that room is still a work in progress

muted glacier
#

Ive yet to get to the lighting aspect of mapping. Should be a Nightmare dusksoap

honest stag
#

Best part of mapping

#

dont let anyone tell you otherwise

#

also sick screenshots

crimson canopy
#

How does one make maps?

honest stag
#

With trenchbroon

#

broom*

#

Or a goldsource level editor

#

But most people use trencbroom

gritty forge
#

wait goldsource lvl editor?

#

is it different from hammer?

gritty forge
#

lighting is one of the most important things for atmosphere though so probably one of the more important things

honest stag
#

I fuckin hate making gameplay lol

#

its the last thing i do

#

and i honestly half-ass it

gritty forge
#

for me gameplay is usually first and the rest second

#

because that's what dusk is to me

honest stag
#

i should collab on a map or something

gritty forge
#

map collabs are underrated

#

I come from the geometry dash community where it's super common

#

well, come from is an overstatement but I used to be active there

muted glacier
#

In regards to lighting, i know nothing other than basic point lights in TrenchBroom. Is there a way to do Global lighting like you would see in something like Unreal?

gritty forge
#

yes but im bad at it

#

it involves setting a sun and sun angle etc

bold orbit
gritty forge
#

and you can also have a global even light but its a bad thing generally

high magnet
#

idk what's so fun about lighting

honest stag
#

i mean

#

it literally makes the map atmosphere

#

sure you can rely on brushwork but lights really complete everything

muted glacier
#

Ive done lighting in Unreal and thats pretty fun, but i like creating rooms more in Trench. Ill try and see if ive got footage of an unfinished Unreal project somewhere. Maybe ive uploaded it somewhere and it will be easy to link Rune

honest stag
#

i'd say the only part that is as fun as lighting is texture work

high magnet
#

idk lighting is mostly pretty arbitrary for me, beyond just "This should be bright, this should have noticable shadows, there should be a contrast of light here" and so on

crisp raven
#

Let's be honest folks by the end of a maps development the best part is not having to see it ever again

high magnet
#

I'd say by the end you can appreciate its value as a level and not just a project to work on

#

Also

#

sneak peek

honest stag
#

can i just like make a map that you walk around on with no enemies and look how pretty it is

#

ey nice

crisp raven
#

Walking sim map

#

Do it now before someone steals your idea

honest stag
#

container house block vibes

high magnet
#

Those are all built on the side of skyscrapers btw

#

That's where the poorest people have to live and take shelter

muted glacier
#

Found my unfinished unreal project. Ive worked on it since but no update in 4 months...yeeshandrew

#

Ignore my cringe voice WILDWOODY2

bold orbit
#

Cool stuff but I think that'd go in general modding?

gritty forge
#

walking sim map in dusk!

#

?

#

CRINGE

crimson patrol
#

my map is gonna get delayed a bit, as i am working on another project

#

which involves uv unwrapping and texturing

#

which hurts

bold orbit
#

Blender, 3DS, or Maya

muted glacier
#

Walking sim? Just kill all the enemies and walk around with a cigar

honest stag
#

you know what

#

im making a puzzle map fuck gameplay

gritty forge
#

how do you light only one texture with a light again

honest stag
#

you can just light a brush with a default light level can't you

#

the _surface thing makes a texture EMIT light

#

as in, light up things around it

gritty forge
#

global lights kill contrast & they're lazy

#

any way to make a constantly repeating door

honest stag
#

nah
skade KINDA did that tho

muted glacier
#

thanks. ill keep that in mind

honest stag
#

by just placing triggers everywhere that would constantly toggle the door whenever it opened

gritty forge
#

daily dusk mapping tip #4: you can improve your map's scale by constantly taking out info_player_start and putting your camera near duskdude's head
keep in mind that duskdude moves faster then ranger & he's a little taller
you might also want to turn down the brightness in trenchbroom, cause DUSK is DARK AS FUCK

honest stag
#

oh hey my tips are comin in

#

nic

gritty forge
#

I try my best to keep the scale relatively in-line to make my levels feel more vanilla

#

Donโ€™t know how well I succeed in that

#

but

crimson patrol
honest stag
#

I can highly relate to hating uv unwrapping

#

What a goddamn awful process

crimson patrol
#

Substance* painter is cheating

#

I'm not gonna use it

#

(Also because I'm poor)

honest stag
#

I just googled it

#

holy shit wtf

#

150 BUCKS OH FUCK

crimson patrol
#

Yea

#

If you have substance* painter you probably ain't playing around

#

That shit is for the big boys

honest stag
#

Isn't it substance painter

crimson patrol
#

Wups

#

Anyway, fuck unwrapping

honest stag
#

Agreed

#

unwrapping from view can help tho

gritty forge
#

after school tomorrow Iโ€™m finally free

#

My slave labour will be over for the year

honest stag
#

wish i had that
i still have at least 10 days before i can fuck off to mapping

gritty forge
#

Oof

#

what do you study

honest stag
#

teaching english/german as foreign languages (cuz im russian)

gritty forge
#

Ooo

#

cool

#

I do computer science stuff

honest stag
#

based

gritty forge
#

And also

#

Take psychology lessons as a side-course kinda thing

honest stag
#

we cant

gritty forge
#

good thing is Iโ€™m done with physics and math untill university

#

Got a full year without both ahead

honest stag
#

good job mang

gritty forge
#

:)

#

Gonna be focusing mostly on software stuff, mostly working with programming and interface design etc

#

Usually game related but its applicable to other things

vast palm
#

^ This is pretty much the open source equivalent of Substance Painter

honest stag
#

oooh
OOOOH

vast palm
#

Never used it myself but it looks promising

#

||And I too hate UV-unwrapping||

honest stag
#

anything that makes uv unwrapping at least a little bit easier is a must for me

vast palm
#

There has to be some Blender addons out there that should help you with that

#

But nothing beats doing those manually

honest stag
#

urghhhh

#

yeah true

crimson patrol
#

OOOOOOO

#

thabks

mortal narwhal
#

czg curve my fren

honest stag
#

The

#

WHAT

mortal narwhal
#

the c u r v e

#

oooOOOOooo

honest stag
#

Oh fuck i swear i watched that video

mortal narwhal
#

amogus

honest stag
#

amogus

crimson patrol
#

AMONGEEES

bold orbit
#

AMOGLUS

crimson patrol
#

jesus christ making textures is so much more fun than unwrapping

bold orbit
#

I find UV mapping to be theraputic

#

since I know its gonna take fucking hours

#

may as well chill while doing it

gritty forge
#

oh no

#

the spaghetti tube broke

sharp trail
#

will there be individual spaghetti strings?

gritty forge
#

DAILY DUSK MAPPING TIP #5: Compiling & optimization

#

Map taking too long to compile // runs like shit? We can improve that

#

If you want to decrease your map's compiling time, you'll need to understand how ericw's compiling tools even work

#

QBSP turns your .map into a playable .bsp. All the faces the player won't see get cut out and stuff

#

LIGHT lights up your map, duh

#

VIS is basically QBSP's bigger brother, it improves & optimizes the map's performance by making visleafs to determine what it should & shouldn't render for the player iirc

#

While QBSP is turning your map into a bsp, it splits & removes faces. If you wanna reduce compiling time, you can reduce the eventual face count in your map by using skip textures, detail brushes or combining brushes. Keep in mind that many faces will already be removed by QBSP during compiling

#

Detail brushes make QBSP & VIS's work a little easier by putting them into vis groups or some shit idk

#

The func_detail_wall doesn't split the face while compiling, however this can cause some lighting overdraw so it's up to you

#

You can also use some command line options to speed up compiling

#

As for performance optimizations, you can try cutting down on dynamic lights like props / objects that produce light

vast palm
#

Does Quake 1 maps have an equivalent of Quake 3's caulk texture? Or can we just use any other texture on brush faces that won't be seen by the players?

gritty forge
#

caulk?

vast palm
#

Yeah

#

It's a tool texture like clip, hint and skip

#

It basically does the same thing as the nodraw texture in Source Engine

gritty forge
#

there's a difference between that and skip?

#

Skip is a texture much like clip in that it is invisible, but skip's use is to remove an entire face from ever rendering, and a brush does not have to be fully textured in skip.

vast palm
#

Well the hint texture is used for manual culling/partitioning

#

But caulk is just an invisible texture that affects the culling like any other texture used on brushes

gritty forge
#

i don't think that exists for quake 1 but ill look in the quake mapping discord

vast palm
#

I never mapped for Quake 1 or GoldSrc, so that's why I'm asking that question

gritty forge
#

doesn't look like it exists for quake 1

vast palm
#

I'm guessing portals also don't exist in Quake 1 BSPs

gritty forge
#

think they do but i've never used them

vast palm
#

Hmm

#

In Quake 3, it is possible to seal an area using a portal brush so that area will be seen only when the portal is on screen

#

Maybe I should just stick to Quake 3 BSPs ๐Ÿคท

gritty forge
#

๐Ÿ˜ณ lightmap scale real

#

14.366 seconds elapsed

#

what the fuck

honest stag
#

For the stuff you said above - should be noted that the unseen faces are cut out only when the map is sealed

#

And the map is sealed when there are no entities that are able to "see" the void

#

You can also outright disable vision when compiling for the time being

#

its not supported after all

#

Vis*

#

And maps running like shit more often than not have to do with particle effects and dynamic lights from dusk

#

candles, enemies with particles like mages will cause fps drops for sure

#

Like skade's map, reducing the enemy count if its too large can help

honest stag
bold orbit
#

Vrisk

#

you've seen me work

honest stag
#

Well i mean

#

fuckin hell

#

i just cant comprehend those words

honest stag
bold orbit
#

Vrisk you still wanna collab with someone?

honest stag
#

Yeah, im neck deep in uni for the next week tho

bold orbit
#

F

#

Best of luck

honest stag
#

thx

gritty forge
#

last proper day for me

#

lessgo

gritty forge
#

Gonna be spending this week and onward lighting my map

honest stag
#

eyyyyy nice

gritty forge
#

mannn

#

I wish I could use candles

#

well

#

actually not