#dusk-modding
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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
Wasn't always like that though 
I've been considering Valve MDL support
Loved back in the day when it would just tell you your qc is wrong and not where or why 
yes plz that would be great
even if only static models initially
we'll see
.doge > .anything smh
I tried using qc to add a custom model, fuggg
.ABC is also pretty based too.
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
I did that lol
Do Quake MDLs store sound info? don't think HL MDLs do that but I could be wrong
I dont think so
this all reminds me that adding HL1 MDL support to assimp and submitting a PR is on my long list of things to do 
I was trying to get qc to play a sound when it fired and i cried
do you mean QuakeC and not qc files
Yea that's what you mean
Technically the qc files I refer to ARE Quake C files
they're just special quake c files that use commands specifically for model compiling stuff
hence .qc
Ah ok got it
somebody should fork whatever the go-to modern modelgen application is and let it accept other formats (fbx, dae, obj, etc) for smd files
I imagine Source 2 probably does that
CAN'T imagine they're still using smd in the year of our lord 2020
I wish I could banish fbx to the deepest depths of hell
if I wrote a modern mdl compiler it'd use gltf sources
gltf? never heard of it
agree tho fuck fbx. Only say fbx because it's probably the most common format out there
basically a better, stable alternative to fbx, dae, etc
it's standardized by the khronos group
the folks behind opengl and vulkan
and I believe it does
poggers
Maximum Action used AssImp under the hood to load models and gltf files worked
Have I ever posted my SGI shirt in here 
Oh how is Assimp.NET? I've looked at it before but I avoided it for some reason but I can't remember why
Garbage
ah. LOL
Did lead to some fun quirks, like being able to have an animation playing on the mesh which was pretty fun for some things.
Don't you love when like 90% of your project ideas aren't making things but rather making the tools to make things better 
To be specific, MA used a paid asset that itself used AssImp under the hood
Pretty based
that bug was probably caused by that
Yeah I think I looked at that and saw it was poopy butts
Releasing a paid asset that is mostly just a wrapper around a free library is pretty cringe ngl
unity asset store moment
extremely so
I used assimp in my very cursed SM64 project
you may think, ah, you just inserted the 3d model into the scene, no big deal
nay
All of the SM64 stuff is rendered by an F3D to OpenGL wrapper in its own context
I added a second OpenGL context and rendered quakemin in that
and then composited the two scenes together with proper depth mapping and everything
that is an extremely cursed way to approach that
yea 
the f3d wrapper worked in weird ways and trying to do anything outside of f3d corrupted the opengl state
hence the two contexts
it actually mostly worked apart from the skybox and some transparency things
which I could've fixed but y'know. adhd. lmao


bread
bread what the fuck
how did you skip the rat rank and insantly got priest
amd you skipped crowman too
wat
any one of my interactions is easily worth ten of the rest of y'all's smh 
lmao

lol
does that shit BLINK?
Not yet but it will
holy fug
Thats some atmosphere
nice
I wrote a program that converts Source Engine maps to Call of Duty a while ago
Would it interest anyone if I added Dusk support for it?
uh
was there a lost soul kind of enemy in dusk at some point?
cause there seems to be in one of the trailers
sounds cool
Yeah but it would be pointless for me to work on it if there was Source BSP support in the works ๐
I just wanted to know if there'd be interest in it because I'd love to support the game in my own way
The upcoming update can load Source BSP
Although displacements are not yet supported
Oh that's great
I've never worked with BSPs before though, but is the way displacements work in them similar to how they work in VMFs?
I've barely looked at how they're stored in the BSP, so I don't know the details yet
Source BSP is more of a gimmick feature than an actual priority
Are you going to add support for other formats then?
Like Quake 3's BSP format for example
Yup, already supported
Ah that's good
The current public build of the SDK supports Quake 1, GoldSrc, BSP2 and Quake 3 format maps
The upcoming build supports... a ridiculous amount of maps
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
a ridiculous amount of maps
That's quite intimidating ๐
Does it support Chasm the Rift and HROT maps?
I may be crazy, but not that crazy
does it support SM64 and garfield kart custom maps?
doesnt hrot run on its own engine
Yeah hrot is custom engine
does it support br00tal d00
dooms map format is cringe
THAT ATMOSPHERE
dude wtf it looks cool
it's almost out of touch thursday my dudes
Hell yea that looks sick as fuck
is there some not super advanced way to add illusionary textures to func doors?
I wanna add some transparent textures on doors etc
say I want to add a blood splat on a door
0.25 unit wide brush, with the blood splatter texture from the transparent wad
slap it on the door
In other words, you want the ability to place decals?
Decals in general
then it's just func_detail_fence
I was thinking actual projected decals
ah oh
Where you can place an entity, specify a texture, and the game will generate a decal at load time for it
yes please let me spray cs go graffiti all over my maps
lmao
yes decals
essentially
you know how one of the doors (in brimstone ghetto I think) has a "welcome back" text on the door
One of the easier options would be to just edit the texture to have text on it
I think brimstone ghetto uses the in-world text feature for that, which will eventually be exposed to the SDK
Look at this guy not making text from brushes LMAO 
But for real i find that to be a stupid but an alright option for custom text lol
i uh may have used it way too much
reminds me of this outside ad_sepulcher lol
I thought it said "superman's cock" for a moment
i wish
We need a sound mod that changes damage sounds to hentai moans
Zombie it's not too late to delete the SDK from existence
Zombie it's not too late to release the SDK
Zombie please
So who makes this?
I already want it
what'd be the difference between a func_detail_wall
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
no no
what you do is make 40% of the map and then scrap it
repeat that at least 9 times
Iโve got like two unfinished maps and I still have to actually put one on the modio
Iโm a gamer
Nay, what you want to do is spend 6 months working on fucking scenery
And then abandon the project after burning yourself out
(I haven't got to step 2 yet)
looking for playtesters (that can record/livestream when they play)
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
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
sounds good
the map is LONG btw
probably a bit longer than the last one
is big boi map
i mean i played it already didnt i
yes but its expanded
Also I wish we had a guns akimbo and reflective shots kinda powerup in DUSK
those blood powerups are fucking fun
and
I want to quad-wield shotguns
(im joking with this one)
We all want to quad-wield shotties
Here's hoping some day we can get the "duct tape weapons together" functionality
Then we can have crossbow quads, mortar hunting rifles, etc
we need the ability to dual wield cigars
and then duct tape them onto weapons for life-steal
ok how the FUCK do you parent things
parentname key
then use the targetname of whatever you're parenting to
so that entity brush will move along with the one it's parented to?
and those can be separate /multiple parented brushes
sheesh so much awesome stuff could be created with that how come nobody talks about it
I had an idea for a cool sequence featuring func_pushables
but idk if it will work
wait
WHAT
Func pushables haven't really been experimented with
The only time people I've seen a func push able were some boxes in BlackIndusMisery
what's func_pushable
OOOOOH
thats cool
but its breakable 
any keys for it?
yes
yes im adding them to my new map too
@ancient depot sorry for the ping but do you know if objects like skulls affect performance on SDK levels much?
they shouldn't have any noticeable impact
even if you have a lot
unless you're cramming like 100,000 skulls into a room
(40+)
it's probably not gonna do much
anything with particles or dynamic lighting can negatively impact performance
torches, mages, poison, etc
Its weird AF when multiple moving part are involved
But for a single moving thing - its pretty ok
daily dusk mapping tip #2: lighting is hell
countercounterpoint u do the best lighting
lol thanks
^
colored lights are ๐ค
even basic white lights can be used in crazy ways
agree
๐งฏ
anyway good lights
i'd use some bounse light on that to get rid of most dark spots tho
takes way too long to compile
pretty sure you can specify only some lights to bounce
at least i think
so like you dont have to slap that on the entire map, just some sections that need them
also how long does it take you to compile?
in the current state
let me check
how do you check the log that compilinggui gives you during compiling
nvm just found it
do you use the gui or compile manually
ah whatever
gui
so uh how long does it take ya
-extra4 is soft
i tried using soft equivalent but set higher but it made it look like minecraft ๐คจ
i think dirtgain controls how much dirt does or something and dirt is like ambient occlusion
oh right i forgot oops
i do remember what dirt is
just never meddled with it's settings
bounce on with 0.75 scale
1.5 seconds aint long at all and looks way better imo
its only 25 lights
yeah
it's worth it in the end imo
im gonna check what bounce looks like
i read somewhere on ericw light that you can make -bounce colored to the textures that the light bounces off of
which is fucking awesome

whats that do
makes a specified texture emit light
oh
"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."
how about the first area
yeah
that map is lookin pretty cool
ok yeah i just wanted to compae bounce and no bounce
huegh
Hey, atleast its not 7 minutes WITHOUT any lighting
my suffereing is actually invalidated compared to your compiling times lol
Ignore the cube please thank you
Bro these are so good
Thanks
I am staring directly at the cube
NOOO
god i love texture work and lighting
it's the best part of mapping
i hate making actual gameplay tho
how exactly do I go about light-proxying entities?
I want them to have more a of a standard "white" lit color to stick out in rooms with more coloured lighting
And I want entities to have a set/baked lighting colour on them like in the base game
But will it be released?
starting to rework the lighting
looks brighter and less flat imo
lemme know what you think
SKADE THIS IS SO GOOD WTF
Looks much better
agreed
I just need to figure out the light proxy stuff to make pickups fullbright
cause otherwise they blend in too much with the environment
you set lightproxy to the targetname of another entity
and the entity will then copy the lighting of whatever is in the lightproxy value
I tried putting a light entity and have a target key which targets a pickuo
so you can have a dummy entity somewhere under a white light
and set the light proxy to that
oh is the thing you place called lightproxy?
ohhhh
one is named bob and the other is named dick
if you set bob's lightproxy value to dick
then bob will always be lit as if he was in the same location as dick
yeah
mostly the basic entities
any dusk exclusives?
rotating stuff, timed triggers, etc
func_pushable is also supported
dusk has trigger_changemusic
oh yeah
thanks
@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
but it wont work
do dusk maps support custom music?
I guess I misunderstood
the light entity doesn't require anything
you just set lightproxy to the name of another entity
ohhh
i want to make music for a custom dusk map
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
guide on how to set up trenchbroom for dusk mapping & get the sdk
yeah
Yoink. Properly borrowed indefinitely.
if you decide to learn some tb, consult me if you need tips on scenery
holy shit
thats kickass
and both entities have a lightproxy key that link them?
only one entity needs a lightproxy key
but how do I get them to link then
the entity that you want to change the lighting of
you can make an info_null with the targetname red, and place it over a red light
and then set lightproxy on a pickup to red
yeah I cant get it to work lol
for renderamt
does a higher amount make the texture more or less transparent with rendermode
1
less
did you get it to work?
nope
let me try
doesn't seem to work
i tried info_notnull too but it didnt work either
@ancient depot you sure it actually works?
sorry for ping ๐ฌ
yeah i dont think it works
fek
I really need it
Glad you removed the floating corpse
LOL
It just didnt really fit the scene tbh
i did get lightproxy to work before
how\
eyo
which entitity are you trying to lightproxy again? guns?
i havent tried it with pickups but i did get it to work so lemme test it real quick
It's really unintuitive
I can tell
hahahaha
I just want my pickups to be fullbright!!
is that so much to ask!?!!?
i managed to do that with a prop and an object
a blue-ish light is lightproxying this outside
time to test pickups
nice
Here's an example
Would be cool if we could just target a light onto a thing with a targetname / lightproxy key
yea basically that
The box in shadow is proxied to the other
yeah you don't proxy it to a light
You can get very creative with it for dynamic lighting
oh nice
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"
iunno maybe this is wrong but
So it doesn't have to be an entity that can take light
It can be elevators, doors, trains, pushables, etc
tried with brush entities and couldnt get it to work either
maybe i did it wrong tho
That video is it with a brush entity
Uts using func_train, which I know you guys don't have
But it's conceptually the same
well still similar to that yeah
i'll try the door setup again
is that diamond even lit up
i had them swapped except apparently it doesnt work with some entities
??
nevermind it just doesnt work with the info nulls i tried
the
the fuckin dusk ruby
epic
now I can make my entities have baked lighting
I hate it when I place barrels and they go white instead of coloured and shit
epic
i can't believe it lol i tried so many times
i experimented with doing a time of day change
so that when i pressed a button, it would move an entity, and the lightproxied trees would get brighter etc
that is so sick
potentially you could do a lightning strike that way
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
oh hell yea
shame literally no one figured out how to use it in a map untill like 2 months ago lol
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?
anyways yeah now i expect to see off-map light bake rooms
color coded enemies that you have to kill to open doors
like a blue enemy in a crowd opens a blue door
mage red but not red
thats why i had the stupid multicolored slider in my example video
its meant to show how you create off map light bakes that the player cant see to effect entities inside the map
can you dynamically change the light of a brush entity?
i believe so, i dont remember 100% lol
imma try i guess
that might not be the case
yeah makes sense
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
maybe something worth adding though
does it work with phong
isnt phong only for models?
oh wait i misread the documentation i forgot
probably not? but i can try sure
ye i was asking about this yesterday
only 1 way to find out i guess
also i tested with phong and it doesnt work
dam
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
yeah it might not be working right
can you show the full setup just in case
idjundensrstand
2 of the lights are "dreamed" and "DREAMED" and the texture is called DREAMED
now its just not a spotlgiht
remember how we talked yesterday about -extra4 and -soft
yea
there IS a difference when you compile with both
and separately
hold on
just -soft
wait wrong one
this one is just -extra4
WHAT THE FUCK IS THIS BULLXSHIT
๐
so i guess i'll stick with my long ass compile times with both -extra4 and -soft
where is the dreamed
i thought it would like project the texture as light like that 1 gmod thing
whats that look like
yea see
maybe i had the light brightness too high 
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
holy shit now is not the time to fuck up, trenchbroom
maybe it's not generating it cuz you didnt use a light with _color somewhere
or something i dont know
get the light closer?
we can make it better, more beautiful
or further away
maybe it works like lense focus
like you can probably do that with properties but still
here it is
You just gave me a twisted idea.
oh god dont go overboard with this
That image, as a minigame in your game; where it's a sliding piece puzzle.
16x the detail
you dont fuck around with lightmap scales
Is that in response to Q, or me? lol
q
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
Hmm.... I wonder if a game can be coded to recognize multiple monitors.
did you put it on the right thing?
gamma works but lightmap scale doesn't
it's a brush property after all
wat
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

welp
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
guess it tries to smooth out things too hard
nvm
ill just make the light bigger
and ill make the map bigger
maybe i can make an entire sun that's just :dreamed:
does the compiling time increase
huh
_sun with texture projection? jesus
jesus
still nearly instant compiling time
0.150 seconds
clearly not big enough
the scientist found his way back on the control panel
๐ข
where's the 4k custom texture for notes
SPREAD THOSE LEGS
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
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"
true
i think i went a bit overboard with pretty castle stone-like textures in my map
more screenies
it's all a bit too grety
mmmmmmm
HOLY DAMN THIS IS AWESOME.
big thanks
the lightmapping process makes my laptop die 
i will fucking die before i finish this map even halfway
Getting some Rune/Thief vibes
someone told me my map looks like a theif level already lol
i'll take it as a compliment

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
wait so the entity that's gonna be used as the proxy base
should it have the targetname key or the lightproxy key
targetname
okay good
lightproxy goes on the entity that recieves light
does lightproxy work on brush entities
no
FUCK
but you can use brush entities AS the light proxy
which is da way to do dynamic lights that was shown off in that vid
yep
i wish you guys had func train
but unfortunately we had some precision issues with it
so btw does that method grab the pixel below the brush to lightproxy it's light level/color?
or what
i think thats the case yeah
got it, thx
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
so using this you could recolor it correctly
Same here
honestly I'm in love with this
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
thanks mang
@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
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.
Check the pinned messages there's a link to a Dusk .wad with proper transparency
๐ 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
Yeah I know the struggle of modding Dusk without being on the discord
cough lightproxying cough
i cant even imagine modding without this discord
ikr lol
upper are reworked, lower is the old lighting
Classic awesome skade map
: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
Ive yet to get to the lighting aspect of mapping. Should be a Nightmare 
How does one make maps?
With trenchbroon
broom*
Or a goldsource level editor
But most people use trencbroom
Disagreed! Creating rooms and combat encounters is more fun ๐ and also making a maps that have good flow
lighting is one of the most important things for atmosphere though so probably one of the more important things
I fuckin hate making gameplay lol
its the last thing i do
and i honestly half-ass it
for me gameplay is usually first and the rest second
because that's what dusk is to me
i should collab on a map or something
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
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?
๐
and you can also have a global even light but its a bad thing generally
idk what's so fun about lighting
i mean
it literally makes the map atmosphere
sure you can rely on brushwork but lights really complete everything
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 
i'd say the only part that is as fun as lighting is texture work
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
Let's be honest folks by the end of a maps development the best part is not having to see it ever again
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
can i just like make a map that you walk around on with no enemies and look how pretty it is
ey nice
container house block vibes
Those are all built on the side of skyscrapers btw
That's where the poorest people have to live and take shelter
Found my unfinished unreal project. Ive worked on it since but no update in 4 months...yeesh
This is The 5th Update for the Nacht Der Untoten UE4 remake I am currently working on. I will be working on the room with the mystery Box in the coming week, along with possibly starting on the upstairs sections.
I am currently enrolled in several Udemy classes pertaining to C++ and Game design, and hope to later code in the actual game mechani...
Ignore my cringe voice 
Cool stuff but I think that'd go in general modding?
my map is gonna get delayed a bit, as i am working on another project
which involves uv unwrapping and texturing
which hurts
Blender, 3DS, or Maya
Walking sim? Just kill all the enemies and walk around with a cigar
how do you light only one texture with a light again
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
don't
global lights kill contrast & they're lazy
any way to make a constantly repeating door
nah
skade KINDA did that tho
thanks. ill keep that in mind
by just placing triggers everywhere that would constantly toggle the door whenever it opened
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
I try my best to keep the scale relatively in-line to make my levels feel more vanilla
Donโt know how well I succeed in that
but

Blender
Yea
If you have substance* painter you probably ain't playing around
That shit is for the big boys
Isn't it substance painter
after school tomorrow Iโm finally free

My slave labour will be over for the year
wish i had that
i still have at least 10 days before i can fuck off to mapping
teaching english/german as foreign languages (cuz im russian)
based
we cant
good thing is Iโm done with physics and math untill university
Got a full year without both ahead
good job mang
:)
Gonna be focusing mostly on software stuff, mostly working with programming and interface design etc
Usually game related but its applicable to other things
^ This is pretty much the open source equivalent of Substance Painter
oooh
OOOOH
anything that makes uv unwrapping at least a little bit easier is a must for me
There has to be some Blender addons out there that should help you with that
But nothing beats doing those manually
czg curve my fren
Mapping for Quake: Advanced Curves Part 1
Award winning Quake mapper Bal shares methods for making advanced curves in TrenchBroom. This is part 1 of 2. NOTE: at 4:34 the graphic for the EXTRUDE function should read: Ctrl+Shift+Left Click+Drag
CZGโs Curve tutorial
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
Mapping for Quake on ...
Oh fuck i swear i watched that video
amogus
amogus
AMONGEEES
AMOGLUS
I find UV mapping to be theraputic
since I know its gonna take fucking hours
may as well chill while doing it
will there be individual spaghetti strings?
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
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?
caulk?
Yeah
It's a tool texture like clip, hint and skip
It basically does the same thing as the nodraw texture in Source Engine
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.
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
i don't think that exists for quake 1 but ill look in the quake mapping discord
I never mapped for Quake 1 or GoldSrc, so that's why I'm asking that question
doesn't look like it exists for quake 1
I'm guessing portals also don't exist in Quake 1 BSPs
think they do but i've never used them
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 ๐คท
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
I dont believe you what the fuck
Is this the tube that slides up and down
Vrisk you still wanna collab with someone?
Yeah, im neck deep in uni for the next week tho
thx
Gonna be spending this week and onward lighting my map
eyyyyy nice

