#dusk-modding

1 messages · Page 90 of 1

gritty forge
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I'd much rather be able to make stationary candles with my own lighting

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that would be insaneee

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I love adding candles as like a sign that the cult has taken over

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and it blends in so well with the cultists and wendigos and ahh

crimson patrol
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could make some brush candles

gritty forge
gritty forge
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I need particles

crimson patrol
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could do some trickery with func doors

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func doors can do anything

gritty forge
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nah fuck that shi

crimson patrol
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i could make a waterfall with func doors

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just have 30 func doors swapping positions very fast

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in the same place

gritty forge
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also

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why can't we place duke brother bosses?

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also

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why are the fish textures totally fucked

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they have the boneball texture

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oh and chompers model is not aligned with its hitbox

crimson patrol
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well, as with all things sdk

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¯_(ツ)_/¯

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the fish texture thing is weird though

gritty forge
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omg

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I just had another fucking cool idea for my map

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might put it in the upcoming update for black industrial misery too

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(I'm updating it mostly to lightproxy pickups)

alpine depot
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oh my god skade i want to play this map so badly agagagagaghkytsfefe

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this is so sick

last talon
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screenshots looks pretty good

gritty forge
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Im just really making sure the map has those final proper touches

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and ofc the updated lighting

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which will take the longest

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gameplay is done

muted glacier
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So ive finally got around to messing with lighting, but one of the entities in my window is Quake's wall torch. But when placed into the editor and tested, the torch isnt visible. Is there a Dusk texture that its supposed to be replaced by? Because the light itself is present, just no torch.

gritty forge
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my guess is no

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unless it's the dusk torch that it gets replaced by, in which case the torch may be flipped?

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probably not though

crisp raven
muted glacier
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Okay. That makes sense. I just wasnt sure. Thanks

gritty forge
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Can’t wait for flicketing lights and particles

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I know I say that like

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once every week

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But

muted glacier
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Whens that going to be a thing??

gritty forge
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when the new SDK comes

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daily dusk mapping tip #6: never ever ever ever do this

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it's off grid, it's messy and it will easily fuck up your compiling

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if you need curves go watch dumptruck_ds's tutorials on curves

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++ if you ABSOLUTELY 100% POSITIVELY need to do this awfulness, you should probably optimize it

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  1. make a convex curve brush of it. this curve is concave and brushes are convex
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you can do this by getting the little boundary box it makes when it's selected, take the corner that's empty, put a little post here with the same height and ctrl j that shit

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put it on the grid you want with edit -> snap vertices to grid and then make an arch out of it

gritty forge
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ok mr tech support

muted glacier
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Love watching some dumptruck_ds. Hes like the only one i know with in depth mapping tutorials

honest stag
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Like actually how the fuck do you manage that instead of just watching the dunptruck ds tutorial on arches

gritty forge
honest stag
gritty forge
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if anybody's up for the challenge of doing it properly without making qbsp tear its hair out

honest stag
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Im scared to look

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but fuck it downloading

gritty forge
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oh god

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oh fuck

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i cant even use rmb to move my camera around

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this is cursed

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THE CAMERA IS STUCK

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IT HAS CURSED MY TRENCHBROOM

honest stag
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seems fine to me
wow huh jesus
ok it looks cool

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but why do it like that

gritty forge
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trenchbroom is literally stuck

honest stag
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that's odd, it's perfectly fine on me shitty laptop

gritty forge
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i cant move my camera on any other maps

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i gotta restart my pc

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thanks gauntlet.map

honest stag
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ok honestly? It's not the worst thing ever

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since it's just a bunch of triangle brushes

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i guess it could be worse

gritty forge
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epic gamer trick: use _phong 1 on every func_detail and func_group you have in your map to double ur compiling time

honest stag
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does qbsp actually take long for you?

gritty forge
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no

frigid cypress
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Just curious, will the full SDK have support for endless mode maps?

honest stag
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i dont see why not

muted glacier
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Another dumb question for the lads/laddies. How would I go about this: A trigger that upon being touched/walked over causes a specific entity to become visible/hidden depending on trigger state. Like, standing on a specific spot on the ground causes a wall to become hidden, revealing a button behind it that can then be shot, but if the play steps off the spot, the wall becomes visible again.

honest stag
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Cant think of Amy way to do that

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any*

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You could always make a triggerable door tho

devout forum
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So i hate myself and kinda want to teach myself modding for the first time with dusk where do i find resources for teaching myself? Or are yall just really smart and know how to mod good already.

crisp raven
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I would recommend reading through the pinned messages

honest stag
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Just keep in mind that currently our modding capabilities are limited to custom maps, custom models (enemies only), sound replacements, texture replacements

crimson patrol
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I wanna make a helicopter model and change chompers to it

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For a future setpiece

devout forum
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just wanna make some levels/maps

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see if i can duskify some quake maps for eventual duskworld play

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i figure by the time im good enough to actually make decent maps the sdk will be fully released

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oh yeah pins

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duh

gritty forge
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i swear when mr mega meaty releases E1M1.map there's gonna be so many stupid e1m1 twists

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"e1m1 but upside down"

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"e1m1 but its all rats"

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"e1m1 but it is giant"

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whats that 1 doom 2 wad that "remixes" doom 2's levels and turns them into fucking giant labyrinths

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maps of chaos?

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yeah "e1m1 but maps of chaos"

ripe bear
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aren't they already giant labyrinths

honest stag
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that's the definition of doom levels yeah lol

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just a big maze

gritty forge
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big ol maze

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speaking of maze i found a doom texture pack
could be good converted to dusk

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unless quake palette massacres it

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fuck you quake palette you party pooping asshat

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this

honest stag
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oh hey i ripped extremely similar textures from sven coop

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lemme find the wad real quick

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i used them in insomnia

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any custom texture pack is so goddamn good

gritty forge
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fax

honest stag
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here's the wad3 i ripped from sven coop and converted into a quake wad

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i heavily used both of those in insomnia to achieve that cool silent hill-ish look

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or cry of fear-ish, however you look at it

gritty forge
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@crimson patrol holy shit thats such a good idea

honest stag
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i have a mosquito chomper model

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lol

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like literally a giant mosquito

honest stag
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u tired of unfinished buildings with grey textures at night yet?

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well tough shit, here's an arch

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i love these textures sooo much

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literally weeks of progress

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this will take me an eternity to make :(

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also

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utilize the textures to make some cool effects

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plain wall? boring
wall with bricks sticking out? cool and pog

bold orbit
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Vrisk you need to calm down

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you're making it impossible for us to compete with this pure fuckin gold man XD

still raptor
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DONT

gritty forge
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OHH

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the door

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xD

still raptor
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yeah lol

muted glacier
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so i have a whole bunch of sky PNGs in my texture browser, but how do i go about changing the skybox? I watched dumptruck_ds's video about skyboxes and fog, but came away confused

ancient depot
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Skyboxes in DUSK don't quite work like Quake skyboxes, you assign properties on your worldspawn entity that make up the six sides of the skybox cube

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You assign sky_up, sky_down, sky_left, sky_right, sky_back and sky_front to texture paths

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eg, textures/my_skybox/up.png for sky_up

muted glacier
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Okay. Ive been pulling my hair out all day over it, and i try to not bother people with questions here until im sure Im completely stuck

honest stag
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they should be there by default for you to fill in if you have the fgd

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i do hope you have the fgd @muted glacier

muted glacier
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I have it, but i dont think i have the skybox world spawn properties. Let me re-add the FGD. Is it in pinned messages?

honest stag
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yeah

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i'm 100% positive i added them

muted glacier
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Yeah so im really dumb. I unzipped them, but apparently they didnt get added to the id1 folder. So, im confused as to where they ended up. That should solve my issues now i hope.

honest stag
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you should see all dusk models in the entity tab if you installed it right

muted glacier
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It says it doesnt have the models for the entities, just shows wire frames, but when placed in the level and tested, appear as dusk entities. And i couldnt get the texture paths for the skybox to work. My brain is fried from going through my pc today and organizing file structure.

honest stag
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Whats your quake game path

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the one that trenchbroom uses

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Also

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are you using the quake game preset or "generic"? @muted glacier

muted glacier
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Pretty sure im using the quake 1 preset. Am i not supposed to?

honest stag
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Its fine

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So, does your quake game path have an id1 folder?

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You can check the game path in edit->preferences

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So like

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Your quake game path is for example C:/lemon

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So you put a folder named id1 inside of "lemon"

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And dusk.pak goes there

muted glacier
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So. Im dumb.

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The i in id was capitalized in the pathing, but not in the folder its self. So dusk.pak was just being pathed to a folder that didnt exist.

honest stag
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eh those things happen

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at least you got it working

ripe bear
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are folders case sensitive? i genuinely didn't realise that lol

honest stag
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you should see models and defaul properties now

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also

muted glacier
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So I now have all of the quake entities in trenchbroom and have the properties

honest stag
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i added descriptions to some of the default properies that may have quirks

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for example, sky_right and sky_left are actually swapped

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so sky_right has a texture of the left side of the cube

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and vice versa

muted glacier
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Okay. And for the value i put the file location of the png?

honest stag
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relative you your mod folder yeah

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so for example if your mod folder is named "coolmap", and inside of it you have a "textures" folder with a file named "coolsky_top"

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then your sky_up property looks like this

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sky_up | textures/coolsky_top.png

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oh and btw all the default properties are far from being the only properties you can use

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but they SHOULD suffice since you're just starting

muted glacier
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Yeah i should be good for now. Mapping is fine, but holy hell figuring out world properties and stuff without people like you in the discord would be horrible.

honest stag
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glad i could help

gritty forge
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ayoo

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today’s gonna be a good day

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pizza and dusk mapping all day

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and ion fury

still raptor
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Bro I want pizza

honest stag
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I got u

still raptor
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Hahahhahahaha

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Amazing

crimson patrol
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Tbf

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Trench broom fetishism

gritty forge
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Uh

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I got late so my food card from school was not working :(

honest stag
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what now?

gritty forge
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so I had to pay myself

bold orbit
gritty forge
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made of flesh

gritty forge
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h

gritty forge
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sus

gritty forge
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only me who thinks this is satisfying

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I live the contrasts

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idk

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its weird

honest stag
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yea i do like it

alpine depot
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mmmm

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i love it

honest stag
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honestly big silet hill 3 vibes from your map

gritty forge
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cool

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never played it

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😎

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barely know her

alpine depot
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god i need to play this so badly

gritty forge
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Once lighting is done it will be up

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  • it links with my last level
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c:

muted glacier
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holy moly. seeing stuff other people make makes me cringe when I look at my map so far sbeve

honest stag
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well it's never perfect when you start off

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my first maps were actually awful

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like AWFUL

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and fullbright

muted glacier
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everybodies maps look so neat and tidy. ive got outdoors terrain at the start of my map, which looks fine I guess, but its super sharp and messy out of view of the player.

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which even if nobody else sees it, I know its there.

still raptor
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yeah i still think about vriskas first map

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it was realllllly rough

honest stag
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landing

still raptor
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theyve come a long way

honest stag
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it was a fullbright map with absolutely fucked geometry, textures and functionality

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it was also 40 seconds long

still raptor
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yes it was

honest stag
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so anything you make is a guarantee to be better

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but then we have aqua whose first map is currently at 3k downloads as the highest rated custom dusk map lol

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wish i was as much of a chad

crimson patrol
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Aqua is probably god

honest stag
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he's scaring me in the beer books server tho

crimson patrol
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Beer books? Is that the sdk server or smth

still raptor
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its the secret society of dusk mappers

crimson patrol
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Trenchbroom illuminati

honest stag
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lmao

gritty forge
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Black industrial misery was my first

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though I had some previous experience with trenchbroom

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Only for a basic quake map though

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It was a bit of a tactical decision to make my first map a night map as I didn’t have to work too much on the lighting and could focus on geometry and gameplay

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which was more imortant to me*

sharp trail
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damn

honest stag
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hahaha god

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i forgot about that

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but that was the 2nd map

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which honestly wasnt as awful as the first
but still very, very bad

long anchor
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wha

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no

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it was landing

honest stag
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landing consisted of 2 maps

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1 was the first ever map
2 was the map with a jump pad

long anchor
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oh god why did i make this abomination

honest stag
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that's...

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thats my map

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lmao

long anchor
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i'm talking about retexture

honest stag
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OH

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OH FUCK I DIDNT EVEN NOTICE

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lmao oh god

long anchor
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i'd never call your maps abominations

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buddyy.....

honest stag
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bror...

gritty forge
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so...

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this is what I will be cleaning up today

honest stag
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what

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the fuck

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MY GUY WHAT THE FUCK

gritty forge
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yeah...

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like I said

honest stag
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Was this actually the way you did lighting when i playtested

gritty forge
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I'm shit with lighting and before I just used point lights and shitty fill lights

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yes

honest stag
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what the fuck

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is the ENTIRE map like that?

gritty forge
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yes

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...

honest stag
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what the fuck

gritty forge
honest stag
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im at a goddamn loss for words

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you should have asked sooner jesus my dude

gritty forge
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hahahahhahaa

honest stag
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you can light up a massive room with like 1-4 lights...

gritty forge
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meanwhile

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new lighting

honest stag
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you know if i were you

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i would just select all light entities and delete them

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and just re-do the lighting

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what the fuck

gritty forge
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that is what I am doing

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lol

honest stag
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ok good

gritty forge
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I've said like 1000 times that I'm redoing it xD

honest stag
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yeah but

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yeah

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you learned how to do big room lighting?

alpine depot
crimson patrol
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Vriska do you recall that time I did this

gritty forge
honest stag
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i do remember that lol

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i have that screenshot saved actually

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it was the first thing i thought of

alpine depot
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oh my GOD

honest stag
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you havent seen that aqua?

alpine depot
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i did but i forgot about it

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i wish i still did 😔

honest stag
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you can't undo what my eyes have seen

gritty forge
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hahahaha

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its so much worse if you see the whole room

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I'm actually surprised I managed to make the light look even decent with this strategy

muted glacier
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Im alittle behind but what the fuck. Skade, that first picture actually left me speechless. Whats your compile time with all those lights??

gritty forge
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no time at all because I used basic compiling settings back then

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~10 sec

gritty forge
honest stag
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now show how it looks in trenchbroom

muted glacier
worn umbra
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yo tf thats sick

still raptor
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this is incredible

alpine depot
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oh my fucking GOD

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i NEED this

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skade's about to dethrone me gg

ripe bear
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sick as

crimson patrol
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I'm gonna dethrone the fuck out of yall

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In 3 years when this map is finished

honest stag
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trust me this guy will

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and after 3 more years of compiling

alpine depot
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not if I dethrone myself first

honest stag
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king of the~~ hill ~~trenchbroom

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the royal rumble

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veven busts in out of nowhere with lower 2

crimson patrol
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And in 6 years after I take the trenchbroom throne, mashed potato is gonna appear our of nowhere and make an episodes worth of content in 30 minutes

honest stag
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i work on the map for 6 more months and realise i havent added a single enemy and was busy making the lighting and textures just right in 5 rooms

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mashedpotato is chad ok

crimson patrol
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Mashedpotato is probably god

gritty forge
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@honest stag this is the reworked lighting

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Uses 8 fill lights for a huge room only

honest stag
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nice, 8 is alright

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looks good, keep it up my guy

gritty forge
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It’s also about getting good shadows not just few light ents

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And that kinda schtuff

muted glacier
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Just had the joy of finding out i had accidentally bisected a cliff face multiple times, resulting in a compiling error saying that it couldnt handle 100000+ faces at once. So i deleted all of the cliffsides and started again, carefully and more efficient. Holy crap though, had me worried

gritty forge
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which is why I avoid making natural and organic brushes for the most part

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except for smaller details

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and a huge setpiece in my arena

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oop

gritty forge
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updated black industrial misery

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only pickups to be brighter tho

crimson patrol
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Make that map fullbright

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4 de memes

gritty forge
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I was making a master level version of it as a joke for april fools

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but I couldnt be fucked to fix framerate after I added a million mages

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Last room had big john with 1hp and behind him a rat with 100000 health

honest stag
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I still remember the map with the invincible rat

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fuck that shit

gritty forge
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what map

honest stag
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It was the mega-bullshit-hardcore map pack

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i think craidus???

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Maybe??

gritty forge
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oh fuck criadus

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objectively bad

crimson patrol
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Never playd criadus

gritty forge
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it fucking sucks even for what he went for

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im sorry xD

honest stag
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One of those maps had an invincible rat basically

crimson patrol
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Hehe health entity value go brr

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Can it survive a soaping?

gritty forge
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like it was an okay concept but execution was uhh

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no

honest stag
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Along with many other interesting design choices

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a room where all the walls are invisible and you get 70 enemies thrown at you

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and just the general insane amount of enemies in tight spaces

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it was pretty funny i gotta say

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They REALLY tried to make it bullshit but beatable

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and it worked

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Okay i read the updated page of the mod

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i feel bad now

crisp raven
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Looking for Playtesters

sharp trail
crisp raven
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Some of the areas were a little tight

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I would try expanding them

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Let more enemies fit in

sharp trail
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Maybe you should add a little more of MY ammo to it

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Makes it feel like it's bigger than it actually is

crisp raven
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You've lost me with the ammo metaphor

gritty forge
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Im confused

tranquil mulch
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Sex jokes.

Not even funny ones.

gritty forge
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Well I figured that part out

alpine depot
gritty forge
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btw

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my map will be done by next week most likely

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might have to get some final playtesting tho

gritty forge
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is the out of bounds easter egg text thing even in the dusk wad

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or transparent wad

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the ur not supposed to be here

crimson patrol
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I sincerely enjoyed your first map skade

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Looking forward to seeing this one

muted glacier
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@gritty forge i feel like it is. Ive seen it, but it might not be in the transparent wad. I dont think the "do a flip" one is.

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Also @crisp raven you still need a playtester? Id be able to later when I get on to do some mapping.

gritty forge
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@muted glacier do a flip one is in the waf

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wad

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I used it instead

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For now

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@crimson patrol I’m glad! I’m also happy to say that the new map is several times better than the last, bith objectively in terms of deco and complexity/technicality/features but also in my own opinion in terms of aesthetics and how it builds on the lore of the maps since they connect. Although the map is a lot more close-quarters and linear and not as open as BIM

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but I personally like both open and close(r) quarter maps

muted glacier
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Ive got to talk more in other channels so I can get rat rank so i can share some progress screenshots

honest stag
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U can send imgur links

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they'll embed anyway

gritty forge
honest stag
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Nah its fun

muted glacier
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I didnt know that. Thanks TBF. Ill share some tomorrow.

gritty forge
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placing down monsters in encounters over and over & shooting them to death is fun

honest stag
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I h a t e making the gameplay

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its so tedious and always an afterthought to me

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literally the very last thing i do

gritty forge
honest stag
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I can sit there and bother with lighting and textures and brushwork all day long tho

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Functionality is pretty fun too

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As in doors and setpieces

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Which is in part why i want to collab with someone

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please dont make me do gameplay shit and ill do literally everything else

gritty forge
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gameplay fun

gritty forge
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bottom text

crimson patrol
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Joke setup
Punchline
Additional punchline
Joke reinforcement

honest stag
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death

muted glacier
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Cant wait til after joke reinforcement kicks in.

gritty forge
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comically large pencil

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comically large eraser

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comically large soap bar

muted glacier
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Deep fried PNG of a toaster

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Top text: E

honest stag
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comically oversized map

crimson patrol
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Download warrior.png

honest stag
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tiny mage

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laugh

muted glacier
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Holy shit

honest stag
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ᵇˡᵒᵒᵈ ʰᵉʳᵉᵗᶦᶜ ˢᶦⁿⁿᵉʳ

crimson patrol
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Maranax

muted glacier
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Honestly, make tiny mage a boss. Invisible projectiles, 100k health.

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And put it in a first level. Thats the bar for entry

gritty forge
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MARANAX INFIRMUX

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GEROXE CRUO

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MARANAX PALLEX

honest stag
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AAAAAAH IT BURNS IT BURNS

crimson patrol
gritty forge
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10000 dollars and I will upload crimson cesspool TODAY

honest stag
gritty forge
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so

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was there a way to "lightproxy" brushes

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basically adding a light color to a specific brush/texture only

honest stag
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brushes cant be lightproxied

gritty forge
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not actually lightproxying

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hence the ""

honest stag
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ok so exactly what do you mean
a light that textures give off to surroundings?

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or a specific brush having a specific color/light level?

gritty forge
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second

honest stag
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i think you can give a brush entity a _minlight

gritty forge
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but I want to have it coloured

honest stag
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try _mincolor with it as well as _minlight

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or just _mincolor

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i've never used either but they come to mind

gritty forge
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ddint do anything

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@honest stag

honest stag
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dang hm

gritty forge
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I'm positive there was a thing where you could link a texture with a key to a light or something

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I'm sure I have seen it before

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or like

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a key on the light that makes it only target one texture which you specified

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something like that

honest stag
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i'm 99% positive you're talking about the thing where you can have a _surface property on a light that's linked to a texture

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but that makes the texture EMIT light

gritty forge
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oh yea

honest stag
#

as if it's a lamp lighting things around it

gritty forge
#

I want to try it

honest stag
#

it doesnt light up the brush itself

gritty forge
#

oh

#

it doesn't?

honest stag
#

well it should as an after effect i guess

#

anyway

#

if you want to try it

gritty forge
#

whats the best way to make my own wad

#

I wanna edit some textures

honest stag
#

there is a makewad tool in the pins

#

to use the _surface thing
have a light entity, give it whatever parameters you wanted for the emitted light
add a _surface property, put in the texture you used at the value

#

like, the texture name

#

i just deleted my entire fucking map and saved it lmao

#

accidental 2x click and delete

#

well that would have been a catastrophe if it werent for crtl+z

gritty forge
#

how does the makewad work

#

lol

#

idk what to do

#

how do I install it

honest stag
#

you need a folder with .png images first

#

put makewad outside of it

#

put a palette.lmp along with the makewad

#

open cmd in that folder

#

then put makewad <in folder> <in palette> <out wad>

#

so how is it

#

did it work

gritty forge
#

@honest stag is it just the texture name or the textures path in folder as well

#

cause idrk what to type in

honest stag
#

wdym
for the makewad?

gritty forge
#

no

#

surface

honest stag
#

nah just the texture name

#

i'll give an example

gritty forge
#

its one of the { textures

#

can I just type {sigil in the _surface key

honest stag
#

honestly no idea
but i guess it wont hurt to try

gritty forge
#

what

#

didn't you just say you knew o.O

honest stag
#

i don't knoiw if the { symbol will fuck it up

gritty forge
#

oh ok

honest stag
#

it works 100% with normal-named tex

gritty forge
#

so like this?

honest stag
#

yea

gritty forge
#

@honest stag this right?

#

then open cmd for the folder and then what

honest stag
#

make a folder inside of here

#

and put the textures inside

#

then open cmd

#

type
makewad texturefolder palette.lmp wadname.wad (or just wadname im not sure havent used it in a while try both)

gritty forge
#

well fek

#

the textures get fucked

#

and

#

the sigil doesn't stay transparent

honest stag
#

wdym but "get fucked"

#

by*

gritty forge
#

colors are fucked

honest stag
#

by the palette?

gritty forge
#

red.png becomes orange

#

ye

honest stag
#

shame

gritty forge
#

I can fix it but

#

how do I make a transparent texture

#

lol

ancient depot
#

makewad doesn't generate transparent textures iirc

#

you need to use another tool

gritty forge
#

dfjfksdbjfk

honest stag
#

i use wally

#

it's nice

ancient depot
#

(makewad is an internal tool that I just decided to make public because why not)

gritty forge
#

fair

honest stag
#

i used it to rip some wad3 stuff into quake wads, and looking at it im assuming it can do more

#

for example exactly what you're describing

#

like you can take the pixel that's supposed to be transparent and replace it with the quake trasnparency pixel

ancient depot
#

you CAN make transparent textures with it

honest stag
#

yeah

ancient depot
#

but not by making the pngs transparent

#

and yeah you do that

honest stag
#

you can find that pixel at the end of the quake palette

#

wally should show the palette so you can grab it from there

still raptor
#

well its not necessarily the quake palette

#

its just palette index 255

#

for example half life uses solid blue as its transparency index

#

but quake uses that sickly gross pink color

honest stag
#

yup
had to replace all that with the icky pink when i was ripping some good half life custom wads

#

wally kept crashing when i was using the "Replace pixel" thing or whatever it's called

still raptor
#

probably wouldve been easier in photoshop

#

where you can just index the image

honest stag
#

do i look rich

still raptor
#

and replace the index

#

☠️

#

i imagine Gimp has the same feature

#

ive just never used it for that purpose

honest stag
#

probably but it was easier for me to edit it in-wad and export as a quake wad immediately instead of having to unpack and pack back all that struff

gritty forge
#

fuckin

#

fuck wads bro

#

next level is gonna be untextured

honest stag
#

u need help? i can make whatever it is ur trying to do

#

probably

gritty forge
#

just the door indicator textures with red yellow blue

#

and

#

the siigil texture but deep red and transparent

#

sigil*

honest stag
#

drop em here

#

i'll try to make the wad real quick

gritty forge
honest stag
#

nice

#

but can you do a .zip instead lol

#

i'd appreciate

gritty forge
#

lol ok

honest stag
#

danke

#

gimme a minute

gritty forge
#

so ye

#

deep red transparent sigil

#

and

#

key colors on the other texture

honest stag
#

i'll do my best

#

it does NOT like the sigil lol

gritty forge
#

ouf

honest stag
#

i can still do it

gritty forge
#

gamr

honest stag
#

whoopsie it crashed

#

ofc

#

funny wally

#

im guessing im just dumb for trying to run that goddamn png

#

lemme re-do it to jpg

gritty forge
#

jpg has no transparency tho

honest stag
#

but we dont need it to be alpha-transparent

#

we need the quake transparent pixel

gritty forge
#

uh ok

#

This is black magic to me so

#

do ur thing

honest stag
#

i understand it like this
quake only says "ok, make this transparent" when it sees a specific pixel index

#

which is that sickly pink on the palette

#

anytime it sees that pixel it does transparent shit

#

yeah....

#

i gues

vast palm
#

@honest stag Does it work like the GE128 shader parameter in Quake 3?

#

Like one solid color gets treated as alpha

honest stag
#

i have absolutely 0 clue what you have said my guy lol

vast palm
#

Lol

still raptor
#

so

#

it works by not rendering index 255 in the palette

#

or yes i guess you could say 0 alpha

#

although you can use the renderamt parameter to also make things transparent

vast palm
#

Hmm

#

Never tried making Quake 1 maps so I'm trying to gather as much info as I can from here for now

#

I didn't know Quake 1 received more love than Quake 2 and 3 with regards to mapping and modding though

still raptor
#

yeah it got quite a bit

#

anyways, to visualize

#

in quake, its color 255 that represents transparent

#

you can generate whatever palette you want to use with dusk, you dont have to use quakes

#

but index 255 will always be transparent

#

and the format of the palette is very simple

#

just RGB values, one after the other, each component as 1 byte

#

for a total of 768 bytes (256*3)

honest stag
#

@gritty forge can you try shoving those in the makewad please

still raptor
#

so for example

#

i have replaced every single color in the palette with hot pink

#

and ruined someone's map

honest stag
#

"they said goodnight" by branflakes

still raptor
#

i did that with a text editor, and nothing more

#

if you want to get fancy, you can use a hex editor etc

gritty forge
#

transparency worked but

still raptor
#

so using this, you can make small tweaks to the quake palette, or instantly convert the quake palette to work with half life transparency by simply editing index 255 to match

gritty forge
#

its white and fucked

#

lol

still raptor
#

well, its likely whatever texture you are using, is trying to use alpha transparency

honest stag
#

fucking palette

#

nah i think i just recolored it without considering the palette

still raptor
#

which will always render at full alpha

gritty forge
#

it lookls hella thicc and scuffed tho

honest stag
#

fuckin yogurt cult symbol

gritty forge
#

idk

#

hahahaha

still raptor
#

i forget if we have added support for proper alpha textures

#

probably should if we havent

#

i think we did with half life stuff, i recall having to do something related to it to support PVK maps lol

honest stag
#

ok

#

hold the phone i'm calling the big guy

#

@alpine depot PLEASE MAN PLEASE HELP

#

he made some transparent stuff edits already

bold orbit
#

so

alpine depot
#

wha

ancient depot
#

tl;dr if the texture name starts with {, any pixels with palette index 255 (the last color) are made transparent

bold orbit
#

try saving the image as bmp instead of jpg so you don't get that stank compression that fucks the colors where the transparency should be

alpine depot
#

not sure if ive ever actually done transparent stuff

#

if anything i threw it into makewad and that worked?

#

dont recall though

gritty forge
#

so

honest stag
#

i distinctly remember you doing a bunch of transparent texture stuff

still raptor
#

lol fuck its so weird playing these maps with the hot pink palette

gritty forge
#

actually

still raptor
gritty forge
#

a solid white color for a palette would be great for checking light levels

#

I bet

honest stag
#

i bet i can guess most of the maps anyway even by a screenshot with that palette

still raptor
#

thats very easy to make

#

just make every index byte FF

#

here hold on

tepid python
#

only reason why I didnt finish my multiplayer map yet is because I didnt feel like messing around with the color palette stuff

ancient depot
#

shat it out in a hex editor

still raptor
#

yeah

#

wait thats too large

ancient depot
#

discord filesize is weird

#

it's 768 bytes

still raptor
#

the actual size upon downloading is 1.85kb weirdly

ancient depot
#

wtf

still raptor
#

that should do it

ancient depot
#

wonder why the hell it suddenly bloated

still raptor
#

i have no idea

#

but yes here is how that looks

#

so you can texture your level and use it as a lightmap debugger

#

actually pretty based

#

now, just for ease of use, i would probably encourage editing the final color to be the quake transparency color

#

so that if youre using a texture to make something see through it will work correctly

ancient depot
#

shouldn't matter since it's only the index that matters

#

not the actual colour

honest stag
still raptor
#

oh right i forgot you arent reading textures for their indexed color

#

would make load times very slow comparatively lol

ancient depot
still raptor
#

yeah that makes sense duh

ancient depot
#

(that's from the rewrite codebase but the logic is basically the same in the old one)

still raptor
#

because its a wad its preprocessed anyways

gritty forge
still raptor
#

a bit overkill

#

like we were saying, a simple hex editor is more than sufficient to get the job done

#

but honestly you could do a graphical palette creator/editor very easily and quickly

#

just need like a color picker UI

gritty forge
#

@honest stag did you figure out the yoghurt sigil problem

muted glacier
#

Cant wait until im done with the outdoor section of my map so I can finally do interiors. Lighting and decorating interiors sounds considerably more enjoyable than creating an outdoor environment/landscape. I ended up deleting my previously created landscape because it was causing light leaks all over the damn place, and I can make a better looking landscape anyway. That mess is what I have to look foward to when I get off work later.

gritty forge
#

slap every sunlight ericw's tools give you and forget about it 😎

muted glacier
gritty forge
#

updated lighting guys!!!

#

wow!!!!

still raptor
#

damn looks great

crisp raven
#

Y'all wouldn't happen to know the RGB values for the blue door indicators in the DUSK campaign?

still raptor
#

you mean just like

#

an average?

#

its a texture so its not just a single color

crisp raven
#

Yes an average would be most helpful

still raptor
#

but the specific tint is 0,97,255

#

which is applied to that texture

#

0061FF if you need the hex

crisp raven
#

Thank you. I got yellow and red down but the blue was looking off

#

🙏

still raptor
#

do you want the specifics for yellow and red?

crisp raven
#

Sure

still raptor
#

red is just 255,0,0

#

yellow is 255,237,0

crisp raven
#

Damn do you just know this stuff off the top of your head? 👀

still raptor
#

nah i have the editor open lmao

#

i was working on the switch port

#

so i can just check the materials lol

ancient depot
#

I should probably add pre-tinted variants in the update

still raptor
#

itd be easy enough

crisp raven
#

Thank you kindly Mr. _pts

still raptor
#

np

#

lmk if you need any other info

muted glacier
#

Nooby question here: can i import stuff that I make in blender into trenchbroom? Cause I completely forgot that I had a online course for blender that I havent started, and was wondering if that would help at all with TB.

gritty forge
#

I don't think so

muted glacier
#

I didnt think so. Alas the poor Blender course will have to wait until I find a use for it, or until I get compelled to finish my Unreal Projects. Probably not gonna happen until an actual release for Unreal 5 comes out though.

still raptor
#

there was someone who was working on that as a concept

#

melding mesh data into the bsp compilation process

vast palm
#

I never tried this myself but saw it some time ago

#

It should produce more accurate results if you export your geo as a v220/Valve map

#

Has anyone ever tried using GtkRadiant/NetRadiant to make Dusk maps?

muted glacier
#

@vast palm ill have to check that .map exporter out, and no, I think ive seen a Gtkradiant tutorial/spreadsheet online somewhere but never looked into it.

vast palm
#

I'm pretty experienced with Radiant so I wanted to avoid Trenchbroom at all costs 😅

still raptor
#

JACK, trenchbroom, radiant, etc etc

#

as long as you can export as one of the supported BSP versions, its all good

vast palm
#

@still raptor , that's great! I've been trying to configure it for about 10 minuets now

#

Guess I'll have to convert the FGD to a Radiant-compatible entity definition format though

still raptor
#

you can use valve 220 if you desire

#

and yeah, the FGD will be your biggest hurdle

#

we will eventually release an official one

#

but thats got no specific timeline

#

so the community made their own

vast palm
#

That's cool

#

Might write a parser/converter for FGD files for those that want to use Radiant then

still raptor
#

yeah i think that there are a lot of radiant users who were sorta forced to used TB or JACK when they were more comfortable with radiant

#

and we definitely dont want to inhibit easy of use in any way, so we're trying to support as many toolchains as we can

vast palm
#

Nice

#

NetRadiant seems to use an XML-based entity definition file so I guess I might be able to convert the FGD to it using a FGD parser

muted glacier
#

This probably doesnt look like much yet, but I ended up deleting my terrain and starting over, and It looks much better already. I saved some Before pictures, but Ill have to find them later. this version isnt plagued with light leak issues, and Im about halfway done with the shown area.

#

I have to move each point exactly where I want it, and theres about 900 points on the whole plain so its been time consuming, but it looks really good in game

vast palm
#

Cool

#

Did you manage to export stuff from Blender as a map file?

crimson patrol
muted glacier
#

i havent looked at exporting from blender yet. and @crimson patrol whats your map? link it and ill play it

crimson patrol
#

Not finished (and won't be for the next decade) but the begginig area has a train

#

Benniging

#

Beginning

muted glacier
#

Oh lol. The trains really only at the start of mine if i stay according to my plan

still raptor
#

oh dang i like the train and snow

#

we should really give access to the snow and rain weather effects

crimson patrol
#

Just parent a fuckton of func details to func doors

#

And replace the frames per second measurement with seconds per frame

gritty forge
#

also

#

would it be possible to make it so that the new sdk applies proper lighting to models like vehicles and machines etc

#

not just a single even light color

crimson patrol
#

Yea pls

gritty forge
#

because in the campaign and duskworld things like forklifts have shading

crimson patrol
#

Thats why you should use my preset trees instead of dusk trees

gritty forge
#

oh and I just noticed that duskworld still has pumpkin mortars and sword has no sparkles

crimson patrol
#

Because its easier to light them up

gritty forge
#

and thats why I mostly make my own machines

still raptor
#

its a complicated issue

gritty forge
still raptor
#

because those things are being placed as entities, they do not get lightmapped when you run your map through light.exe

gritty forge
#

also just noticed this in duskworld

#

yea

#

how does it work in the base game

still raptor
#

the base game doesnt use bsp

crimson patrol
still raptor
#

there are a few

gritty forge
#

ah so its still an entity?

still raptor
#

in the base game , there isnt really an entity concept

#

theyre just gameobjects with attached meshes, which because they are static, happen to get lightmapped

gritty forge
#

oh ok

still raptor
#

we had a conversation in here earlier about the potential for a bsp post process which would insert external mesh data before light.exe is run

#

that way you could lightmap entities if you wanted

crimson patrol
#

Yippee

still raptor
#

but there are some technical hurdles to that

crimson patrol
#

That sounds painful to make

still raptor
#

another potential solution is when the project is open sourced, you could bake it in unity and provide the data that way

crimson patrol
#

That sounds jank
I would go for the first solution

still raptor
#

probably the quickest and easiest way to do it is just to replicate the geometry with brushes in trenchbroom

#

but thats manual effort

#

theyre both about equally jank

crimson patrol
#

Hey, you could skip the manual effort and use me preset trees

still raptor
#

yeah exactly

#

but you had to put the manual effort in at some point

crimson patrol
#

And effort it was

#

It took like 2 weeks to make

#

And the cutouts require some turbojankery

gritty forge
#

and I aint fucking modelling a forklift myself

#

that sounds like torture lol

#

at least considering that I would have to match the existing textures with the model/brush I'm making

still raptor
#

yeah you would have to set the face offsets correctly

#

but the forklift is a pretty simple object overall lol

muted glacier
#

@crimson patrol i think i downloaded your trees that you made. Didnt read the text, placed one of the dead trees in my level, tried to compile and it crashed it lol.

#

But the rest of the trees look great

crimson patrol
#

Yea, tip for using my trees
Don't use the brush trees, use the cutouts

#

Like, don't use the brush trees ever

muted glacier
#

Why?

crimson patrol
#

It slows compiling by alot, and too many make the map uncompilable

#

The dead tree is broken

#

Even 1 breaks the compiler

muted glacier
#

Yeah. That happened to me. Any idea why?

honest stag
#

Bec there's a million small complex brushes

muted glacier
#

Makes sense.

crimson patrol
#

I think its because trenchbroom recognizes a group of brushes as one, and because the group has a fuckton of brushes it breaks the compiler

#

I could be wrong

#

Cutouts are the way of the future anyway

#

I have placed them in the hundreds and my map still compiles

#

Its great for scenery

muted glacier
crimson patrol
#

Sort of?

#

You would need alot of func doors and func deets

honest stag
#

Bad idea tbh

crimson patrol
#

Not practical on an actual map, but possible

honest stag
#

wont even look that great

gritty forge
#
  • func illusionaries can’t be punched through
#

If you use those for the texture

muted glacier
#

Okay. I wasnt thinking large scale, but kind of like a dripping faucet or waterfall.

gritty forge
#

If you made rain outside a window where you don’t actually walk outside it would work great

honest stag
#

and no, i havent figured it out lol

gritty forge
#

oh ok np

muted glacier
#

1 am? Damn. Its 5 30 pm here.

honest stag
#

7-23 am right now

gritty forge
#

bro you are like

#

hella to the east

honest stag
#

pretty much to the north of china

gritty forge
#

wowie

muted glacier
#

Got some more done. Textured the cliffside, and experimented with grass terrain.

honest stag
#

Nice, looks pretty good

gritty forge
#

the tri soup is real maliciousultra

honest stag
#

Oh my god

#

i didnt realise at first cuz i was looking from my phone

bold orbit
#

my mans fuckin triangled up

muted glacier
#

hey, can someone explain how to make my output BSP file a BSP2 file?

gritty forge
#

yes gaming

gritty forge
#

cause I use cmd

#

and for that you do:

#

qbsp.exe -bsp2 <mapname>.map

muted glacier
#

oh. that worked. didnt realize it was that easy. thanks

crisp raven
#

Y'all don't use Necro's compiling GUI? 👀

gritty forge
#

muted glacier
#

Download link has never worked for me for the GUI.

#

Unless im dumb, which might also be a possibility. Ive got a Compiler Gui that I found elsewhere, but whenever I try to launch Dusk through the GUI after it compiles, it doesnt work because it doesnt launch Dusk_SDK. But I can use it to make compiling easier. It also lets me output as -bsp2

honest stag
#

U dont have to relaunch dusk each time u want to reload the map

crimson patrol
#

Yea go into the modding menu and disable then re-enable the mod

honest stag
#

Dont need to do that either

#

Just start the map again from the menu

#

even while in the map

honest stag
muted glacier
#

So I can have dusk running and after it compiles just select the map?? I learn more every day. That saves me so much time. What the fuck. I didnt ever think to leave it open because I figured it wouldnt immediately update in game

honest stag
#

Im a simple user , but from my understanding the map is loaded into memory

#

so it doesn't matter if you delete/replace the map file

#

cuz its loaded once

#

then when you select it from the menu again it loads the new version

#

So in short

#

the gui doesn't need to be set to game launch

#

i just use it to make the process run from a single hotkey

#

and adjust compile options on a single click

crimson patrol
muted glacier
#

Thats dope. How do you know so much? Any previous games experience? Or have you just picked it up over time?

honest stag
#

i've just been here since day 1 of sdk launch and constantly pestered those around me (especially zombie) about all the same things you're asking right now

#

and after mapping for quite some time those things are burned into my memory

#

so i basically started from 0

#

even then im far from actually understanding anything, all of my knowledge is surface level lol

#

compared to Bread or any quake mod guy

ancient depot
#

The game can detect changes automatically, so theoretically you could have a completely empty mod folder, activate it in the menu, and as you start adding textures, models, etc, the game will notice and start loading them on the fly

#

I've prototyped it but it needs some tweaking before it gets added in proper

crimson patrol
#

Poge

honest stag
#

daaaaamn that's sick

honest stag
#

finally done with exams and shit
can't wait to pick mapping back up

gritty forge
#

Lessgo

#

got 1 more room, some minor tweaks left for my map

#

I also need to get the wad fixed somehow

#

then is done

muted glacier
#

Whats wrong with the wad?

long anchor
gritty forge
#

so excited to release crimson cesspool soon

#

it's longer than a long base game map

#

which idk if that is good or bad but I think it's cool

steep remnant
honest stag
#

yea he read it

#

just was a bit of confusion

steep remnant
#

Oh cool.

muted glacier
#

Thanks anyway @steep remnant !

steep remnant
#

👍

slender geyser
#

Hey guys I got a question! How do I install Dusk texture packs, like how do I make them work?

honest stag
#

i'm assuming you're using trenchbroom?

#

or oh wait

#

you're talking about just texture mods right?

slender geyser
#

yup

#

just that

honest stag
#

ok so
first of all make sure you're on the SDK branch on steam
then go into the local files
navigate like this
SDK -> mnt -> local
and put your texture mod folder in there

slender geyser
#

mhm noted

honest stag
#

then open dusk, click "Modding" and enable the texture mod that you just installed

#

that should do it

slender geyser
#

thx chief

sharp trail
#

don't forget to go to #lfg-signup if you want to find players for duskworld as well

honest stag
#

What the FUCK are you doing here

#

GO BACK

#

SHOO

sharp trail
#

:( ok vriska

#

@honest stag

honest stag
#

fake
it's 21:43 right now

sharp trail
#

sorry i don't know about that i don't live on the end of the world like everyone else in this server

honest stag
#

also

#

the signup bot doesnt even work

#

you liar

honest stag
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Not yet

gritty forge
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They are planning it

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It is only a ways off

muted glacier
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is it possible to make a wall that the player cant walk through, but can still shoot through?

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for example, have an invisible wall that prevents players from falling off the map into the void, but still allowing them to shoot through it at enemies on a distant cliffside

honest stag
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illusionary wall then?

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ah wait

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func_clip

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should do it

muted glacier
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okay Thanks!