#dusk-modding
1 messages · Page 90 of 1
that would be insaneee
I love adding candles as like a sign that the cult has taken over
and it blends in so well with the cultists and wendigos and ahh
could make some brush candles
nah fuck that shi
i could make a waterfall with func doors
just have 30 func doors swapping positions very fast
in the same place
also
why can't we place duke brother bosses?
also
why are the fish textures totally fucked
they have the boneball texture
oh and chompers model is not aligned with its hitbox
omg
I just had another fucking cool idea for my map
might put it in the upcoming update for black industrial misery too
(I'm updating it mostly to lightproxy pickups)
oh my god skade i want to play this map so badly agagagagaghkytsfefe
this is so sick
screenshots looks pretty good
Im just really making sure the map has those final proper touches
and ofc the updated lighting
which will take the longest
gameplay is done
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.
my guess is no
unless it's the dusk torch that it gets replaced by, in which case the torch may be flipped?
probably not though
The only light entity that works in Dusk is the default light
Okay. That makes sense. I just wasnt sure. Thanks
Can’t wait for flicketing lights and particles
I know I say that like
once every week
But

Whens that going to be a thing??
when the new SDK comes
daily dusk mapping tip #6: never ever ever ever do this
it's off grid, it's messy and it will easily fuck up your compiling
if you need curves go watch dumptruck_ds's tutorials on curves
++ if you ABSOLUTELY 100% POSITIVELY need to do this awfulness, you should probably optimize it
- make a convex curve brush of it. this curve is concave and brushes are convex
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
put it on the grid you want with edit -> snap vertices to grid and then make an arch out of it
Love watching some dumptruck_ds. Hes like the only one i know with in depth mapping tutorials
How do you even achieve that lmao
Like actually how the fuck do you manage that instead of just watching the dunptruck ds tutorial on arches
I feel like they aren't actual entities, but rather default mages modified in dusk
if anybody's up for the challenge of doing it properly without making qbsp tear its hair out
oh god
oh fuck
i cant even use rmb to move my camera around
this is cursed
THE CAMERA IS STUCK
IT HAS CURSED MY TRENCHBROOM
trenchbroom is literally stuck
that's odd, it's perfectly fine on me shitty laptop

i cant move my camera on any other maps
i gotta restart my pc
thanks gauntlet.map
ok honestly? It's not the worst thing ever
since it's just a bunch of triangle brushes
i guess it could be worse
epic gamer trick: use _phong 1 on every func_detail and func_group you have in your map to double ur compiling time

does qbsp actually take long for you?
no
Just curious, will the full SDK have support for endless mode maps?
i dont see why not
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.
Cant think of Amy way to do that
any*
You could always make a triggerable door tho
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.
What kind of mods are you interested in making exactly?
I would recommend reading through the pinned messages
Just keep in mind that currently our modding capabilities are limited to custom maps, custom models (enemies only), sound replacements, texture replacements
just wanna make some levels/maps
see if i can duskify some quake maps for eventual duskworld play
i figure by the time im good enough to actually make decent maps the sdk will be fully released
oh yeah pins
duh
i swear when mr mega meaty releases E1M1.map there's gonna be so many stupid e1m1 twists
"e1m1 but upside down"
"e1m1 but its all rats"
"e1m1 but it is giant"
whats that 1 doom 2 wad that "remixes" doom 2's levels and turns them into fucking giant labyrinths
maps of chaos?
yeah "e1m1 but maps of chaos"
aren't they already giant labyrinths
big ol maze
speaking of maze i found a doom texture pack
could be good converted to dusk
unless quake palette massacres it
fuck you quake palette you party pooping asshat
A personal Package of Textures. Bricks, concrete, tiles, outdoors, vegetation, and much more. made this for personal use but it got to the point of being very big so people might want this resource, so here it is. Enjoy it and dont forget to put credit when using it, or dont, i wont really care. ...
this
oh hey i ripped extremely similar textures from sven coop
lemme find the wad real quick
i used them in insomnia
any custom texture pack is so goddamn good
fax
here's the wad3 i ripped from sven coop and converted into a quake wad
i heavily used both of those in insomnia to achieve that cool silent hill-ish look
or cry of fear-ish, however you look at it
u tired of unfinished buildings with grey textures at night yet?
well tough shit, here's an arch
i love these textures sooo much
literally weeks of progress
this will take me an eternity to make :(
also
utilize the textures to make some cool effects
plain wall? boring
wall with bricks sticking out? cool and pog
Vrisk you need to calm down
you're making it impossible for us to compete with this pure fuckin gold man XD
DONT
yeah lol
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
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
You assign sky_up, sky_down, sky_left, sky_right, sky_back and sky_front to texture paths
eg, textures/my_skybox/up.png for sky_up
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
they should be there by default for you to fill in if you have the fgd
i do hope you have the fgd @muted glacier
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?
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.
you should see all dusk models in the entity tab if you installed it right
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.
Whats your quake game path
the one that trenchbroom uses
Also
are you using the quake game preset or "generic"? @muted glacier
Pretty sure im using the quake 1 preset. Am i not supposed to?
Its fine
So, does your quake game path have an id1 folder?
You can check the game path in edit->preferences
So like
Your quake game path is for example C:/lemon
So you put a folder named id1 inside of "lemon"
And dusk.pak goes there
So. Im dumb.
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.
are folders case sensitive? i genuinely didn't realise that lol
So I now have all of the quake entities in trenchbroom and have the properties
i added descriptions to some of the default properies that may have quirks
for example, sky_right and sky_left are actually swapped
so sky_right has a texture of the left side of the cube
and vice versa
Okay. And for the value i put the file location of the png?
relative you your mod folder yeah
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"
then your sky_up property looks like this
sky_up | textures/coolsky_top.png
oh and btw all the default properties are far from being the only properties you can use
but they SHOULD suffice since you're just starting
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.
glad i could help
Bro I want pizza
what now?
so I had to pay myself
make that a func_breakable
made of flesh
h
sus
yea i do like it
honestly big silet hill 3 vibes from your map
god i need to play this so badly
holy moly. seeing stuff other people make makes me cringe when I look at my map so far 
well it's never perfect when you start off
my first maps were actually awful
like AWFUL
and fullbright
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.
which even if nobody else sees it, I know its there.
landing
theyve come a long way
it was a fullbright map with absolutely fucked geometry, textures and functionality
it was also 40 seconds long
yes it was
so anything you make is a guarantee to be better
but then we have aqua whose first map is currently at 3k downloads as the highest rated custom dusk map lol
wish i was as much of a chad
Aqua is probably god
he's scaring me in the beer books server tho
Beer books? Is that the sdk server or smth
its the secret society of dusk mappers
Trenchbroom illuminati
lmao
Black industrial misery was my first
though I had some previous experience with trenchbroom
Only for a basic quake map though
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
which was more imortant to me*
damn
All In A Day's Work
SPACE JUMP PAD PROGRAM
hahaha god
i forgot about that
but that was the 2nd map
which honestly wasnt as awful as the first
but still very, very bad
oh god why did i make this abomination
i'm talking about retexture
bror...
Was this actually the way you did lighting when i playtested
I'm shit with lighting and before I just used point lights and shitty fill lights
yes
what the fuck
hahahahhahaa
you can light up a massive room with like 1-4 lights...
you know if i were you
i would just select all light entities and delete them
and just re-do the lighting
what the fuck
ok good
I've said like 1000 times that I'm redoing it xD
trenchbroom privileges revoked
Vriska do you recall that time I did this
but I am redoing this
i do remember that lol
i have that screenshot saved actually
it was the first thing i thought of
oh my GOD
you havent seen that aqua?
you can redo the lighting but
you can't undo what my eyes have seen
hahahaha
its so much worse if you see the whole room
I'm actually surprised I managed to make the light look even decent with this strategy
Im alittle behind but what the fuck. Skade, that first picture actually left me speechless. Whats your compile time with all those lights??
now show how it looks in trenchbroom

yo tf thats sick
this is incredible
sick as
not if I dethrone myself first
king of the~~ hill ~~trenchbroom
the royal rumble
veven busts in out of nowhere with lower 2
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
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
mashedpotato is chad ok
Mashedpotato is probably god
It’s also about getting good shadows not just few light ents
And that kinda schtuff
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
which is why I avoid making natural and organic brushes for the most part
except for smaller details
and a huge setpiece in my arena
oop
I was making a master level version of it as a joke for april fools
but I couldnt be fucked to fix framerate after I added a million mages
Last room had big john with 1hp and behind him a rat with 100000 health
what map
Never playd criadus
One of those maps had an invincible rat basically
Along with many other interesting design choices
a room where all the walls are invisible and you get 70 enemies thrown at you
and just the general insane amount of enemies in tight spaces
it was pretty funny i gotta say
They REALLY tried to make it bullshit but beatable
and it worked
Okay i read the updated page of the mod
i feel bad now
Looking for Playtesters
You can playtest my ASS
Some of the areas were a little tight
I would try expanding them
Let more enemies fit in
Maybe you should add a little more of MY ammo to it
Makes it feel like it's bigger than it actually is
You've lost me with the ammo metaphor
Im confused
Sex jokes.
Not even funny ones.
Well I figured that part out
yeeees YEEEEEEES
btw
my map will be done by next week most likely
might have to get some final playtesting tho
is the out of bounds easter egg text thing even in the dusk wad
or transparent wad
the ur not supposed to be here
@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.
Also @crisp raven you still need a playtester? Id be able to later when I get on to do some mapping.
@muted glacier do a flip one is in the waf
wad
I used it instead
For now
@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
but I personally like both open and close(r) quarter maps
Ive got to talk more in other channels so I can get rat rank so i can share some progress screenshots
Nah its fun
I didnt know that. Thanks TBF. Ill share some tomorrow.
how
placing down monsters in encounters over and over & shooting them to death is fun
I h a t e making the gameplay
its so tedious and always an afterthought to me
literally the very last thing i do

I can sit there and bother with lighting and textures and brushwork all day long tho
Functionality is pretty fun too
As in doors and setpieces
Which is in part why i want to collab with someone
please dont make me do gameplay shit and ill do literally everything else
gameplay fun
bottom text
Joke setup
Punchline
Additional punchline
Joke reinforcement
death
Cant wait til after joke reinforcement kicks in.
comically oversized map
Holy shit
ᵇˡᵒᵒᵈ ʰᵉʳᵉᵗᶦᶜ ˢᶦⁿⁿᵉʳ
Maranax
Honestly, make tiny mage a boss. Invisible projectiles, 100k health.
And put it in a first level. Thats the bar for entry
AAAAAAH IT BURNS IT BURNS
10000 dollars and I will upload crimson cesspool TODAY
so
was there a way to "lightproxy" brushes
basically adding a light color to a specific brush/texture only
brushes cant be lightproxied
ok so exactly what do you mean
a light that textures give off to surroundings?
or a specific brush having a specific color/light level?
second
i think you can give a brush entity a _minlight
but I want to have it coloured
try _mincolor with it as well as _minlight
or just _mincolor
i've never used either but they come to mind
dang hm
I'm positive there was a thing where you could link a texture with a key to a light or something
I'm sure I have seen it before
or like
a key on the light that makes it only target one texture which you specified
something like that
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
but that makes the texture EMIT light
oh yea
as if it's a lamp lighting things around it
I want to try it
it doesnt light up the brush itself
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
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
@honest stag is it just the texture name or the textures path in folder as well
cause idrk what to type in
wdym
for the makewad?
honestly no idea
but i guess it wont hurt to try
i don't knoiw if the { symbol will fuck it up
oh ok
it works 100% with normal-named tex
yea
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)
colors are fucked
by the palette?
shame
dfjfksdbjfk
(makewad is an internal tool that I just decided to make public because why not)
fair
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
you CAN make transparent textures with it
yeah
you can find that pixel at the end of the quake palette
wally should show the palette so you can grab it from there
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
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
do i look rich
and replace the index
☠️
i imagine Gimp has the same feature
ive just never used it for that purpose
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
just the door indicator textures with red yellow blue
and
the siigil texture but deep red and transparent
sigil*
ouf
i can still do it
gamr
whoopsie it crashed
ofc
funny wally
im guessing im just dumb for trying to run that goddamn png
lemme re-do it to jpg
jpg has no transparency tho
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
@honest stag Does it work like the GE128 shader parameter in Quake 3?
Like one solid color gets treated as alpha
i have absolutely 0 clue what you have said my guy lol
Lol
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
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
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)
so for example
i have replaced every single color in the palette with hot pink
and ruined someone's map
"they said goodnight" by branflakes
i did that with a text editor, and nothing more
if you want to get fancy, you can use a hex editor etc
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
well, its likely whatever texture you are using, is trying to use alpha transparency
which will always render at full alpha
it lookls hella thicc and scuffed tho
fuckin yogurt cult symbol
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
ok
hold the phone i'm calling the big guy
@alpine depot PLEASE MAN PLEASE HELP
he made some transparent stuff edits already
so
wha
tl;dr if the texture name starts with {, any pixels with palette index 255 (the last color) are made transparent
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
not sure if ive ever actually done transparent stuff
if anything i threw it into makewad and that worked?
dont recall though
so
i distinctly remember you doing a bunch of transparent texture stuff
actually
i bet i can guess most of the maps anyway even by a screenshot with that palette
only reason why I didnt finish my multiplayer map yet is because I didnt feel like messing around with the color palette stuff
the actual size upon downloading is 1.85kb weirdly
wtf
wonder why the hell it suddenly bloated
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
Nice makeshift superhot level
oh right i forgot you arent reading textures for their indexed color
would make load times very slow comparatively lol
yeah that makes sense duh
(that's from the rewrite codebase but the logic is basically the same in the old one)
because its a wad its preprocessed anyways
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
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.
slap every sunlight ericw's tools give you and forget about it 😎

damn looks great
Y'all wouldn't happen to know the RGB values for the blue door indicators in the DUSK campaign?
Yes an average would be most helpful
but the specific tint is 0,97,255
which is applied to that texture
0061FF if you need the hex
do you want the specifics for yellow and red?
Sure
Damn do you just know this stuff off the top of your head? 👀
nah i have the editor open lmao
i was working on the switch port
so i can just check the materials lol
I should probably add pre-tinted variants in the update
itd be easy enough
Thank you kindly Mr. _pts
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.
I don't think so
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.
there was someone who was working on that as a concept
melding mesh data into the bsp compilation process
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?
@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.
I'm pretty experienced with Radiant so I wanted to avoid Trenchbroom at all costs 😅
you absolutely can use radiant
JACK, trenchbroom, radiant, etc etc
as long as you can export as one of the supported BSP versions, its all good
@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
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
That's cool
Might write a parser/converter for FGD files for those that want to use Radiant then
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
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
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
Woah that train thingy looks like my map
i havent looked at exporting from blender yet. and @crimson patrol whats your map? link it and ill play it
Not finished (and won't be for the next decade) but the begginig area has a train
Benniging
Beginning
Oh lol. The trains really only at the start of mine if i stay according to my plan
oh dang i like the train and snow
we should really give access to the snow and rain weather effects
Just parent a fuckton of func details to func doors
And replace the frames per second measurement with seconds per frame
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
Yea pls
because in the campaign and duskworld things like forklifts have shading
Thats why you should use my preset trees instead of dusk trees
oh and I just noticed that duskworld still has pumpkin mortars and sword has no sparkles
Because its easier to light them up
and thats why I mostly make my own machines
its a complicated issue
because those things are being placed as entities, they do not get lightmapped when you run your map through light.exe
the base game doesnt use bsp
Any potential fixes for that?
there are a few
ah so its still an entity?
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
oh ok
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
Yippee
but there are some technical hurdles to that
That sounds painful to make
another potential solution is when the project is open sourced, you could bake it in unity and provide the data that way
That sounds jank
I would go for the first solution
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
Hey, you could skip the manual effort and use me preset trees
And effort it was
It took like 2 weeks to make
And the cutouts require some turbojankery
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
yeah you would have to set the face offsets correctly
but the forklift is a pretty simple object overall lol
@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
Yea, tip for using my trees
Don't use the brush trees, use the cutouts
Like, don't use the brush trees ever
Why?
It slows compiling by alot, and too many make the map uncompilable
The dead tree is broken
Even 1 breaks the compiler
Yeah. That happened to me. Any idea why?
Bec there's a million small complex brushes
Makes sense.
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
On a different note, you said this. Could this be used to emulate rain?
Bad idea tbh
Not practical on an actual map, but possible
wont even look that great
Okay. I wasnt thinking large scale, but kind of like a dripping faucet or waterfall.
If you made rain outside a window where you don’t actually walk outside it would work great
Should be fine then
also sorry i havent responded - it was 1 am and i just fell asleep cuz i have 3 exams today
and no, i havent figured it out lol
oh ok np
1 am? Damn. Its 5 30 pm here.
7-23 am right now
pretty much to the north of china
wowie
Got some more done. Textured the cliffside, and experimented with grass terrain.
Nice, looks pretty good
the tri soup is real 
my mans fuckin triangled up
hey, can someone explain how to make my output BSP file a BSP2 file?
how do you compile ur maps
cause I use cmd
and for that you do:
qbsp.exe -bsp2 <mapname>.map
oh. that worked. didnt realize it was that easy. thanks
Y'all don't use Necro's compiling GUI? 👀
ඞ
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
U dont have to relaunch dusk each time u want to reload the map
Yea go into the modding menu and disable then re-enable the mod
Dont need to do that either
Just start the map again from the menu
even while in the map
Have you been doing that the entire time
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
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
Wait so I didn't have to do that
Thats dope. How do you know so much? Any previous games experience? Or have you just picked it up over time?
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
I'm not saying it'll come next update, but there's potential for it to be even more convenient in the rewrite due to how it's been written
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
Poge
daaaaamn that's sick
finally done with exams and shit
can't wait to pick mapping back up
Lessgo
got 1 more room, some minor tweaks left for my map
I also need to get the wad fixed somehow
then is done
Whats wrong with the wad?
you never cease to amaze me, man
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
Oh cool.
Thanks anyway @steep remnant !
👍
Hey guys I got a question! How do I install Dusk texture packs, like how do I make them work?
i'm assuming you're using trenchbroom?
or oh wait
you're talking about just texture mods right?
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
mhm noted
then open dusk, click "Modding" and enable the texture mod that you just installed
that should do it
thx chief
don't forget to go to #lfg-signup if you want to find players for duskworld as well
What the FUCK are you doing here
GO BACK
SHOO
GO BACK TO #dusk-duskworld-dungeonsofdusk
fake
it's 21:43 right now
sorry i don't know about that i don't live on the end of the world like everyone else in this server
Not yet
is it possible to make a wall that the player cant walk through, but can still shoot through?
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
okay Thanks!