#dusk-modding

1 messages · Page 92 of 1

crimson patrol
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vriska has a megafolder of skyboxes

muted glacier
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do they now?

honest stag
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I do

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Ill upload the archive to google drive

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dm me if you want a link, ill drop it when im free

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@gritty forge

gritty forge
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@honest stag I want it yes

honest stag
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aight i'll give it to ya when i can

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it'll take a bit tho

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it's mostly nature backgrounds, but it's got some more surreal stuff and a couple sky/city skyboxes

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they're already cut up into sqaures as well

muted glacier
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finally figuring out how to use Funcs in complex ways.

honest stag
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ey nice
we're pretty limited but there's a lot that can be done

muted glacier
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Ill be posting a progress update in a few days. I hope to maybe impress somebody (though you all have made some pretty fantastic things, so I wont hold my breath)

honest stag
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those

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lines

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are scaring me

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just how many things is this button connected to

muted glacier
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laugh like 20. Not linked to enemies or anything. Its for invisible barriers that will get triggered later in the level. I havent put them where theyre supposed to be, and the trigger probably wont be an obvious button. It just looks like that for testing/experimenting purposes.

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Ive been messing around with values and properties, finding out what everything does, because I cant find much info online. Ive been pretty successful so far. Lots of banging my head on my desk until I figure out how to get something to function the way I want it to function.

honest stag
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could always ask here

muted glacier
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And i do, when I get super stumped, but I really hate bothering people when I ask really repetitive questions that I could probably figure out myself.

honest stag
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meanwhile i got over my "compiling times are too long waaah" roadblock and kept working on the map
wont show off more stuff just yet tho, it needs work

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but it's taking shape

high magnet
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I know it's probably been brought up already but do devs know that flying enemies' ai is broken?

honest stag
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i think they do

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it's been talked about when the update that broke em came out

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but they fixed boneballs i think

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maybe

high magnet
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No balls are still busted

honest stag
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CBT

crimson patrol
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How are they broken

gritty forge
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@muted glacier I appreciate the intent but it will save you a lot of time if you just ask lole

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I do the same thing though

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kinda hate bothering people about my stuff

honest stag
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it's not like this chat is used for anything other than questions and sometimes people showing off their mods

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dont see what's wrong with popping a message about anything you need

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it's not like you're obliging anyone to answer

gritty forge
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also good news for anyone who cares about skade maps: I will be joining the map jam for sure since I had second thoughts about the job for july

honest stag
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eyyyy nice

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the more jammers the better

gritty forge
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yeserr

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Hopefully the prompt will be something that I can be creative and original with

honest stag
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any prompt is vague enough for anything to fit tbh

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it's just a slight theme

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for example check out maps in the previous jams and compare them
aqua made a hihgly vertical map for his above and below submission, while Jedly made a completely flipped one

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so yeah dont worry

gritty forge
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Yeah I know

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just hoping that the general theme will be something that gives me ideas

long anchor
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@honest stag vriskaman, can you remind me when the jam is going to be?

honest stag
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3rd of July

long anchor
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cool neat

honest stag
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so 2 weeks and a couple days

long anchor
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i'll most likely join it this time

honest stag
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fucking siiiiick

long anchor
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imunna play maps that are new to me today

honest stag
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did you play the last map jam?

long anchor
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hopefully it will inspire me enough to continue lower series and then successfully make a jam map

long anchor
honest stag
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well it's best time to boot it up
all maps will take roughly and hour and a half to beat

long anchor
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i have 13 tabs opened, one of them is spring jam

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WHAT

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WHAT

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WHAT

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oh wait

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all maps

honest stag
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well maybe not that much maybe an hour

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yea

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in total

long anchor
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lmao i kinda missed out and thought you mean each map

honest stag
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i wish

long anchor
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AD but Dusk

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when

honest stag
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for real tho

long anchor
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man

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last time i made a map was the one for madness combat halloween event in one server

honest stag
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Oh yeah i remember you showing it off once
is it playable? CAN I PLAY IT

long anchor
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not really

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it was an art event, and since i can't draw for shit and my music stinks i made a little video

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kay hold on gonna post it once more

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The Halloween party is in full swing. "Hamington's Beefburgers" is filled with AAHW agents. Hamington did not expect the full house today, so he had to leave his place for a moment to get some fresh meat and lettuce.

Unfortunately, there are certain individuals that tend to ruin such parties.
There's nothing infamous chef could do, except for ...

▶ Play video
honest stag
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ohhhh right right right

long anchor
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it literally supposed to be just scenery

honest stag
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still badass lookin tho

long anchor
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thanks man

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i dig brutalism, and madness combat is a perfect place for such buildings, although in most animations they are mostly just grey boxes

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i was actually thinking about making a proper madness combat mod

honest stag
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yeah yeah yeah dude some custom textures? i could make you the models or port existing ones

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hell i can make madness-looking guns probably lol

...when that's a thing

long anchor
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although, same as for lower, i need more entities for cool neat setpieces

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yeah man

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big collab times are ahead

honest stag
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for sure

muted glacier
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Speaking of entities (mainly because i normally make my own props and stuff for maps) i got around to looking at entities from the .fgd file. I placed a lightbulb in my map but I cant physically rotate it. Rotating it doesnt do anything.

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Anybody have any idea/explanation why?

high magnet
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Rotating it vertically or horizontally?

honest stag
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you can, but to avoid a long explanation it might be a bit fucky because of the porting process i went through with the models

muted glacier
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Like, the lightbulb faces down like it hangs from the ceiling, but If i try to rotate it so that it comes out of a wall, it doesnt do anything. So i guess it has no vertical rotation?

honest stag
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did you try -1 and -2 angle

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like in doors

long anchor
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aren't we suppose to use "angles" property

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and like

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xzy rotation or smth

honest stag
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well that's a half life thing which wont show exaxctly in tb i think

long anchor
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nah it works fine

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although i couldn't make it work perfectly in fgd

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same with amount on jump pad

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u remember that whole thing, right? i can add this property to show up by default but whenver you rotate objects tb still uses "angle", not "angles"

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idk

honest stag
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unsure tbh

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the making of the fgd is a blur to me

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a month-long blank in my memory

high magnet
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Okay this is my long time nemesis when it comes to dusk mapping

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I make this pretty little monster teleport closet for these guys

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And the ungrateful bastards decide to stand over it

honest stag
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the classic

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i suggest just remaking the room itself

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the closet that is

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you can carry over the teleports

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but make a new box somewhere else

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or be a chad and just move the teleports up and make a 2-story luxury monster closet

high magnet
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Ok get this

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They spawn on top of the room when I resize the teleport brushes to be bigger

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What in the fuck

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I hope support for Quake style pathfinding as opposed to the navmeshes will be a thing in the future

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It's been nothing but trouble

honest stag
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Patrolling routes 😩

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I've been dreaming of using those

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and func_train

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god

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and fog

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and basically every missing feature right now

alpine depot
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have you sealed your map entirely

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ive had this issue for a while once and sealing the map fixed it

honest stag
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Doesn't look sealed

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Also nice nickname aqua

alpine depot
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same to you friend :)))

gritty forge
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give fog

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😩

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rewrite gonna go sheeeeeeeeeeeeeeeesh

long anchor
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so i suggest sealing the map and trying it

long anchor
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generally i wasn't feeling good so i wasn't that focused on fgd

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its creation was chaotic

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lol

muted glacier
long anchor
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eh, it's fine

muted glacier
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How do I make lights flicker? I have the "style" set to 1, which is Flicker A, but upon loading the level, nothing changes. Its just a straight white light.

crisp raven
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Light styles aren't supported by the SDK yet

muted glacier
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Makes sense as to why it didnt do anything laugh

gritty forge
gritty forge
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is there a way to trigger the scarecrow posts?

muted glacier
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Just made a dynamite detonator that crashes the game when you depress the handle. wonder if I should leave it in the map as an easter egg somewhere. laugh

gritty forge
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lool

muted glacier
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Is there any way to animate textures like buttons in doom, that cycle between like red and yellow? because Im pretty sure ive got the textures somewhere to do it, but I dont know if the SDK supports that.

gritty forge
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torii has a func_button trick to make a switch look like it's swapping from on to off

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animated textures arent supported yet sadleon

muted glacier
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thats absolutely brilliant. I was trying to think of something like that, but it involved rapidly moving a texture across the map at mach speedlaugh

crisp raven
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That technique is my intellectual property you must now pay me 50 New Blood Bucks

muted glacier
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{Rune X50 }

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there you go.

honest stag
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why did i even bother with the bricks

still raptor
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hmm indeed you have become powerful

honest stag
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aw thanks

gritty forge
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Good crud

muted glacier
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Oh my god.

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Hes too dangerous to be left alive.

ancient depot
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this is some good shit

honest stag
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thank uuu

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if only mcclone was here showing off the stuff he's shown us at beer books
man, that guy makes me look like i've just started making maps

muted glacier
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Wolfenstein 3D vibes (You can blow up the banners with Dynamite)

honest stag
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yoooooooo that's so cool

high magnet
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Bruh funny windmill

muted glacier
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lemme just plop the CyberDemon in real quick god

honest stag
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guess your map is wolfenstein inspired then?

gritty forge
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I like the Wolfenstein 3D vibes. And I coincidentally finished a WAD with Doom Incarnate.

muted glacier
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Not quite. Only the secret areas are. Its meant to be a sequence break, similar to if you played Doom '16, the secret areas were levels from the original doom game.

honest stag
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ah gotcha, that's really cool

gritty forge
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my next map is probably going to be 50% blade of agony inspired

honest stag
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dont

gritty forge
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minus the shit that got it shut down

honest stag
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ok good lmao

gritty forge
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laugh great fucking work

high magnet
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Wait blade of agony was shut down

gritty forge
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kinda

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i mean

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it's official release has been pulled

muted glacier
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what got it shut down?

gritty forge
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controversial & touchy subjects that are rule 1

ancient depot
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yeah keep it outta here

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rule 1

gritty forge
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yeah

honest stag
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this is kinda unrelated, but im playing the dread templar demo and this is triggering the shit out of me

high magnet
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Not architecturally implausible though

muted glacier
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how so?

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ohhhhhh. UGLY

honest stag
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lol

gritty forge
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huh

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what

muted glacier
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texture bug go Brrrrrrrrr

gritty forge
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what am i supposed to look at here

ancient depot
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time for the #dusk-modding denizens to band together to make their own retro fps

gritty forge
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if it happens then it will be a gzdoom tc

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tro

honest stag
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why not even it out

gritty forge
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oh the mismatching trim

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cringe

high magnet
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I could see something like this in a real building though

honest stag
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yeah but i'd prefer it if it was even lol

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whatever

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the game is nice

muted glacier
alpine depot
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man ive had so many sick ideas for retro shooters

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but probuilder and realtime csg are kinda rough lol

honest stag
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i thought realtime csg aint so bad

alpine depot
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yeah its fine i guess

gritty forge
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pro builder

alpine depot
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havent used many of its features yet

gritty forge
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aaaaaaaaaaaaahhhhhhggggggggggg

alpine depot
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HUEGH

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WHIPLASH

gritty forge
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urghhhhhaeahhhhegghhh

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bkkkeeigguughhhh

high magnet
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Always thought if I were to make a game it'd be an immersive sim

muted glacier
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DuskDude dating sim

alpine depot
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id love to do something like bioshock but with more movement options

gritty forge
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when are we getting an official Bogos Binted? map

alpine depot
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just wallrun and zap a guy using your hand or something lol

high magnet
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For real I think it's probably the best game genre, if there is such a thing

muted glacier
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bioshock, but titanfalls movement would be amazing

honest stag
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still making concept art for that cry of fear ripoff mod

high magnet
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Basically the best genre for storytelling anyway imo

honest stag
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it sucks so i employed my gf to come up with monsters and shit

gritty forge
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if i were to make a game it'd be bad

high magnet
honest stag
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i cant wait for full sdk

gritty forge
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but if i were to make a gzdoom tc.... it would still be bad cause i cant sprite whitehell

muted glacier
gritty forge
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fog & light & vis

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thats what im mostly hyped for

muted glacier
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I wont be able to really use vis on my outdoor map anyway sadleon

ancient depot
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it also means the foundations for coop

honest stag
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coop puzzle maps sign me up

muted glacier
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Oh baby. Well also be able to make duskworld maps right?

ancient depot
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yeah

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duskworld is merging with the sdk eventually

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that's why duskworld doesn't really see any updates

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we're planning to just integrate it properly

high magnet
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Also random question but do func_clip brushes count as sealing the map?

muted glacier
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No, as far as im aware.

high magnet
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Damn

ancient depot
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yeah since they're normal entities not static geometry

muted glacier
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Neither does water.

ancient depot
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so they don't seal

still raptor
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yeah updating duskworld further is just digging a deeper hole

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that thing is tech debt manifest already

high magnet
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Wait

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Does this mean

honest stag
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would it be easier for you to make it from the ground up at this point rather than update it?

ancient depot
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regular dusk is rapidly approaching major tech debt too

still raptor
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mhm

high magnet
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Sword parrying in DuskWorld? pog

ancient depot
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arguably it already has

still raptor
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oh it definitely did

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that last update was a nightmare

muted glacier
honest stag
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im not good enought to make my own

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i've just scavanged quaddicted for wads

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and checked them all

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well

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not all but a lot

crisp raven
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Tbh I don't even think I was on discord when I started doing that

honest stag
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oh yeah it's ancient

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but hey

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that's what the chat is for
passing down tricks from person to person

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i didnt come up with it either lol

crisp raven
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All that matters is that I get to keep my New Blood Bucks™️

honest stag
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NBucks*

crisp raven
alpine depot
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robux*

honest stag
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where does it lead

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(i dont have a distinct purpose for this building so im trying to come up with something)

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well it's supposed to have the red key but in terms of interior im a bit lost

crimson patrol
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Rule 18 of mapping:
If a building you made doesn't have purpose, make it explode

honest stag
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but it's so pretty

alpine depot
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make a cool chasm temple or something, could be like a tomb or whatever

honest stag
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dude

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i was just thinking to make it a tomb

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with an underground entrance inside

alpine depot
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epic underground stuff broooooo

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YEAAAAAHHH

honest stag
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exactly

alpine depot
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great minds really do think alike

honest stag
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and i have a ton of awesome catacomb textures to go along with it

alpine depot
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yoooo

honest stag
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bogos have truly been binted

alpine depot
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binted beyond all bogos

long anchor
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tho i used breakables so you could also just shoot them

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lmao

crimson patrol
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Technically you can shoot the bridge in my level to destroy it, but you're locked behind invisible brushes on the train

high magnet
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Always wanted to do a Duke 3D style expoldable building

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With a detonator and all

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And it sinking into the ground

honest stag
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That actually sounds pretty simple to make

high magnet
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It'd need the build style explosions too though

muted glacier
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Ive actually got the detonator and all, but the building doesnt sink, its triggered by func_explode so it just explodes

honest stag
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....func_explode?

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im sorry what

high magnet
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Wait that's a thing?

honest stag
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that's literally the first time i hear about anything called func_explode

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@muted glacier what is that

muted glacier
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Okay, so im at work, and was serving out breakfast, and im a fucking idiot. I meant func_breakable.

honest stag
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ah lol got it

muted glacier
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My minds all over the place laugh send help

high magnet
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func_explode really should be a thing though

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The build engine has scripted explosions and they were really versatile

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Unless there's a way I don't know of to damage explosive barrels

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Actually

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Maybe if you has explosive barrels with and those fireball shooters

muted glacier
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But speaking of detonators, when I was making it yesterday, troubleshooting how to make the handle drop and trigger, I kept getting crashes and I thought it was like an entity limit or something. No, it turns out I made a mistake, and the handle and building that explodes were accidentally the same targetname, so triggering it caused the handle to cease to exist, which I guess the game didnt like at all.

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And holy shit.

high magnet
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And a func_door that separates them

muted glacier
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Thats brilliant. Ive got to try that later

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Why havent i thought of that???

honest stag
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you can teleport barrels/gas cans into themselves so they telefrag each other

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and explode

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with some multi_manager magic you can create cool stuff

muted glacier
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Grabbing a screenshot for me to remember this stuff.

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Heres your New Blood Bucks for compensation laugh

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{Rune x 50}

muted glacier
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Ive got a copy of Doom64 coming in the mail this week and its got me thinking; How badass would a N64 port of Dusk be? Id buy that if it were like a limited run thing. Dusk64Rune

high magnet
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With Aubrey Hodges music like Quake 64 as well

vast palm
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How about loading Doom 64 levels in Dusk? 🤨

muted glacier
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How about MAKING doom 64 levels in Dusk > whenever custom entities are supported that is sadleon

vast palm
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Well the new SDK will support Doom levels afaik

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So that's not exactly unattainable

ancient depot
vast palm
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But now I'm not sure 😬

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But bringing Doom maps to Dusk should not be too hard since there are tools that convert Doom maps to Quake maps

honest stag
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yeah i wouldnt be sure either if the dev told me they wont support doom levels

honest stag
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i did try that

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it wasnt pretty

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at all

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the geometry is mega fucked

muted glacier
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Well I can make doom 64 levels with no enemies currently in trenchbroom because somebody in the Quake mapping discord dropped some visually updated Doom64 textures. Just dont have infinitely high ceilings and entities.

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And actually, were ceilings still like that in doom64? I cant remember.

vast palm
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I might try writing something for Dusk in the near future though

vast palm
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I tried to write a FGD converter for Radiant a few weeks ago but the syntax errors discouraged me a little

gritty forge
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doom's sector based for mapping, quake's brush based

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last time i tried to convert the two the entities were fucked & the geometry was barely recognizable

honest stag
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yea exactly

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it was the most fucked thin i've ever seen

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thing*

gritty forge
muted glacier
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I cant imagine what a lightleak disaster that would be

gritty forge
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it's probably restorable but who the fuck wants to play that

vast palm
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I can think of a few ways to tackle Doom maps but I need to figure out how to parse them first

ancient depot
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It's possible to convert doom maps to quake, but it's complicated and not something worth pursuing for the sdk

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there's enough gimmick features as it is lol

vast palm
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@gritty forge what the hell is this? 😂

ancient depot
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A doom map that's been roughly converted to convex shapes and then output as brushes, so there's no surprise it's messy

honest stag
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"messy"

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that shit looks like a fucking spider web

gritty forge
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how many brushes are there

honest stag
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crtl+a

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and you'll see

gritty forge
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1687

vast palm
muted glacier
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Does the amount of brushes have any effect on performance? Or does it just make load times long as hell?

gritty forge
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well it should just be how many you can see at any time

muted glacier
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*compile

gritty forge
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but I think the current sdk version still renders the while map

muted glacier
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Oh. I though not having vis meant everything is loaded at all times

vast palm
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So will the new SDK use the VIS data in the BSPs then?

ancient depot
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It depends on how many brushes there are, how many of them can be optimized by the compiler, how many textures are in use, etc

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Not in the first release, but eventually yes

gritty forge
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zombie why the fuck do you have an edgy pfp now

vast palm
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Oh that's a good thing

ancient depot
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Inside joke with some friends

muted glacier
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I think today im gonna boot up my shitty laptop, install dusk, and test my map, just to see how my map runs. Though, the laptop might be so bad it has a hard time with dusk to begin with, so we'll seefatrat

gritty forge
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um wtf

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I just managed to bhop on water in my map

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jesus confirmed

muted glacier
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yeah Ive done it before. I think it happens when strafing or moving diagonally in water and jumping while swimming.

muted glacier
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You lads/ladies wanna see my convoluted set-up and explosion?

crisp raven
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Yes

muted glacier
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This is the all the stuff going on when its activated. Im grabbing a video now.

crisp raven
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Dynamite planted, check your command map

muted glacier
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honestly, wait. Youre a genius. I had the Dynamite already there, but I can make it so you have to plant it before it will detonate.

gritty forge
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looks awesome

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had this idea too but didn't go through

muted glacier
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It is indeed a bit of a pain in the ass, but so satisfying to actually get right.

gritty forge
crimson patrol
#

Nois

gritty forge
crimson patrol
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IS THAT SCENERY I SEE

gritty forge
crimson patrol
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Hold the phone are those my preset trees?

gritty forge
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noes

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I will use them at some point

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I have some ideas

crimson patrol
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Okie

alpine depot
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oh my god its so good

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SO GOOD

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feeling inspired to make my maps again lol

muted glacier
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jesus. so beautiful

tulip edge
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is there an fdg yet or should I just use quake?

gritty forge
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📌

tulip edge
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❤️

muted glacier
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holy shit creating the dynamite pick-up/plant system is tedious and annoying.

tulip edge
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Im having issues with the light entities, maybe im configured wrong.. is there any other way to get light other than light_environment and a skybox?

crisp raven
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What settings do you have on them?

honest stag
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right*

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As in, do you have normal "light" ends and all the other dusk stuff

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ents*

tulip edge
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Ya, I'm compiling with old hl1 compiler so that's probably it, I'll swap it out later and try again

honest stag
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Sounds like the problem ye

tulip edge
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I think I had this issue though earlier with whatever they recommended here, I forget the name

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Been awhile

honest stag
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its tedious to make but worth it

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the best stuff i could is make is a nightmare sequence and a truck crashing into a wall and breaking it

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Anything more complex would be too tedious for me

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Oh and you had to "refuel" the truck

heavy wagon
#

hey where do I place the quake palette?

honest stag
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In your mod folder, but outside of the maps folder

heavy wagon
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done that but TB still can't find it

honest stag
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Ah you meant for tb

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whats your quake game path

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you can check in Edit -> Preferences

heavy wagon
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I:\NVMEFiles\NVMEGames\DUSK\SDK

honest stag
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Make a folder named id1 inside and put the palette file there

#

if it doesn't work - put a folder named gfx inside of id1 and put it there too

heavy wagon
#

ok that worked thank you

honest stag
#

👍

worldly aspen
tepid python
#

is there a brush type where enemies can shoot through/see through but not walk through and is there a entity for the fireball spawners that are in ep3?

honest stag
#

does func_clip suffice?

#

and also do you mean fireballshooter?

#

im 100% sure i added it to the fgd

#

if you need a visible brush that enemies can shoot through but not walk through - you can simply make a roughly 16-unit tall small "wall" blocking their path and a func_illusionairy or however you spell that shit

#

so like a 16-unit func_clip at the feet, rest is the func

gritty forge
#

spookers

gritty forge
#

got inspired while watching the texas chainsaw massacre movies

gritty forge
#

Nice

#

hmm

#

why doesnt makewad work

#

I'm doing it like I have before

#

says it cant find makewad.exe although its in the folder

gritty forge
#

Hmm today I will convert more doom texture mods into a quake texture wad (clueless)

#

This time it's rwltex

gritty forge
gritty forge
#

pog wally breaks on the last few folders I have to convert

muted glacier
#

Nicccccce. Gotta love that.

#

Ive just spent 2 hours trouble shooting a trigger that I had in game that was causing my game to not compile correctly. Apparently, having ("") in a message connected to a floor trigger is a no no to my map.

gritty forge
#

wooo hoooooooooooooooo

muted glacier
#

thanks. ill try. didnt realize why I went from 30 seconds of compiling to 5 seconds, and it ws because " was literally deleting half of my map.

muted glacier
#

cant wait to show off this disaster/masterpiece of Func_ flexing.

honest stag
#

30 seconds to compile

#

im super jealous

muted glacier
#

well I specifically built my pc to be a work computer. Because the stuff ive made previously in Unreal had very looooong compile times and I hated it. But mapping in trenchbroom where my complete map is considerably smaller is a piece of cake.

muted glacier
#

I just figured out the dynamite pick up and plant system. literally the most horrible experience ive had figuring something out, and after about 6 hours of brainstorming and doing it, found a solution that took me 10 minutes. Ill have a video of the finished project tomorrow. I dont have time tonight. But oh my god.

crisp raven
#

All because I made that Wolfenstein: Enemy Territory reference

#

Forgive me

honest stag
#

So i may be a dummy but what exactly was the problem with your pick up/plant system?

#

lemme draw a concept real quick

#

@muted glacier

#

something like that?

#

forgot to mention - by making the pickup dynamite a func_button, you can make it instantly go into the ground to give off the idea that you "picked it up" with a message along with it

#

so basically the player comes up to the wall, presses the use key (interacts with the first invis wall), gets a message "DAYM I NEED DYNAMITE"

then presses the func_button dynamite which makes the first func_door to go down and puts a message "DAYM I GOT DYNAMITE"

player goes back, interacts with the wall again, touching the invisible func_button which instantly lowers down and makes the func_door with a func_breakable dynamite child go out of the wall creating the illusion that you "placed" dynamite prompting a message "DAYM I PLACED DYNAMITE"

#

then the explosions happen and that's it

muted glacier
#

Yeah yeah. My issue was, where you plant the bomb, i initially tried to parent a button to a button, which doesnt work. So you had the option to plant the bomb, even if you never picked it up. In order to get around this, i surrounded the invisible button you push to "plant" the bomb" with a door that encapsulates it and is parented to the aformentioned button, that is triggered by a prompt that says "Press 'E' to place dynamite". The door is set to Start open, and cannot be closed. So you cant interact with it, or push the button through it.

gritty forge
#

the year is 2069
quantum computers are now available to the general public to buy
the dusk sdk has been finished for a long time but they're still working on coop
i will buy one

#

and when i buy that quantum computer i will compile the ultimate dreamed with lightmap scale 400000

muted glacier
#

My main issue was that every func_ that i tried to use to block the button that is always spawned was able to be clicked or shot through.

honest stag
#

that's very odd

#

did you try making a func_door with renderamt and rendermode

#

to make it invisible

#

or just strecthing a transparent texture

gritty forge
#

the OG method

muted glacier
#

Just used a transparent texture laugh

honest stag
#

yeah good enough
it's very weird how you were able to use something through it
i had a very similar setup with a truck refueling "System" and it worked just fine

muted glacier
#

Ive got to finish it up and make it pretty tomorrow, but ive got work in about 6 hours so i need some sleep. And ive also got a refueling system, but it works alittle bit differently, so i couldnt just copy the doors and buttons.

honest stag
#

aight good night man

muted glacier
#

Goodnight!

gritty forge
#

done converting rwltex

#

duplicate wads have 2 at the end of their name, they're in flats folder

#

64x64 textures are probably converted from flats, they're meant for the ground & floor

#

sky is not converted, it's for people with more then 2 braincells i.e not me who wanna take a crack at converting doom skybox to dusk skybox

#

the doomcute wad is for brush props

honest stag
#

Good job man, did that take long

gritty forge
#

it was going well until i realized wally was fucking up some textures with batch conversion for no reason

#

so i had to convert them to .mip then make a new wad & drag those mip textures into the wad

#

probably a lot of fucked up textures in the otex wad now that i know what went wrong

honest stag
#

I was surprised at how unstable wally is

empty valley
#

So I want to Localizing dusk
Is there anything I should know or do it?

honest stag
#

we dont have text mods yet, you might wanna ask the devs directly about that

empty valley
#

Already did but no answer 😔

honest stag
#

damn that's cold

@ancient depot is this going to be an option? or can someone help out with it already

empty valley
#

Ahm so I can but

#

The font is cursed

#

Am afraid I cant do it like that

#

This is it

ancient depot
#

That looks like Arabic, which might actually pose even further problems due to how it has to be rendered

#

I'm not sure how much support Unity has for arabic text rendering, will have to look into it

empty valley
#

The problem with my language tbh is
That the letters are connected to each other so localizing any game won't be that easy

muted glacier
honest stag
#

well you dont have to edit them in wally

#

you can just use wally to make the texture wad, and even then you can use the makewad in the pinned messages to make a wad out of a buncha png files

muted glacier
#

Huh. So I could take a high res png of a rockface and convert it into a wad? I havent looked enough because it seemed tedious.

honest stag
#

tedious? nah

#

it's only 1 command for the exe

#

but

ancient depot
#

I might consider giving makewad a revamp at some point so it's a bit more user friendly

honest stag
#

i dunno about a huge res png lol

ancient depot
#

maybe support ini files for customizing how it generates a wad from a folder or something

muted glacier
#

Okay, by high res i dont know what the hell i was thinking of. Im not talking about anything like a 4k png. Just something detailed more than a potato laugh

honest stag
#

yeah for sure

ancient depot
#

Just note that you'll still be limited to a 256 colour palette

honest stag
#

so i've wanted to ask about that

ancient depot
#

Truecolour textures are coming in the next patch (as in, you can just put PNGs with the same name in the textures folder)

honest stag
#

i currently have a map that doesnt have a palette file but instead just shoved the wads into the folder and it works fine
is it still palette limited?

ancient depot
#

The specifics of what overrides what (eg, what should a BSP prefer? PNGs? Its own embedded textures? A WAD?) aren't quite decided yet, but I think I'll make it configurable using a per-map config file

#

WADs are still palette limited, but each texture can have its own palette (like in Half-Life BSP) so it's less of a problem

#

So instead of every texture having to use the same pool of 256 colours, each texture gets its own set

gritty forge
#

no more innocent textures murdered by the quake palette

ancient depot
#

yeah lol

gritty forge
#

otex will shine someday

honest stag
#

honestly i may be blind
i dont see what's wrong with the current stuff at all
seems colorful enough

gritty forge
#

current stuff as in the quake palette?

ancient depot
#

The new codebase makes it a lot easier to add new "external" data files for BSPs, so I'll probably just let you add <mapname>.ini or something so you can configure how the map loads its textures

honest stag
#

yes quake palette

gritty forge
#

okay let me check slade

crimson patrol
#

Vriska where did you get those custom textures (like the arch for that bridge) from?

honest stag
#

quaddicted

crimson patrol
#

I ought to search for stuff there sometime

honest stag
#

i checked way too many wads there

#

and also ripped some sven coop wads through wally

crimson patrol
#

I'm learning the power of texturing though

#

So soon I may just make my own textures

honest stag
#

honestly i am so happy when i see the same texture but with separate variants like stains, sticking out bricks, windows and so on

muted glacier
#

Id literally pay somebody to make me textures.

#

I hate finding textures, and cant fathom making them

honest stag
#

like how could you not like doing this

crimson patrol
#

Ough

#

That is sexy

ancient depot
#

I'm actually kinda surprised I haven't seen anyone rip Gloomwood demo textures for a custom map yet lol

crimson patrol
#

I wanted to get the nr textures but the only place to find them is the game files

honest stag
#

nr?

crimson patrol
#

And they are encrypted, as itburn said

#

Nightmare reaper

honest stag
#

ah

gritty forge
ancient depot
#

...encrypted?

crimson patrol
#

He said they might be accessible when the game gets fully released

#

Idk what he meant by "encypted" but he probably means no one can access them as of now

ancient depot
#

Nightmare Reaper was UE right

crimson patrol
#

Yea

#

Ue4

ancient depot
#

Probably just means how UE packs stuff

muted glacier
#

Id like MAKING the brickwall, because thats sexy. But if i had to make the textures, nah. Ive got some textures from the Quake discord, but Makkon is iffy on letting people use them "commercially". Im not selling my map that uses his textures, but im also really not modding Quake. So eventually im gonna have to replace the ones ive used unless he releases a version to buy.

honest stag
#

you could always scout through quaddicted or some half life wads

ancient depot
#

Thief is probably a good source for brick textures

honest stag
#

RTCW textrues are so so so good i never realised

ancient depot
#

haha get it, stealing from thief

crimson patrol
#

Texture I'm making for someone's model

honest stag
#

nice

gritty forge
#

ok i couldn't find many otex textures getting butchered by quake palette

#

the change is pretty noticeable in some though

#

one got completely changed, i think it was the acid fall

honest stag
#

like which ones

gritty forge
ancient depot
#

Note that, iirc, I wrote MakeWad to generate WAD2 specifically, not WAD3 (which has the per-texture palettes)

gritty forge
#

tbf right still looks good

#

like a swamp water or something

still raptor
#

a lot of dusk ones get murdered

honest stag
#

can always fix it with some nice lights

#

maybe

muted glacier
#

Yeah i think im gonna raid Quaddicted later and replace some textures.

gritty forge
#

is it just me or does this otex texture look like it resembles quake

#

it kinda looks like that 1 techbase wall texture in quake

#

it even has trim

ancient depot
#

a bit yeah

gritty forge
#

@ancient depot when I try to use makewad it says it can’t find makewad.dll in a temp folder

ancient depot
#

Try clearing your temp folder and running it again

gritty forge
#

just delete all the stuff in the .net folder?

#

The dll files or whatevs

ancient depot
#

Just the whole temp folder yeah

#

%Temp% or C:\Users\<User>\AppData\Local\Temp

gritty forge
#

Yea

muted glacier
#

Is it possible for enemies to trip triggers? Like if I have a floor trigger in front of a door to automatically open/close a door, can a leatherneck also activate that trigger and follow me?

honest stag
#

nah

muted glacier
#

Oof

honest stag
#

you can make dying enemies trigger stuff tho

muted glacier
#

Really? So theoretically, i could make an arena similar to the hives from Doom '16. You activate a hive by destroying it, and waves of enemies spawn, locking you into the area until theyre dead. After the last enemy dies, the doors open again.

#

The enemies would just have to teleport in from monster closets or something.

still raptor
#

yeah definitely

honest stag
#

we live on monster closets here

#

live and breathe

crimson patrol
#

I live on out of bounds monster closets and trigger teleports

muted glacier
#

Hell. Sometimes i feel like the outside of my map is more interesting than the inside because theres so much stuff going on laugh

honest stag
#

Relatable

#

I highly advise anyone to start noclipping outside of custom Dusk maps

#

you'll find some stuff for sure lol

#

i hide brush smilies in inaccessible areas sometimes

#

I dont think anyone has found a single yet tho

muted glacier
#

Ive got a thing or 2 hidden out of bounds that i dont know if anyone will find. Its pretty funny tbh.

#

Whats the noclip command? Nbclip i assume?

honest stag
#

Ye

crimson patrol
#

I am the master of scenery

#

What wisdom do you wish of me to impart

muted glacier
#

Hell if Youre giving away your wisdom, any way to simulate grass blowing in the wind without millions of func_doors? laugh laugh laugh

crimson patrol
#

There is a method which involves less func doors but it's stupid and not worth it

muted glacier
#

How does that work? Ive messed around with some stuff, like trying to make tree branches sway in the "wind", but could never come up with anything I liked.

crimson patrol
#

4 func doors which switch place instantly at a set time, with either different rotation or textures

#

So a branch would switch place with another branch slightly rotated left

#

Etc

#

Not worth it

empty valley
#

So I'll think I made the dank dusk mode :)

analog finch
#

Ay lads, I've got a little dilemma on my hands. So I began replacing sounds for the Soldier, and after doing so, the models are now silhouetted in black, and don't move or react to me when I'm nearby, or even when shot. I made sure that I didn't replace any other files besides sounds. Anyone else ever have this issue?

gritty forge
#

bacause that's what it does

analog finch
#

Ahhhhh, thanks Skade. I'll give it a shot and report back.

#

Huh. Now the soldiers are all just cubes.

#

Yup. Everything except the Leathernecks are now angry glowing cubes.

gritty forge
#

it might be that you need to have the mod above the base content in the modding section

#

use the little arrows to move the mod above base content

analog finch
#

Aye, I've had it above Base Content since the start.

gritty forge
#

hmm

#

and the sounds are working?

#

so they are in the right folder path

#

sounds>soldier

analog finch
#

Yup yup. There are also Soldier sounts in the vo folder, which I replaced as well.

gritty forge
#

it's like that even after restarting?

#

idk what it is then

#

could be a bug

analog finch
#

Possibly. I'm probably just going to start up a new Mod Folder and work from there.

muted glacier
#

The Set up is finished. thank god.

tight fractal
#

thats fucking dope

#

holy shit

muted glacier
#

Thanks!Rune

honest stag
#

For real this is soooo cool

muted glacier
#

Thanks for the idea @crisp raven

#

Definitely learned alot. Now I can get back to the rest of the level

honest stag
#

I love the rising hallowed health

#

parented?

gritty forge
#

my guess is that its a platform?

muted glacier
#

Yep. I originally had it parented to the Secret getting triggered, but moved it. The hallowed health rises up and a flaming barrel also rises to give the fire effect

honest stag
#

I dont think it would be affected by a platform

muted glacier
#

Its a button out of bounds getting triggered

gritty forge
#

ye

honest stag
#

oh shit hmm

#

i never thought how this is a pretty cool way to make keys appear

#

I CAN MAKE MY LOOTING MECHANIC WITH THIS

muted glacier
#

Yeah ive thought of that. I might have it later in the map after my Doom 16' hive fight. Instead of a key though, after the hive dies, an item comes out of the ground.

#

So, how to i package my map so that I can send it to my laptop to test it? Do I just copy the folder that has the level in the Dusk SDK folder?

gritty forge
muted glacier
#

Theres a burn barrel entity thats already burning. I dont think the fire does any damage to begin with, but if it does, its far enough below the floor that it doesnt.

#

You can stand there as long as you want

gritty forge
#

ohh

#

that one

#

the hobo barrel

muted glacier
#

Yee

muted glacier
#

Okay. Cool beans

gritty forge
#

pog map releasing

honest stag
#

im assuming it's just a test lol

gritty forge
#

😔

gritty forge
#

is this the one with the trisoup terrain

honest stag
#

oh the bum barrel doesnt burn out

#

i think

#

just like a campfire

gritty forge
muted glacier
#

It is lol. Thats why im testing it on my beater laptop. Make sure it still functions

gritty forge
muted glacier
#

I use the regular explosive barrels for the door explosion pog

gritty forge
#

ye

muted glacier
gritty forge
honest stag
#

E1M2 barn moment

gritty forge
#

yes

#

inspired

muted glacier
#

honestly, the farm portion of Dusk has got to be my favorite part of the game. I got so excited when leathernecks finally showed back up later in like what, Episode 3 I think?

honest stag
#

same, i prefer E1 vastly over the rest of the game

gritty forge
#

Depends for me

#

I love the rusty and gritty facilities too

#

but yeah, both work well combined

#

which is what this level is

honest stag
#

nice

#

you really like orange lighting huh

muted glacier
#

damn. those train tracks look better than mine

gritty forge
#

so does David

#

dusk = orange and red + yellow lighting

#

but I also like swamp green

honest stag
#

ehh there was a lot of white-grey too

gritty forge
#

yeah but out of any other colour those come first

honest stag
#

purhaps
i just think of outside areas lit up with white/greenish sun when thinking of dusk

gritty forge
#

dont worry there's white lighting

honest stag
#

he's fucking dead

gritty forge
#

also it's orange because the lights are supposed to give that colour off

#

since it's night

#

idk

muted glacier
#

when I package the mod, can I filter out all of the textures and stuff I didnt use from wads, or am I stuck with them taking up space in the zipped folder?

honest stag
#

yeah you can remove the stuff you didnt use

muted glacier
honest stag
#

if you put a _color property on the light entity and click it - it should give you a color picker

#

with 2 options

muted glacier
#

Oh shit. Thanks!

muted glacier
#

Yeah so my alt computer is so bad that I cant even run Base Dusk. So self testing stuff is out. In about a week or 2 ill have the first area done and ready for testing I hope. Anyone going to be interested in playtesting the segment?

honest stag
#

shore

#

i can record

#

i havent playtested anything in a while due to being busy anyway

high magnet
#

😳

#

Ultrakell in deusk?

#

bruh

muted glacier
#

Oooooooo that pedestal looks dope.

crimson patrol
#

geometry pedestal pog

high magnet
#

It's the Ultrakill pedestal

crimson patrol
#

yea it looks good

#

what's the texture you used on it

high magnet
#

Custom

crimson patrol
#

awesome

quartz dock
#

alter kill in dust ⁉️ 🙀

empty valley
#

So I'll start make the dank dusk
Any tip for noob with modding
(change textures and sounds if something else quistion will come)

muted glacier
#

Ive never played Ultra kill. Only Dusk and Amid Evil. Is it any good?

#

And i have no clue about changing sounds. Ill cross that bridge when I get to it.

crimson patrol
muted glacier
#

Holy shit that looks like Doom Eternal on crack. Might just outright buy it.

empty valley
#

Check the also the new gameplay :)

empty valley
#

Oh yeah planning

muted glacier
#

anyone know if its possible to stop weapon rotation on the ground? or make it slower?

muted glacier
#

Im in the process of making a tutorial map to upload to the Dusk Mods website, to show how to do the item pick-up system in a more coherent way than my current level, and also show off stuff you can do with it, so that other people can learn how to do the cool/complicated stuff.

muted glacier
#

Expect the tutorial to be done at some point today, and Ill upload it to duskmods.io after I figure out how package it all.

honest stag
#

Nice

gritty forge
#

got a new idea for a map

#

_phong on brush props is Sex

muted glacier
#

Test map is finished if anyone wants to go check it out! pretty sure I uploaded correctly.

gritty forge
#

ok need help

#

both of these brushes are func breakable

#

the top is the {crack decal you'd see on breakable things in the campaign

#

it functions fine

#

but in-game the decal is casting a shadow on the vent, making it look ugly

#

any way to fix? i've tried the _shadow keys on the func breakable and they don't seem to work

crisp raven
#

I mean do you really need a crack on a vent. I feel like 90% of players are gonna attack it even if it doesn't have a crack.

gritty forge
#

no but it looks cool LeonApproved

crisp raven
#

Yes

gritty forge
#

parentname & targets don't seem to work either, func_breakable wont trigger anything when its broken

#

😔

honest stag
#

Make a texture with the decal lol

gritty forge
#

@gritty forge what _phong do

#

this noose has _phong on

#

it enables smooth shading for brush models

#

_phong on

#

_phong off

#

For a second, I thought you were wielding four sickles

high magnet
gritty forge
#

wait what

honest stag
#

Yeah breakables can target things just fine

high magnet
#

It just works

gritty forge
#

did i have the names backwards

#

fuck

high magnet
#

Anyway I'm almost done with monster placement in my map

#

Final version is probably gonna clock in at ~300 monsters

honest stag
#

Rip my laptop

crisp raven
honest stag
#

You won't have to try - i just need to compile my map

honest stag
gritty forge
#

yeshoney what the fuck is going on with these wads

#

1 of my wads dusk.wad has the red checkboard texture meaning somethings broken

#

another wad duskv2.wad has more textures then dusk.wad yet no catacomb texture

#

and the wad i've been using, duskaligned.wad doesn't have water yet has catacomb

#

animated water textures doesn't work does it

muted glacier
#

It should. Ive got an animated water texture from some Doom wad, and it works just fine. You cant make it a func_ though. it will appear invisible if you do.

gritty forge
#

b

#

what

#

you cant make it a func water?

muted glacier
#

not as far as im aware. Mine would always appear invisible. But it still has water physics despite that.

gritty forge
#

Fuck

muted glacier
#

hold on. let me see.

gritty forge
#

still water texture it is

muted glacier
#

Im wrong. You can make it func water, but you cant parent it to anything.

#

if you want to make moving animated water, youre out of luck.

#

second you parent it, it disappears in game.

gritty forge
#

thats weird it isnt working for me

#

yet a cube with a * water texture

#

it gets the nice warpy texture and behaves like water

#

does anyone have an animated prefix dusk water texture like that

honest stag
#

the * water textures are quake stuff after all

#

and quake had the wavy-ness

gritty forge
#

why's watertex not *watertex

#

im suffering

#

ok conventional func_water gets no warpy yet using * water textures makes the texture full bright??

honest stag
#

cuz quake

#

but i think you can lightproxy it but not sure

#

never tried

gritty forge
#

I wish we could have smooth shading for entities

#

like sinks and vehicles

#

that would be pogger

ancient depot
#

I can consider it, currently it's intentionally not done that way to mimic how dynamic lighting works in the campaign

gritty forge
#

yeah understandable

#

I just think it would add a lot in terms of prop placement and stuff

ancient depot
#

Yeah for sure, since you can't really lightmap them easily

gritty forge
#

yeahh

#

making a sink blend in well in a dark room can be hard

honest stag
#

could always lightproxy it

ancient depot
#

Even then it's still only a single colour with no actual shading

honest stag
#

you can even put some kind of brush inside so IT casts a shadow

ancient depot
#

So if the sink is meant to be partially shadowed it'll stick out

#

I do think a tool that actually merges some mesh data into the BSP for lightmapping is a good idea

#

The BSP code in the new codebase should be more than enough to write a tool to do that too

#

So I'll probably pursue that after the update

honest stag
#

speaking of the update

#

when

ancient depot
honest stag
#

it was foolish of me to ask

ancient depot
#

lmao

muted glacier
#

How does one even work on the SDK? Is it just loads of raw coding?

ancient depot
#

Mostly, yeah

honest stag
#

but what's more important
do you see any funny bugs

ancient depot
#

my favorite bug is still the mage bug from the earliest days of the sdk

honest stag
#

HAHAHAHAH

#

i did NOT expect that

ancient depot
#

I was testing spawning in enemies

#

and typed in a command

#

and that happened

honest stag
#

K I L L H I M

still raptor
#

thats soooo old

#

literally before any of us officially worked at NB lol

gritty forge
#

sdk rewrite

honest stag
#

u werent born at new blood?

still raptor
#

no

#

i was just a discord lurker like you lol

#

i came in for a free dusk alpha key

last talon
#

cool origin story

still raptor
#

but within a few months i started working on the game

honest stag
#

damn

still raptor
#

and now i work on all of them

ancient depot
#

All those messages still exist

still raptor
#

yeah lmao

ancient depot
#

You can see our early lurker days

#

Search for from:Zombie#1795 and sort by oldest

still raptor
#

my first interaction

honest stag
still raptor
ancient depot
#

Technically the birth of the SDK

honest stag
#

not as cool, but i was on this discord since maybe 2017-18 under a lurker account and left because of all the pings

#

then came back later

ancient depot
#

damn, filtered by news

honest stag
#

i thought something like "shut UP already i dont CARE >:("

#

was too dumb to turn off the pings

still raptor
#

the beginning of the CBT

gritty forge
#

ah yes the CBT

honest stag
#

the coding-based-trauma

gritty forge
#

absolutely understandable

ancient depot
still raptor
#

lmao

ancient depot
#

good thing we abandoned the custom editor idea

still raptor
#

yeah jesus

#

it wouldve been an absolute nightmare

muted glacier
#

So would a future sequel/prequel to Dusk be made in Unity, or in the SDK? 👀

gritty forge
#

b-but the SDK is on Unity

honest stag
#

I thought it was on the build engine

muted glacier
#

Listen. I dont know anything about anything. My little Trenchbroom brain is fried.

honest stag
#

Trenchbrain

#

Learned recently that cruelty squad also recommends TB for its custom maps

still raptor
#

hard to say

#

there isnt any hard and fast reason to stick to any particular technology

muted glacier
crimson patrol
#

The guy

empty valley
#

quistion

Is it a good thing to replace the sounds in
SDK/mnt/local/dusk
In other words i can say the main dusk folder

ancient depot
#

no

#

you should never modify that folder

empty valley
#

Thanks I was tottaly going to do huge mistake lol

crimson patrol
#

What happens if you do

muted glacier
#

Ugh. I think Im taking the afternoon off mapping. Might get on later and get some map progress done, but actual work has got me too burnt to be motivated.

#

@crisp raven Give me an idea for some elaborate contraption to make laugh

crimson patrol
#

Lever that activates a door revealing a brick wall

muted glacier
#

laugh That will be a secret trigger too.

ancient depot
#

There's just no point to doing it when you can make a new folder and put your custom content in there

gritty forge
crimson patrol
#

Gotcha

gritty forge
#

i hope the sdk rewrite lets us make our own models & props for decorating our maps

#

no more brush prop suffering (no offense vriska)

ancient depot
#

place_model will be supported, yeah

crimson patrol
#

Still use my tree cutouts tho

gritty forge
#

Now just gotta wait

muted glacier
crimson patrol
#

Reminds me of this sphere I made that lagged both trenchbroom and dusk

muted glacier
#

Been there. I need to actually lower the quality of my TNT. It actually does lag when you look at it because its about a million tiny ass details.

#

And theres 2 of them on the map until the visible one gets blown up

gritty forge
#

brush based mapping implies that there's brush cringe mapping

honest stag
gritty forge
#

ill have to actually learn blender

honest stag
#

good luck with that fuckin hellspawm of a piece of software

gritty forge
#

makkon just released new texture wads in the quake mapping server pog

muted glacier
#

OH BABY MAKKON.

#

his work looks absolutely amazing.

#

And oh boy. That just means I have to use my Udemy classes to learn Blender. Rip

honest stag
#

oh oh also

#

@ancient depot which format are you planning to use for place_model?

#

.iqm just like the rest?

#

please dont say it's quake .mdl tho :)

ancient depot
#

there's no specific format

#

any model format the game supports will work with place model

muted glacier
#

Ive got to check out the new makkon textures. See if its the commercial release. I know he still had to remove the quake logos from buttons, but didnt know when hed get to it.

ancient depot
#

so right now that would be IQM

honest stag
#

ah alright got it

ancient depot
#

I just finished the support for external textures, for reference

#

This was done by making a zip file containing a textures folder with a file called *slime0.png and putting it in my mod folder

#

(It had to be a zip file because on Windows, you cannot have a loose file containing * in its name)

#

Though I have a bit of a dilemma, there may be a situation where someone has an embedded texture in their BSP and they don't want it to be overridden by a matching external texture. I'm not sure how I want to expose the ability to do that right now

honest stag
#

so wait i am a bit confused here
couldnt we do this already?

#

or something similar to that

ancient depot
#

Not for custom maps

#

Only the campaign ones

#

Right now you can only use wads or embed textures in the BSP, which has colour limitations

honest stag
#

aaah alright yea understood

ancient depot
#

(This also means you can have any kind of transparency you want, instead of just a single on/off colour)

honest stag
#

you mean half-transparent things without having to use rendermode/amt?

ancient depot
#

yeah

honest stag
#

siiiic

#

k

ancient depot
#

but also mixed transparency

#

eg, part of the texture is half transparent, the rest isn't

honest stag
#

yup that's what i was just thinking of
legit awesome, could already see this being used in stained glass textures

#

without having to split the brush into 20 cubes

gritty forge
#

Also

#

I wish we'll get some sort of hover key

#

to display messages when you hover over stuff