#dusk-modding

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gritty forge
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if that works to implement

honest stag
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duuude yes
that would be very very useful

ancient depot
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That's being implemented in order to match campaign functionality

honest stag
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i can feel the tumor slowly going away

ancient depot
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lmao

gritty forge
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yeah

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honestly the more campaign matching features the better

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is it not possible to add boss bars to regular enemies?

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I tried adding a bossname key to one

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didnt work

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:/

ancient depot
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Yeah bossname is for changing the name of an existing boss bar, not adding one

gritty forge
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thank god

gritty forge
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me waiting for scripting

muted glacier
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That would be so much easier than the shit I have to do laugh

muted glacier
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Basically, Ill have a trigger that can activate multiple times with a message on it in a place where theres an item you can look at, and you can make it go away by also having an invisible button on the item youre looking at, if you want to make it an item you can pick up. Technically, youre still able to activate the trigger no matter what direction you look, but it still gives the illusion of being able to look at something with your cursor and get messages.

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Plenty of examples in my test map vid. But the setup for it is alittle convoluted and ridiculous. And ive got it as compact as possible for the time being.

honest stag
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gotta say it's pretty damn sick

muted glacier
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Thanks dude. Tomorrow Im starting work back up on my main map, because I took like a week off (should probably come up with a name soon). Should be eventful.

desert crane
honest stag
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lmao i dont even fuckin care anymore

honest stag
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that shit made my compiling time jump SIGNIFICANTLY (obviously) even tho it was a func_detail

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so it's gone now i guess

crisp raven
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But not forgotten ๐Ÿ˜ข

honest stag
crimson patrol
last talon
muted glacier
honest stag
muted glacier
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Your lighting looks so good. What is your levels default brightness before you add your point lights?

honest stag
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i dont have a default brightness - i go with sunlight and sunlight2 right off the bat

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but thank you

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the current primary sunlight level is 240 cuz my gf was complaining that the level is too dark

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so i bumped it up from uhhh 180 i think? or 210

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sunlight2 is much lower obviously - only 140

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my current point light levels(the majority of them) are actually at a level lower than the sunlight (or moonlight in my case lmao), sitting at 210

crimson patrol
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If your LEVEL isn't 16 BY 16KM end to end, its not a real level
Stay :clap: woke :clap:

honest stag
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does it count if i reached the tb limit (actual limit, not soft bounds) in an unreleased map

crimson patrol
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Counts

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Tb limit is 16km iirc

honest stag
crimson patrol
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Fake

honest stag
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is it tho

crimson patrol
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Maybe real

honest stag
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my current playable area right now is at 8000x6000 units

crimson patrol
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NICE

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vriska being woke

honest stag
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well let's be real most of it will be un-enterable buildings or decorations

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but still

crimson patrol
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Yea

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Can a func pushable be pushed by a func door?

honest stag
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my guess - yes

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i can test it for you if yo uwant

crimson patrol
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Oh shit

honest stag
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im in tb anyway

crimson patrol
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Nah I can test it on me own

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Ima be on after I eat this cabbage

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Anyway, can a group of func pushables function as one?

honest stag
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is it a massive full cabbage

crimson patrol
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Its a full unseasonal cabbage

honest stag
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you can probably do it the same way as a func_door consisting of multiple brushes but who knows

crimson patrol
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I'm just taking bites out of it

honest stag
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that's so based

crimson patrol
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Anyway

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I asking because maybe I can make a more dynamic train section using func doors and pushables

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The pushables being trains

honest stag
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i have 77 .map files in my id1 maps folder and i've reached the point where im trying to find an old map of mine and i literally cant

crimson patrol
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I have this really old map file from when I first started to learn trenchbroom

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Its literally older than my stay on this server

high magnet
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Mine is like

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24512*28380 units

honest stag
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god daym

high magnet
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Literally as big as I could get the sky brushes

muted glacier
high magnet
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I'm considering expanding it to add to the skyline

crimson patrol
honest stag
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i think i've made this joke before

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anyway this is how i still entertain myself when mapping

high magnet
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tank go brrrrr

honest stag
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ah fuck i crashed it

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dude mom's gonna kill me :(

high magnet
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let her

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But only after sending me your map so I can pass it off as mine after your death

honest stag
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you're going to have to finish it

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and good fucking luck with that

gritty forge
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func_vehicle pls

honest stag
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i promise - when we get func_vehicle i am going to make every single vehicle prop i made drivable

high magnet
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I hope it's work with planes too

honest stag
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people made helicopter races in cs 1.6

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so probably

crimson patrol
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i made a car in trenchbroom to test pushables

muted glacier
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I dont even know what pushables are ๐Ÿคข

gritty forge
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you know those crates in office complex

muted glacier
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Yeah

gritty forge
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that you gotta push to parkour

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those are func pushables

muted glacier
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Hmm so what, a brush that you can move around that isnt an entity?

sharp trail
gritty forge
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yea think so

still raptor
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yeah pretty much its just pushable brush entity

muted glacier
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Coolio. Might mess around with them later when I hop on.

crimson patrol
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im interested to see if this works

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i just made a bsp called 2

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woops

muted glacier
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XD

crimson patrol
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Woops, almost crashed my laptop with sdk

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Oo?

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It crashed

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Lmao

muted glacier
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Did you have 2 buttons targeting each other, but delayed to function like a repeater? Because that is an instant crash

crimson patrol
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hmmm

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i cant enter the car

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lemme try something

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OK I've experimented a bit and pushables are weird

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You can't pass through them with nbclip

muted glacier
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Ohhhhh were you going to make a Flintstones car?

gritty forge
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also

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was the laboratory vials forgotten to be added as props

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in the SDK

muted glacier
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@worldly aspen I got bored and started making a scenery level for "The Lights Live" god

crimson patrol
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Scenery?

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My mannn

muted glacier
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what can I say? his art looked pretty awesome, and Ive been thinking about this one for the past week. I had to make it. Gives me major Siren Head vibes.

worldly aspen
muted glacier
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Are there any type of wall that the player has collision with that enemies do not?

honest stag
honest stag
muted glacier
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Thanks. I forgot to turn on lense flares for the picture, but it looks good. Ive tweaked the lighting since I took the sc anyway. I spent my night problem solving ideas I had, burning myself out in the process

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Trying to figure out how to make a window barrier system like Call of duty zombies, because I want to make a tower defense- like gamemode.

gritty forge
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god that'd be awesome

muted glacier
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First thing im stuck on is windows, and how to prevent the player from just leaving the map. Which, I could just put a damage volume outside the windows, but I want to make something technical, so that its as close to the original experience. But the player hitbox is shorter than leatherneck's so Ive got to find a work around.

worldly aspen
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It might not look great, but even the first Episode of Dusk would enclose the play area with a huge flat texture wall. You could put it behind the outer perimeter of houses.

honest stag
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if it blocks enemeis - put a trigger_teleport on the other side

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so they teleport in when approaching the windows

muted glacier
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Holy shit Vriska. No homo, I love you. Absolutely brilliant. Ill have to test it tomorrow after work

honest stag
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one thing tho - it may cause projectile guns to loop around

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but you could layer the teleports to prevent that too

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lemme draw

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@muted glacier

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that way projectiles can leave and monsters can go in

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while the player cant leave because of the func_clip

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about that window system - you could have a "map" in the level with buttons that raise temporary func_breakables on the walls and only unlock if you've killed enough enemies (trigger_counter)

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could have a system of "points" that allows you to put up 1 barricade in one of the spots and closes the buttons when you select one option

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with each "wave" only starting after you've put up a barricade

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sounds very much plausible, but tedious to set up

gritty forge
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oh yeah the jank is real

crimson patrol
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OK pushables are jank dont use them outside of props

muted glacier
honest stag
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exatly lol

still raptor
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this is a great technical drawing

honest stag
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thank you thank you

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you could also just not give the player any projectile guns lol

muted glacier
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Ive got a technical drawing that i drew in MS paint while trying to figure out the pathing for the dynamite setup to work, and it looks like the ramblings of a mad man.

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And I COULD do that, but thats too easy

honest stag
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you should see my map layout drawings lol

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they're very out there

muted glacier
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ZuckObserves you guys do map layout drawings?oh

honest stag
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so a little story about that

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my first uhhh decent map consisted of like 7 small rooms and took me fuckin forever to make because anytime i would think "i should move on and make the next room" i didnt know what to do and kept detaling the previous room

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so it would result in fully completed 2-3 rooms and literally nothing else

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so since then i strictly make the rough layout first and then start mapping
and drawing is easier than making it in TB

muted glacier
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Yeah thats the wall I ran into on my first map. Once I did the secret with the Wolfenstein theme, I didnt know what to do with the rest of the map because I wanted to continue the Wolfenstein theme. Might just make a castle wolfenstein level, and actually draw it out in advance.

honest stag
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i feel that
which is why i open up paint and go wild with it

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lets you overview the whole thing and make quick changes too

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i made a vending machine in that same map that had 7 rooms

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took a long time but yeah the map itself didnt excuse it

muted glacier
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So wait. You can replace enemy models? So I could theoretically replace the fish (I dont remember his name, but the achievement was "somebody's poisoned the waterhole". ) model with dopefish if I were so inclined?

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Because if so, how does that work for dusk.io? Can you package the mod with your level so that when people play that model is also changed?

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{I want to say the fish was named Nopefish}

ionic belfry
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So this might be stupid but I'm having trouble getting the dusk.wad into trenchbroom

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the tutorial I found just says to drag it into the editor but it's not letting me do that for some reason

ionic belfry
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ah

ionic belfry
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thanks you're a lifesaver

gritty forge
ionic belfry
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wow that was extremely easy and I am very dumb

crimson patrol
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Sums up my trenchbroom experience ^

thick condor
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is there any other program you can use to mod dusk or is trenchbroom all there is?

gritty forge
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trenchbroom is for levels

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you use it to basically make quake maps which dusk uses as levels

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theres plenty of other quake map level editors

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but trenchbroom is the best

honest stag
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not just quake

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half life (goldsource) editors work as well

worldly aspen
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When we can start adding new creatures, I'll be ready.

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gif no work. damn

honest stag
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90% of which are by me because nobody else wants to fuck with the process of actually replacing the model it seems

honest stag
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the animatios is absolutely sick i gotta say

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just like the model

muted glacier
honest stag
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blender with an .iqm exporter

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i have a video explaining how to do it

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it's a bit shit but yea

muted glacier
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You got a link you can dm me to the vid?

honest stag
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yea 1 moment

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it's old and i was bad at making videos so sorry for the quality

worldly aspen
honest stag
worldly aspen
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I just wish I could add instead of replace. ๐Ÿ˜ฆ

muted glacier
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Well for the time being, as like a placeholder, you could replace something like a leatherneck with your gravel jack model to see how it looks right? @worldly aspen

honest stag
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i actually dont think we can replace leathernecks lol

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some models are an exceprion

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exception

muted glacier
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Well from watching your video, you can use a rat, which isnt something I would use much in a level themed like his anyway, so that would be perfect. But how does the hit box work? If I use a rat, does it still have a tiny hitbox regardless of the model?

honest stag
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it's the same default skybox as the original

muted glacier
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Hm. Then youd have to replace something with a larger hitbox.

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A scientist or a priestess maybe

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Come to think of it, i should do that for my zombie map that Im trying to make. Make a scientist look like a zombie.

honest stag
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hell yea that's a pretty damn good idea

muted glacier
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Ive got a problem though. I cant block a window with func_clip because enemies wont walk towards the trigger_teleport.

honest stag
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you can make a zombie dog and replace the goat with it

muted glacier
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They cant path towards the window because it looks like a wall to them. Unless theres some trick I dont know

honest stag
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so considering the bug with the navmeshes where enemeis dont update them - could you parent it to a door that lowers down at the start of the level and pull them all down

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that way maybe the enemis still consider the func_clip as not being there

muted glacier
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Oooooooh thats an idea i didnt think of. Come to think of it, i think i utilized that on another map i did, and thats why I thought they could just walk through.

muted glacier
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So i whipped together alittle Alpha of the window barrier. obviously I have to make the boards going up animated and smooth, and since enemies cant trigger triggers, barriers will automatically degrade over time and fall to the ground a piece at a time. Ive also got to find a way to get them to idle near the window when the boards go up so that it looks like they are breaking the boards. There wont be a button on the side, but it will be more like my workbench project, where it says "press 'E' to rebuild barrier" or something along those lines, and an invisible button, so you can just look at the window. Rant over.

honest stag
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wont the invisible button block bullets?

muted glacier
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hmm. an unforseen dilemma. might make it at like waist height, or somewhere not in the way of where you would shoot. Ill have to iron out the kinks, but I wanted to make sure the door itself worked first.

honest stag
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heyyyyy it's pretty damn sick

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also nice sandbags

muted glacier
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thanks. I made them for a project, and never used them, so they were just sitting off in the void on another map.

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perhaps ill make the button to rebuild the barrier on the front face of the sandbags, because youre obviously not going to shoot the bags, but over them

honest stag
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so are you still going with the teleports or is it ok for them to walk through the sandbags?

muted glacier
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next comes "animating" the wood with some parent trickery. and he technically is teleporting, but not to the right place. I just wanted to see if he could actually target me through the func_clip. He'll teleport on top of the sandbag to make it look like hes stepping over it.

honest stag
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ah awesome

muted glacier
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actually, I just lied. He cant. when I move the teleport position to the top of the sandbags, he just teleports to the ground below them. and if he can, he gets stuck on top of them because enemies cant drop off ledges like that.

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I can make an invisible ramp that he has to walk up on the inside of the window though'

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so that when he teleports, it looks like hes hopping down

honest stag
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that would be pretty nice
would he teleport from the sandbags down then?

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wouldnt that affect the boards? since they could be teleported too

muted glacier
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ill check. i dont think so though, because those are parented to the invisible wall itself

honest stag
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they should still be affected, but i guess you need to check

muted glacier
high magnet
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Lighting my map makes me want to commit unlife

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It's so unreliable

honest stag
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lighting is fun change my mind

high magnet
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I tweak a wait value by 0.25 and my room goes from being dimmer than a motherfucker to being fullbright

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And all of that with like 5 minutes in the compiler

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Actually

honest stag
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did you check the dumptruck_ds video on wait/delay

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with a demonstration

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that image isnt very reliable

high magnet
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Is it?

honest stag
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well rather

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the video shows it better

high magnet
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Ok I'll look

muted glacier
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Hold on. I know what wait does for lights. What does Delay do?

gritty forge
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dumptruck_ds lighting basics

muted glacier
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Oh my god. Thats revolutionary. I didnt know that was a thing. I hated messing with lights because I thought wait was the only property.

honest stag
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Again - speaking from experience this image doesn't really show the effects properly

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dumptruck has a video on lights that explains this a bit better

honest stag
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said fuck it and optimised my map
remember how i showed a screenshot where it took me literally 640 seconds to compile?

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same light settings

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the problem were my fuckin hills
i realised i had a LOT of faces that are completely unseen by the player, and i cant seal the map with the full effect because of how i design it right now

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so i went around and manually put a skip texture on every single face that cant be seen

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and holy shit it helped so much

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and i can probably optimise it even harder but good enough for now

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makes me miss indoor maps

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it was so much easier to seal them

gritty forge
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oh my god

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the insane time

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was from tri-soup terrain?

honest stag
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of course

gritty forge
high magnet
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Mmmh

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Soup

honest stag
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yeah it was pretty obvious in hindsight huh

gritty forge
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it is a level beyond soup

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tri- soup

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the ultimate flavor

high magnet
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We can go even beyond

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Quad-soup

gritty forge
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agghhhhhh

honest stag
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i didnt stop there tho
i also did that with everything else i could find

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so yeah i guess im super into optimisation now

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isnt there a way to see how many faces use a certain texture?

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or am i misremembering things

gritty forge
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i think there is

honest stag
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or at least i can select all the faces with that tex

gritty forge
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right click in face tab

honest stag
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or something

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yea yeah there

gritty forge
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right click a texture in the face tab

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it lets you select faces with said texture

honest stag
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715 faces with a skip texture
i thought it would be more

high magnet
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ngl that's some pretty sexy rock formations

honest stag
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thank u

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it's now up to 755 skipped faces

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this makes me really appreciate what map sealing does

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3 seconds down

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compiling speedrun

high magnet
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Anyway I'm gonna try lighting my map again today

honest stag
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hm it seems i am fuckin stupid

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turns out i used -soft instead of -extra4 and didnt realise

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and -soft looks much worse than -extra4

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-soft compiles super fast, while -extra4 is uh

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taking a while

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straight up 10x

gritty forge
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jesus christ

honest stag
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it's still faster than what it used to be but jesus

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i need a decent pc and not a laptop

gritty forge
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i wonder what the map jam theme will be

crisp raven
honest stag
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essay jam

high magnet
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Actually that could be pretty good

honest stag
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we already had nightmares

high magnet
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Level is an office job and instead of killing baddies you do stupid paperwork

alpine depot
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ok why are only half of the textures loading

muted glacier
honest stag
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thank god we had this prolbem before or this would have caused another 2 hour dm brainstorm

alpine depot
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this happened in the original ultrakill bootleg map in the winter jam

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it just KEEPS HAPPENING

long anchor
high magnet
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I considered having a recreation of Bridgeburner as a secret in my map

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Way too much of a hastle though

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Guaranteed I would've run into the same issue

gritty forge
alpine depot
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guys i think im modding for the wrong game

alpine depot
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just a finishing touch, of course

crimson patrol
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Ultrakeel

onyx hatch
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wait a minute

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aint this for dusk not ultrakill

honest stag
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Its a map in dusk

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if you havent guessed

crude owl
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wat

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I want it now

muted glacier
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Are patrol routes for enemies going to be a feature in a future update of the SDK, or is that not planned? @ancient depot

crisp raven
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Even in the campaign enemies didn't patrol.

honest stag
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hey
a guy can dream

muted glacier
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Anyone want to see progress on my zombie wave-based survival? Getting all the kinks ironed out. Since I havent found a way to make a point system, guns are going to be purchasable after you get a certain amount of kills. Havent added that yet though.

honest stag
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i'll check it out if you want

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also

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@crisp raven dont you think this fine lad deserves an early invite to the jam server

crisp raven
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Kidnapped and brought to our secret base of operations

honest stag
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sick, that's what i like to hear

velvet oxide
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so what are some good Dusk mods to play

crimson patrol
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Detail trees is a really good mod

honest stag
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pretty much most of the custom maps are a good choice

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there arnet that many total anyway

velvet oxide
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how does one mod Dusk?

crimson patrol
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The highlights are downtown showdown and that other map by the same guy

velvet oxide
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is there like a level editor

honest stag
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deepends on the type of mod you want to make

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we're using a 3rd party level edtior

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called Trenchbroom

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it's supposed to be for quake (among other games) but yeah

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you can also use hammer or J.A.CK if you feel like it

velvet oxide
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well Dusk runs on quake

honest stag
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basically anything that can result in a quake/half life .bsp file in the end

velvet oxide
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yeah because I very much enjoy the Dusk level design

crimson patrol
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Not all entities work in dusk sdk

velvet oxide
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like what doesn't work

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im assuming Nyarlathotep

crimson patrol
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Such examples are func_train

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Even I don't know what it does

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Vriska what does func train do

honest stag
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basically it's not 100% complete so we dont have some of the features quake or half life do

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it's somethings that moves back and forth iirc

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or continously as an option but i may be wrong

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like in a set path

velvet oxide
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can you make a moving train level like in Blood

crimson patrol
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Yea were rambling
If you want a good guide to start making custom levels, check out dumptruck_ds

honest stag
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as a fake probably

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we dont have animated textures yet but i'm sure there's a way

crimson patrol
ancient depot
velvet oxide
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oh cool

crimson patrol
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He has a playlist with guides, check him out to get started

velvet oxide
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thank you guys

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i've been looking to mod quake for a while now

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is it anything like Slade Doom Editor

honest stag
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never used it
but it's pretty intuitive and simply

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simple*

velvet oxide
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so people make TCs or just maps

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because i was thinking it would be fun to make a Redneck Rampage TC

muted glacier
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Mostly maps. I know somebody in here has been trying to convert over Doom levels, but its not exactly the most intuitive process, and I dont know how any of that works. The SDK is in early stages still, so some features arent available. A redneck rampage tc into dusk would be awesome, but i dont know what format their levels use or what their geometry is like.

honest stag
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converting doom levels results in an absolute monstrocity

high magnet
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Sorry for being out of the loop but does vis work in the sdk yet?

ancient depot
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Not currently

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The foundations to support it are in the next patch, but vis support itself will likely come after

high magnet
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Damn

ancient depot
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vis and light styles are basically the most complex parts to support

high magnet
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I'm in the process of lighting up my map and the game is beginning to chug a bit

muted glacier
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@high magnet does your level look anything like this?

alpine depot
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i wonder, can you set an entity's parent to the player?

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does info_player_start support targetname?

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could do some really funky stuff if its possible

high magnet
gritty forge
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sector based โ‰  brush based

high magnet
muted glacier
ancient depot
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so you can't do any fancy entity tricks with it

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think of it like a teleport location

alpine depot
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yeah i figured

ancient depot
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parenting stuff to the player is an interesting idea though

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I wonder if I could somehow expose the player entity

alpine depot
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i was thinking more along the lines of having parentname set to whatever the name of the player gameobject is in unity

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assuming thats how that works or something

ancient depot
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yeah I was thinking I could make *player lead to the player entity

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similar to how the brush models embedded in a BSP are known as *0, *1, *2, ...

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the main issue is that I'm not really sure how that'd work for multiplayer

alpine depot
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mmmm very nice so far

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god DAMN i love massive fucking structures

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also for once my eyes are burning because of bloom

ancient depot
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It feels so wrong to see ultrakill textures on lightmapped geometry

alpine depot
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lol i know right

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going crazy over this one particular shadow

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just so SATISFYING

#

just gotta finetune this damn sun

#

i gotta get it juuuust right

alpine depot
#

what the fuck does this mean lmao

#

i effectively deleted my entire map and then it only freezes on light rather than throwing that error

#

uhhhh

#

yeah so bruteforcing doesnt seem to work

crimson patrol
gritty forge
#

send the crash log

alpine depot
#

it doesnt show anything useful

alpine depot
#

OH

#

MY

#

FUCKING

#

GOD

#

I SET ONE OF THE SKYBOX BRUSHES TO BE AN ENTIRELY DIFFERENT TEXTURE

#

SO IT WAS YELLING AT ME ABOUT THE SKYBOX

#

i am filled with so much vitriol right now

#

this is the stupidest thing ive ever done

muted glacier
#

Oof sadleon sadleon sadleon

muted glacier
#

anybody know how to divide a skybox png? Ive had this picture and have tried to free-hand it, but it ends up off in game

high magnet
#

Dividing it into equal squares doesn't work?

#

It looks very nice by the way

honest stag
#

yea its a pretty sick skybox

#

im not aware of a way to do it other than manually lol

high magnet
#

Yeah

muted glacier
#

damn. ill have to find a way to not fat-finger free handing it. i didnt know if there was a program I could slap it into

high magnet
#

If you can match it to the size of the top and bottom squares it should be good

muted glacier
#

Ive got photoshop, but adobe had an update so Im still waiting on it. Tried to free hand it with MS Paint laugh

high magnet
#

I checked

#

ms paint has the rectangle select size on the bottom left

muted glacier
#

thanks. Ill try that

gritty forge
#

oohhh what the fuck i just went into strissel's toolbox map and this is making my 2 braincells hurty

honest stag
#

some suck func_button and parenting magic that i truly love

#

sick*

#

oops

muted glacier
#

Runegod Just some Dusk black magic

gritty forge
#

wtf is linked to what mikewtf

muted glacier
#

okay.

#

let me try and explain

honest stag
#

let me take an educated guess
the shotgun itself consists of 3 func_doors (or parented entities) and a barrel with fire that are controlled by a func_button at the table, WHICH is blocked by another button that only lowers when the 3 parts have been "collected"?

#

and the parts are a trigger_counter that lowers the button

#

at least that's how i would do it

#

if a multi_manager is involved it makes it easier

#

and the shotgun rises with a parented door too

#

did i get it right?

muted glacier
#

yeah. pretty much. the only complications come in when you have a button that you press ( that is parented to the message trigger and the item you pick up), you need to also have a func_clip wall blocking you, because when a button is moving at a speed of 10000, and youre touching it, it sucks you out of bounds with it. I didnt use multi manager because I have no clue how to, but you pretty much got everything else. any minor issues came from having to make sure the player cant just press the button to pick up the shotgun from the start.

#

also had to deal with the struggle of not knowing that you cant parent a button to a button. That took me far to long to figure out.

honest stag
#

oh dude you gotta lears multi_manager it makes some complicated sequences soooo much easier

#

it's easy to use too

#

i'll give you a rundown in a moment

muted glacier
#

in the mean time, Im working on this bad boy. Functioning zombie spawns (early stages) and a rebuildable barrier system (also early).

honest stag
#

dude that celling looks sick

#

let's say i want this button to open 2 doors

first one instantly, and the other 3 seconds after the first one

#

i give the multi_manager a targetname "manager" and make the func_button target it

#

then i give my doors targetnames door1 and door2

#

and i do this

#

this way, when the multi_manager is triggered, it opens door1 instantly cuz there's no time delay specified, but door2 will open with a 3 second delay

#

you can put as many as you want too

muted glacier
#

ooooooo. I feel like you could make "animated" textures with that

honest stag
#

sorta maybe

#

but that thing helped me with many cool setpieces

high magnet
#

What's the difference between multi manager and relays?

muted glacier
#

and im assuming relays cant be set as easily to one button? or have as many?

honest stag
#

do we even have a relay support?

#

and i think multi_manager is easier to use

high magnet
#

I think it's basically the same

honest stag
#

man that is really sick i gotta say

high magnet
#

Also I think the skybox looking weird might be because of the orientation of the top one

muted glacier
#

yeah, i tried rotating it every direction. didnt look good. Ive already switched it out

honest stag
#

remember that left and right are switched

muted glacier
#

yeah, the sides are fine, but theres a white smear on the "front" side that doesnt match well with the top for whatever reason. So im back to the basic starry night for now

high magnet
#

Can I take a look at how the texture is configured

#

Aslo those thin black bars are a thing that happens to me too, it's because of the image compression I think.

#

Most of the time I just extend the sky texture by one or two pixels over the black bar

muted glacier
#

Uh yeah. How do you want that? You want me to just dm the 6 pictures to you?

gritty forge
#

forgive me if this has already been covered but im having trouble finding it, basically my question is where do i put mod files on a gog installation?

honest stag
#

i dont think the sdk is on the gog yet

#

it's a steam beta

#

actually wait

#

sorry im a dumbo

#

it's a beta on gog as well isnt it

#

after you're in, navigate Dusk -> SDK -> mnt -> local

#

and put the mod folder there

gritty forge
muted glacier
#

Can trigger_teleport be used to trigger anything else? Like, can a set a door to be targeted to open after i teleport?

gritty forge
#

well I mean you can just put a trigger_once where you end up

muted glacier
#

True. I already use that, but I didnt know if there was any functionality with the teleport trigger.

muted glacier
#

Can conclude: if you attach a trigger_multiple to a teleport trigger, you get teleported to 0,0,0 no matter where your info_teleport location box is, and the trigger_multiple does NOT get triggered.

#

Which sucks, because I thought I has found a way for enemies to set off triggers.

honest stag
#

i think i tried connecting it to a teleport destination too but im not sure if it worked or not

#

i dont think so, but i'll give it another shot right now

#

i also wanted to try some things with killtarget

muted glacier
#

It didnt work for me. I havent messed around with killtarget. Im not exactly sure what it does. Like, a trigger can be set to kill a target when activated? Or if you kill an enemy with killtarget as a property an action is triggered?

honest stag
#

it's supposed to remove an entity but it never worked for me

muted glacier
#

Thats what I thought.

honest stag
#

my testing facility went to waste :(
both buttons should have either moved the yellow pipe or destroyed the barrel, and i got neither

high magnet
#

wtf this map looks beautiful

#

I guess that's what I get for being a vanilla texture purist

gritty forge
#

@high magnet same

crisp raven
gritty forge
#

put some low wait bright lights on those little light decors

honest stag
#

they are there

gritty forge
#

waitr

#

no it'd be high wait

#

fuck\

honest stag
#

they're there
guess i need to bump the intensity

#

but whatever

#

it's a test map that goes in the trash bit

gritty forge
#

๐Ÿ˜”

honest stag
#

actually, i want to put an underground section in my current map, and i havent decided if it'll be a crypt or a secret facility like that

gritty forge
#

cool site that generates themes for maps

high magnet
#

Interesting

#

"Go fuck yourself" is from sunlust by the way

#

Fucking awesome megawad

#

Fuck this thing generates some really interesting prompts

honest stag
#

i find vanilla textures to be so dang limiting
at one point i was just really sick of even looking at them

#

hell, i still am

#

i havent added the default dusk wad in my maps since god knows how long ago

high magnet
#

But I'm still too much of a boomer

high magnet
#

Yesterday I made this section in my map that I really like

gritty forge
#

also im tired of looking at dusk's concrete

#

so fucking tired

honest stag
#

exactly what i thought when i turned to quaddicted wads

crisp raven
#

You know what? Concrete 1 through 5 doesn't need HATERS like you guys

high magnet
#

But it's centered around func_pushables so the physics jank is so much of a loose cannon I feel like 20% of people will need to noclip through it

honest stag
#

and sven coop

gritty forge
#

i was thinking of a map jam

#

where u only get concrete textures to work with

#

nothing else

#

thats it

#

go crazy with your colored lighting & shit

high magnet
#

Like doom's 50 shades of graytall?

gritty forge
#

yeah

#

or that greybox doom jam

honest stag
#

speaking of map jams
@crisp raven did you think about maybe not just a theme, but a set limiter/challenge? like a map size, or an entity amount, or a brush limit

crisp raven
#

I wasn't sure if people were up to it. Because plenty of people are pretty new to the scene

#

I thought of brush limit specifically

#

Something like 250

honest stag
#

tiny

#

miniscule

#

absolutely microscopic brush limit

#

i'd be down

crisp raven
#

You'd just use it all up on one statue ๐Ÿ™„ ๐Ÿ’…

gritty forge
#

good lord 250

crisp raven
#

Vriska-pilled brush props

honest stag
#

this is how manytt brushes i have in my testing map above

gritty forge
#

i think one of my single buildings in the last map jam

high magnet
gritty forge
#

that 2 story one in the last jam

#

it was like 400+ bushes

honest stag
#

i've already reached 2000 and i'm not even close to being halfway done

#

also holy shit 7500 nice

alpine depot
#

digging how this map's turning out so far

honest stag
#

siiiick

alpine depot
#

oh woops i forgot to re-enable bloom

#

this will be the only screenshot without bloom enabled

#

cherish it.

honest stag
#

ill turn it off when playing anyway

alpine depot
#

it took me so long to get the lighting right

#

probably not even done adjusting it yet to be honest

#

need to somehow make it BRIGHTER

#

you gotta FEEL THE HEAT of the lighting, damnit

honest stag
#

i actually used a plain white light in my trespasser map
the skybox is what makes you "Feel the heat"

#

and it really worked i think

alpine depot
#

i tried making my skybox brighter in PDN but uh

#

it made the bloom a little too much to handle

#

even for my taste lol

honest stag
#

man the ground is a lot more... brown that i remember

alpine depot
#

yoo hrot in dusk

#

contemplating only sticking the player with one pistol for a good chunk of the map

#

to make them really appreciate those sparse weapon pickups

#

very stumped with how to continue this map tho

high magnet
honest stag
#

sick statue, i approve

#

if only this had some pretty custom textures

high magnet
#

4k booba texture on the statue

high magnet
#

Anyway

#

playtest for this map possibly today?

#

I was hesitant to do playtests but there's this one area that really needs it

honest stag
#

im down

high magnet
#

Also depends on how long I'm gonna play this new Doom Eternal master level

gritty forge
#

ooooo statue me likey

muted glacier
honest stag
#

nah nah i mean

#

i tested the same shit as youi

#

and it didnt work just like for you

#

i know there are workarounds maybe kinda

muted glacier
#

Wait. Was that barrel teleported?

honest stag
#

yes

#

it's a dusk prop

muted glacier
#

Ohhhhh. Okay. Then yeah I dont know how I would get it to work. Im sure there is a workaround, but its probably convoluted. That door looks amazing btw

honest stag
#

ey thx

muted glacier
#

So i know you can make an enemy trigger something when you kill them, but say Ive got a combat arena that I want to lock the player in. The player has to kill all 10 of the enemies before the door opens. But how would I go about that? Is there a way to trigger an event after all of the 10 specified enemies are killed instead of 1 specific enemy that triggers it?

honest stag
#

trigger_counter

#

i think i updated the fgd with the counter and a description for it (maybe) as of the last patch

#

so yea

#

quake wiki also gives a pretty simple explanation

muted glacier
#

Awesome! Thanks. I knew quake could do it, but i didnt know if we had support yet.

muted glacier
#

So, I got trigger_counter to work (there is no description in the fgd), but it counts down and says "sequence completed" when I kill the 3 enemies. Is there a way to remove the text, or change what it says? i know that changing the spawnflags to 1 gets rid of the countdown, but can I change it so that it doesnt show the "sequence completed" text?

muted glacier
#

thats Big oof

solar shale
#

huh, so dusk mods are a thing

#

neat

#

how moddable is this game btw? mildly curious since i'm getting into it

sharp trail
#

you can make maps and texture packs

solar shale
#

i see. only that?

ancient depot
#

you can replace sounds, textures, and some models

solar shale
#

hmmm

#

interesting

ancient depot
#

further mod support is on the way

solar shale
#

thing is i kinda noticed that dusk and ultrakill can be played with bepinex

ancient depot
#

pretty much any Unity game can, yeah

solar shale
#

yeah

#

doesnt that open the oportunity on making more "advanced" dusk mods?

#

with custom components and whatnot

ancient depot
#

Yes, but we don't offer support for those mods

#

because they rely on internal parts of the code

solar shale
#

aah... i see

ancient depot
#

You can make and release them, but chances are they'll break with updates

solar shale
#

yeah that's expected

ancient depot
#

Especially the next one, which overhauls pretty much everything internally

solar shale
#

thing is i was speaking with one of the devs of Thunderstore and the bepinex guys on the idea of making a thunderstore for dusk/ultrakill

#

would be neat imo, lol

#

mythic the main dev of thunderstore is open to the idea MarauderShrug

ancient depot
#

We're sort of looking into that already with mod.io integration

#

(plus workshop of course, but that's not really the same since it requires Steam)

solar shale
#

thats understandable

#

i might look into seeing whats possible with mod games& bepinex

#

see if i end up making stuff, lol

#

custom weapons and whatnot MarauderShrug

ancient depot
#

If they're interested in supporting DUSK/UK in Thunderstore though, feel free to let us know and we'll help out however we can

solar shale
#

I see

#

gonna take a bunch of screenshots of this convo and send them over to the boys of thunderstore

ancient depot
#

๐Ÿ‘

solar shale
#

@cyan lotus

#

you might want to chat here for mods

muted glacier
#

Finished the basic layout of the level, and added all of the barriers. Now onto fixing the one barrier that wouldnt activate upstairs, and adding loads of details. Leathernecks accurately track the player, and round mechanic is to be added sometime this week (hopefully). lighting and outside details to come later.

#

(also barrier animations sometime next week. or maybe after because Ill be doing the map jam, unless the category falls in my favor; then ill try and finish this for it)

gritty forge
#

so

#

apparently

#

you can make custom configs for trenchbroom

#

dusk config when?

honest stag
#

what would it do though

gritty forge
#

i dont know all i know is that you can make them

honest stag
#

well i guess you can have an icon? and uhhh

gritty forge
#

maybe some basic quality of life stuff

honest stag
#

that's really it?

#

i can mostly configure quality of life stuff through the fgd already
the only things i can think of is the icon in trenchbroom's ui

#

and the fgd being loaded by default in that

gritty forge
#

yea

still raptor
#

ive done it

#

its nice

#

but yeah, its just like, small time saves

honest stag
#

dont it and havent even uploaded smh

gritty forge
#

share plz?

#

could probably be useful for newcomers

#

im gonna see if quark is worth using in the slightest for mapping

honest stag
#

i tried it and it just seemed like hammer for quake

gritty forge
#

im only using it cause it apparently has "lighting previews"

honest stag
#

damn that sounds cool

still raptor
#

its way way out of date

gritty forge
#

gee what makes you say that

still raptor
#

not what i would call functional enymore

honest stag
#

and im guessing it wouldnt consider special compiling options anyway?

#

altought iunno

gritty forge
#

probably not

#

it doesnt even give you those little tips on what the buttons do if you hover your cursor over them for a while

#

and this 3d view has inverted controls ๐Ÿคฎ

high magnet
#

What do those lighting previews look like though

gritty forge
#

thats what im trying to find

high magnet
#

๐Ÿค”

gritty forge
#

shit i cant even find how to load a wad

honest stag
#

10 years ago

#

jesus

gritty forge
#

yeah i think that's it

#

im not sure what i was expecting installing this

high magnet
#

Dang

gritty forge
#

other then "maybe i could use quark for easier lighting and trenchbroom for the everything else"

#

just maybe though

high magnet
#

I wonder why trenchbroom can't have something like this

honest stag
#

well

gritty forge
#

fck it im done trying to get this thing to work

#

couldnt even get the textures to work

#

delete time

honest stag
#

tb supports different games with wildly different lighting models doesnt it

gritty forge
honest stag
#

and i guess you can have it just for quake but it's not like tb is quake-only

#

remember how long it can take for lighting to compile? wouldnt it be really performance heavy to have that realtime

#

im no expert tho, just guessing

gritty forge
#

all of these half life tools that have good promises yet spit out muh quake map

#

๐Ÿ˜”

#

nvm think i found one

#

yeah it works

#

awesome

#

AH SHIT NEVERMIND

#

IT DOESNT

#

ITS JUST FOR QUAKE 3

ancient depot
#

or you can just approximate it with dynamic lighting

#

(which I assume is what QuArK did)

honest stag
#

@muted glacier Did you see your zombies gamemode preview get tweeted out by Dave

#

you chad lol

crimson patrol
#

Daev

muted glacier
#

Wait whut? He tweeted my shit out again?pog pog Rune

#

Well shit. That means I actually need to give the people what they want and actually finish my project

serene valve
#

susk

gritty forge
#

chad

muted glacier
#

Ive been working on map details for about 4 hours now and can feel my Brain melting

#

got bored and made a functioning File Cabinet for no reason

still raptor
#

Lol

sharp trail
#

Torii only cares about Vriska

crisp raven
crimson patrol
#

discontinue communication urgently

sharp trail
#

what im literally the oposite of bald

#

I have a fucking dead animal on my head

muted glacier
#

Is it possible to have a light turn on via a button being pressed, or does that functionality not currently exist yet?

honest stag
#

No

#

light styles aren't a thing yet

#

Guess you can teleport in a dynamic light tho

#

like a candle

muted glacier
#

thats fine. I didnt think so, i just know that items that move dont have updated lighting. the barriers come down at the start so that enemies can path through them but the player cant walk through them, but the barriers have no lighting. ill just parent a light to them so that it moves with the barriers (unless thats not possible either)

honest stag
#

They go down from below right?

#

Why not place some lights below so they get properly lit up

#

go up*

muted glacier
#

yep. that worked. I just noticed my sandbags looked weird af, and had to go through the mental gymnastics of realizing that lighting doesnt get rerendered after they move.

gritty forge
#

yeah, that's baked lighting for you.

honest stag
#

yeah i bake my lighting at 220 degrees

muted glacier
#

So weird question. What exactly is Bogos Binted?

honest stag
#

i cried laughing at this meme and decided to keep it close

muted glacier
#

Not gonna lie, caught me off guard laugh laugh

ancient depot
honest stag
#

yup i saw that one too
fucking loved it

muted glacier
#

what is that sound???? is that the fucking Minecraft Cave Ambience? I swear thats what that sounds like

honest stag
#

it is

muted glacier
#

oh my god

#

why the hell do I know that?

ancient depot
#

because you're in the minecraft channel

muted glacier
#

Here you chads go. Got my daily update for the map:

#

Got about 12 hours of work in today (because I had a day off ;))

ancient depot
#

๐Ÿ‘๏ธ

honest stag
#

hell yeah dude, looks great
does it still have a map minlight level?

#

it would look sick as fuck without it and some bounce lighting

muted glacier
#

yeah, it still does. I havent quite got to it yet. Or sunlight. Not sure how sunlight works with night maps.

honest stag
#

sunlight doesnt have to be bright

#

you can tweak it just like any other light source and set it as something like the moon

#

_sunlight is a directed light source that sky brushes cast (any texture that starts with "sky", invisible in game)

#

you can have it angled with either _sun_mangle or be a chad and just target it to an info_null to set the sunlight direction

#

well actually i think i explained it a bit confusingly

muted glacier
#

I think ive used info_null before for lights.

#

i dont know what sun mangle is though

honest stag
#

if you want to use an info_null for targeting sunlight, you need a light entity with a _sun property

#

then you dont need _sunlight

muted glacier
#

what is the _sun property? like, what do I put for its number?

honest stag
#

1

#

just remember to have some sky brushes

#

Here's my setup for a moon-like blue sunlight

crimson patrol
#

16 downloads on detail trees

honest stag
#

consider how many people are even into mapping here at all and it doesnt become much of a suprise

#

in fact that's quite a bit

#

there's only 36 people in the map jam server, and most dont even make maps

muted glacier
#

Gonna be one more. Ive downloaded them before but forgot what i renamed them and where I saved them, and im gonna need them again.

muted glacier
#

@honest stag so I added _sun last night before I finished up work, and set the world light to like 2, and holy shit. The moonlight looks absolutely amazing. Didnt realize it would make that much of a difference.

honest stag
#

did you use my properties?

#

or your own

#

world light to 2? like literally light on worldspawn to 2?

muted glacier
#

.....yeah? Was that wrong? And I used all of your properties except the color. I made it lighter. (I dont know shit about lighting. Ive never worked with any software that didnt use real-time lighting)

honest stag
#

it's not wrong lol, i just dont think a light level of 2 is even noticeable to the eye tbh

#

and hey glad you like it

#

it took a while to tweak that moonlight

#

also

muted glacier
#

Well what is minlight? Because I saw you mentioned it

honest stag
#

light on worldspawn? makes all brushes in the world be lit up to at least that level

#

but whatever if it looks good - awesome lol

#

so also

#

i use a _sunlight2 property on worldspawm in order to make shadows less harsh
it only affects outside, while light on worldspawn affect literally every brush

#

so i gues if you want i can give you my _sunlight2 properties too, but it maybe be a bit heavy on the compiling

#

u want em?

muted glacier
#

Thats fine. I dont care about compile times sadleon

honest stag
#

based

muted glacier
#

Throw em at me

honest stag
#

i thought about maybe raising the light level a bit actually, but you'll figure it out if it's good for you or not

muted glacier
#

Yoinked a screenshot for later Rune

#

And that works off my existing skybrushes correct?

honest stag
#

should, yeah

#

your map may need to be sealed but i never checked to be sure

#

and a plain sky cube will suffice anyway

#

r8 my hills flushed

high magnet
muted glacier
#

On a scale of 1- triangle soup, theyre a solid SOUP maliciousultra

high magnet
#

What's up with the whole soup thing

honest stag
#

triangle soup? like a big mess of polygons

high magnet
#

I mean

#

So long as you snap vertices to grid it should be fine

crimson patrol
#

Noice hills

honest stag
#

i wonder what will happen if i ctrl+a and then snap everything to grid

#

lemme back up and do that

#

see if there's any big changes

#

bad idea

#

fucked a lot of stuff up

#

i guess 16 grid was too bit tho

gritty forge
#

F

#

honestly just snap on 1 unless you know you don't need that much precision

honest stag
#

figured i should do that yeah

#

yea that works

crimson patrol
#

Snap to max grid size

honest stag
#

that
would be funny

#

i'll do it

gritty forge
#

uh oh

honest stag
#

all was well untill

gritty forge
#

yoo statue

honest stag
#

it couldnt even snap a lot of the brushes anyway

high magnet
#

"Don't turn me into an oversimplified logo-"

gritty forge
#

CLIP

honest stag
#

hey

#

not CLIP

gritty forge
#

no wait thats SKIP

honest stag
#

it's SKIP

gritty forge
#

fug

crimson patrol
#

My day be so fine, then boom
Snap to grid size

honest stag
#

this guy was doing well but not for long

gritty forge
#

lmao

crimson patrol
gritty forge
#

he sideways

crimson patrol
#

Hes just a flat plane

muted glacier
#

@high magnet Triangle Soup

high magnet
#

Wot

crimson patrol
#

On this episode of "can it compile"

honest stag
#

zoom in

high magnet
#

That's pretty good ngl

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Also pretty well organized, I wouldn't call that soup

gritty forge
#

nooo not the triangles

crimson patrol
#

I would call that triangle lasagna

muted glacier
#

Yeah, that was beginner me in trenchbroom. I terraformed every single one of those triangle from like 24 x24 cubes. Makes me shudder thinking of how long it took

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It was something like 4000 vertices that I manually moved before I watched a dumptruck_ds video. Those were the dark days.

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All in all, that map has over 140,000 faces and I havent added a single enemy. Ive been dreading going back and reducing those numbers so ive been doing other things.

honest stag
#

Hey i do the same thing

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lemme see how many faces my map has rn

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13621 faces
1631 brushes

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ok no im nowhere near you

muted glacier
#

Yeah its fucking terrible. Ive got to reduce that significantly. At about 170,000 faces, shit stops loading in/existing.

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Also though, i dont have any skip textures on that map either so that might help possibly

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-bsp2 still has its limits

muted glacier
#

In game. Sorry should have clarified

ancient depot
#

That shouldn't happen, does that reproduce when loading the BSP in QuakeSpasm or Darkplaces?

muted glacier
#

...i have no idea (I dont know what those are) Id have to check later, because im at work rn.

ancient depot
#

They're Quake source ports, though if you don't have Quake to test with, you can send me the BSP and I can take a look at it

muted glacier
#

Yeah ive got quake. I should be able to do that.

ancient depot
#

If it reproduces in those ports then it might be a bug in the map compiler

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Since the game shouldn't just start ditching parts of the map once it gets complex

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(ad_sepulcher for example is many times more complex in face count)

muted glacier
#

I originally thought that it was due to soft bounds, so I disabled them, but after a certain amount of brushes/vertices, when I go to test it, random brushes wont exist until I walk through them, and then i just fall like I walked through a skip texture

honest stag
#

yo those bounds in tb are purely there to remind you of map limits of a game you're mapping for, nothin else

#

also

ancient depot
#

Yeah DUSK technically has no limits at all

honest stag
#

i had this happen when a map got too large in terms of length/width

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so past a certain point i would fall through the floo

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r

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could that be what's happening to you

ancient depot
#

Do you have the BSP for that?

honest stag
#

i think so, lemme go and check
i had the .map for sure

ancient depot
#

That'd be a very valuable test case especially for the new update since the BSP infrastructure has completely changed

gritty forge
#

Zombie rewrote the BSP loader again

honest stag
#

i found the .bsp,. but lemme see if it even does what i said just to be sure

muted glacier
#

Huh. I thought i was just adding too much stuff. Ill have to see later and send it if its conclusive to helping.

ancient depot
honest stag
#

...huh
it's not doin it
did i fix it or something?

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i may have moved the entire map closer to the center but it's old

ancient depot
honest stag
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real old

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march of 2020

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lmao

gritty forge
#

closer to the center
I mean that might actually fix stuff

ancient depot
#

That includes limits imposed on Source engine BSP in the update

muted glacier
#

So theres no brush or face limit?

ancient depot
#

Nope

#

It's only limited by the BSP format you're using

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So in the case of BSP2, you're limited to around 4 billion faces or so

muted glacier
#

Holy fuck

ancient depot
#

Of course, if you actually had that many the game would fucking die lmao

honest stag
#

bet?

muted glacier
#

Then I have no clue what my issue is.

honest stag
#

ok uhhh i checked in quake

muted glacier
#

Ill check later then on mine

honest stag
#

and i fall through the floor
i guess that's the map bounds

muted glacier
#

How far out?? Im not even that far.

honest stag
#

well in quake, not dusk

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dusk is fine

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but quake had pretyy small map bounds didnt it

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so it's not telling much?

muted glacier
#

Isnt it like 16km or something for dusk? I vaguely remember someone saying something.

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*dusk

honest stag
#

lemme do a quick test lol

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i'll strech it out real far

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aight i cant strech it anymore, time to compile

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huh

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it's all good

#

i have no clue what happened back then in that case
maybe it was fixed somewhere later?

ancient depot
muted glacier
#

4 billion faces you say? Hm

#

Be on the lookout for fallout 5 in Dusktodd

muted glacier
#

Sooooo for _sun2, how does that work with Info null? do I need _sunlight in world spawn?

muted glacier
#

Im dumb. Ignore that question.

gritty forge
muted glacier
#

Holy shit. Thats awesome.

muted glacier
#

I hate lighting.

#

I put -bounce in my compiler though, right?

still raptor
#

i dont think ive seen a dusk map use surface lights yet

gritty forge
#

Only pro quake mappers use that ๐Ÿ˜Ž

alpine depot
#

man i love surface lights

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ive used them in my last few maps, they make it very convenient for just shoving a texture on a brush and being able to illuminate a corridor pretty easily with it

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last few maps as in all of my maps save for derailed because i was A STUPID MAPPER then

gritty forge
#

im only going to use surface lights for little glowy on colorful textures

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lava look orange? give orange glowy surface light

quaint geyser
#

i need help, light doesnt show up on a map made in trenchbroom, using the quake engine

gritty forge
honest stag
#

can i see your .map file?

quaint geyser
#

sure

honest stag
#

also i suggest not bothering to test with quake and use it in dusk right off the bat

#

you can test maps without closing the game so

quaint geyser
#

yeah thats what im doing

honest stag
#

ah aight
well i'll try to figure out whats wrong when you send the .map

quaint geyser
honest stag
#

1 moment

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my country is blocking mediafare lmao

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you can dm me the file itself

gritty forge
#

oh this is simple

quaint geyser
#

when i drag the file into discord it doesnt do anything and copy/pasting doesnt work

honest stag
#

yea you dont have upload perms

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yet

gritty forge
#

unlike quake dusk doesnt fullbright your map i think

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never ran qbsp only

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and this map has no lights