#dusk-modding

1 messages Β· Page 94 of 1

gritty forge
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put in a light entity

honest stag
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if you dont compile light at all - it should leave fullbright

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i think

gritty forge
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never ran qbsp with no light.exe LeonApproved

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if i need fullbright i do -dirtdebug

honest stag
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ditry bug?

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πŸ‘½

gritty forge
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πŸ’₯
Shotty

quaint geyser
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ok thx

still raptor
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bogos binted

gritty forge
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what?

crisp raven
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πŸ‘½

high magnet
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Is there any way to change the shoot delay on the fireball shooters?

honest stag
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nah

high magnet
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Damn

crimson patrol
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They are always synced up

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Which sucks

high magnet
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Did somebody say

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environmental hazards?

crimson patrol
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Can you atleast reflect the trap balls with the sickles

high magnet
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Yeah

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Or blow them up

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But the best way is to time it right to move between the blades

honest stag
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cant you jsut place one of them further away

high magnet
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Yeah

honest stag
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sorry for the ping lol

high magnet
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Well actually for this part I wanted the delay between shots to be changed

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And not between the shooters

high magnet
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Okay guys for real I'm kind of scared

gritty forge
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wat

high magnet
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My map is almost complete and even with a gtx 1660 the game has an aneurism if I even look at the northwestern part of my map

honest stag
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how many enemies?

high magnet
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At best it's like 40 fps

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like 300

honest stag
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mages?

high magnet
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All kinds

honest stag
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there's ur problem

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probably

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most likely

gritty forge
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if the monsters are in that direction maybe ye

honest stag
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or dynamic lights, but i dont think you'd use them

high magnet
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Well there's some more stuff I need to make into func_details

honest stag
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that honestly wont do that much in dusk

high magnet
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Actually I'll try to move my monster closets to under the map

honest stag
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it's the enemies

high magnet
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Most likely direction for the player not to look

honest stag
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ever seen nuts.wad for dusk that i made? it's a plain and simple map being a literal box

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but it runs at 0.5 fps

gritty forge
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Okey feature request: minecraft F3 like overlay so you can see performance stats

ancient depot
honest stag
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Its all fake dude

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Nothing is real

ancient depot
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the world is just a complex quake mod

honest stag
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Im just a hungry func_door

muted glacier
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I want to get hit by a func_train

honest stag
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But not before getting laid at least trigger_once

muted glacier
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And maybe ill finally be able to meet my Illusionary dad.

honest stag
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life's a trigger_secret
Its constantly pushing my func_buttons, sometimes trigger_multiple times a day

muted glacier
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What if you wanted to go to heaven, but god said: error: Insufficient brush count

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Could not snap integer to grid

honest stag
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No filling performed, writing leak file

muted glacier
ancient depot
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Not yet

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It's all a product of the tumor SDK

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That is, the current release of the SDK technically being a whole separate game implemented on top of DUSK

honest stag
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Thats what the tumor looks like

muted glacier
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Okay makes sense. So future updates to the SDK serve as chemotherapy laugh

crimson patrol
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Time is fake, real life uses trigger_counter

gritty forge
gritty forge
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its more for compiling time

muted glacier
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So call me a dumbass. But what does turning stuff into func_details actually do? Literally nothing on my maps are func_details.

gritty forge
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dunno, something something vis leafs detail helps

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Detail brushes make QBSP & VIS's work a little easier by putting them into vis groups or some shit idk

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QVIS (or rather, QBSP) divides the world up into areas called visibility portals. It then calculates which portals are visible from any location in the map, so that the game engine doesn't have to draw areas that aren't visible anyway. To do this, QBSP tries to use poly's in the map to break up the entire map into these portals. Marking a poly as 'detail' makes QBSP ignore it for this purpose. (I think QBSP can decide to ignore the 'detail' flag if the map would break because of it.)

In other words: yes, small (and complex) items like lamps should be marked 'detail', because they don't block visibility in any meaningful way, but still cause QBSP do go crazy dividing up the room around the lamp into many portals. It's not a big problem if you don't mark such items, but it can certainly cause the compiling of your map to take much more time, produce a larger .bsp file, and even can cause the portal-system to partially ignore parts of your map (there's a maximum on the number of portals). And of course, having good portals makes your map faster, so it's a good thing to play around with this a bit, and see if you can optimize your map.

(Q3map2 has an option "-debugportals" to visualize this; I don't know if QBSP has such an option.)

I hope that's clear enough?

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apparently ur supposed to put detail brushes into func_detail's so that qbsp has an easier time converting your map since it knows what makes up the basic world & what it can ignore

muted glacier
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But I though Dusk didnt support Vis anyway? And if it does and Im wrong, is there any point trying to seal an outdoor map, or should I not bother?

ancient depot
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It doesn't support vis yet, but it will

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because it's important for correctly rendering some maps

muted glacier
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Oof. Vis requiring me to make things func_details might break components of my set-ups. I could just optimize stuff, but thats time consuming laugh Also @ancient depot , I figured out why my map wasnt loading completely. Its not an SDK or Dusk issue. It was @crimson patrol 's goddamn trees. I apparently had a branch from the problematic tree in the level in a wall that I forgot to purge, and it was causing the number of leaf portals to max out, so stuff wasnt loading in properly. So it wasnt a brush limit or anything, just my own incompetence with reading error logs.

ancient depot
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lmao

crimson patrol
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this is why you use the cutouts

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the model trees arent worth the trouble

gritty forge
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i'm trying to find the article

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kay found it

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someday this'll be useful for dusk sdk

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damn bro your map has a leak? kinda cringe

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yeah always seal your maps

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1 of my old maps is mostly an outdoor area with dusk style outdoors, i.e. giant ass skybox and that weird tree illusion with func_detail_fence

gritty forge
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is the dusk sdk difficult to use?

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im not talking about if its hard to make a good map, but to make a map at all

muted glacier
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Always seal my maps..... Hm. Fuck. Makes me want to die alittle bit more.

gritty forge
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trenchbroom is as user friendly as it gets

muted glacier
gritty forge
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yeah i think it does

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let me load it up

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haha isnt it so funny that i wasnt able to release my map for months because of this weird lighting bug which turns out to have a tutorial on how to fix this common issue hahahahaha thats so funny and not fucking infuriating hahahahaha

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this is the map

still raptor
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damn looks sicc

gritty forge
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ikr

still raptor
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nice

crisp raven
gritty forge
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tree tops & dusk trees with a big ol box for sealing & sky

gritty forge
crisp raven
gritty forge
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same map lol

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1 day ill come back to it

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πŸ˜” cant believe it was a fucking .lit file causing all the issues

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i didnt even put in any color lights

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how the fuck did it generate

crisp raven
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If you add coloured lights then take them away itll leave behind an old .lit

still raptor
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that map is lit πŸ”₯

gritty forge
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anyone got any beginner tips for dusk mapping?

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we have a steam guide on how to get started

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pins

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allright, thx

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can you use custom maps in duskworld?

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if yes that'd be pog

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no

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u wish

sharp trail
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you cant play them in duskworld but you can already make them i guess. You just cant test them with other players

crimson patrol
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You can test it with some jakobs

sharp trail
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lol

gritty forge
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do they attack eachother aswell or only me?

gritty forge
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this is outside the map so

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looks a bit weird

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but

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gives a good general view

muted glacier
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Holy shit skade. That looks amazing Rune Rune

alpine depot
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OH MY GOD

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YOOOOO

muted glacier
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God. Thats my compile time with Vis now, up from 12 seconds. I finally sealed my map.

gritty forge
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cant wait for vis.exe support

high magnet
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Society if the sdk had vis support

gritty forge
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Society if SUSK was picked up by new blood

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what do the other rendermodes do

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ah nevermind

gritty forge
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uh oh i got an idea on hacky fog

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uh oh nevermind light proxy and fullbrights refuse to work on brush entities sadleon

muted glacier
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Rip. That would be cool

gritty forge
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i still havent given up on the dream

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im trying every awful jank method i have left in muh 2 braincells

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holy shit i think i found a way

high magnet
gritty forge
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nevermind

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fck

high magnet
gritty forge
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yeah i know it exists

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but it sucks

crimson patrol
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Skade your map looks amazing

honest stag
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also hell fuckion yeah skade

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sick as fuck

gritty forge
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oh no wait they just get normal light calculations of them

honest stag
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yea
well the bursh entity wont change color, but it will affect some entity that's light proxied to it

gritty forge
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For some reason I thought that brush entities didn't get lit with the light compiler

muted glacier
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Are jakob and the player character the same height in game? Im just trying to get a point of reference for how tall doors and stuff should be.

honest stag
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duskdude should be just under 64 quake units

gritty forge
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yee

ancient depot
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Anyone under 64 units tall is a quakelet

gritty forge
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lmao

honest stag
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get real

gritty forge
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Nooo you can't do that

crimson patrol
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The virgin metric system feelscringe
The thad quake measurement system chadhomer

gritty forge
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😎

muted glacier
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metric system? Whats that? πŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡ΈπŸ‡ΊπŸ‡Έlaugh sadleon

honest stag
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it's the system that uses my cock as a single meter measurement unit

muted glacier
crimson patrol
gritty forge
sharp trail
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hey guys quick tip. IF your map barely runs at stable fps on your above average gaming rig maybe split it into 2 parts so people with worse rigs (playing a game know for being low rig friendly) can play it without ULTRALAG

gritty forge
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or we could annoy zombie about vis :v)

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or just buy more money for a better pc

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lole

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duhhh

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clearly

sharp trail
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Skade spelled backwards is ass

gritty forge
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😳

sharp trail
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man your maps look gucci but they run like H&M

gritty forge
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they run fine enough on my pc

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not gonna bother optimizing them

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lole

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the new SDK should fix it anyway

sharp trail
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pwease

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i beg you just split them and make it a second version

gritty forge
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split em yourself LeonApproved

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runs fine for me

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u just gotta get gud... pc...

gritty forge
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the map is basically a huge cinnamon roll

sharp trail
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:( ok

gritty forge
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I could make a version with less mages etc

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and just add soldiers and other enemies instead

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should help performance a bit

sharp trail
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why are mages extra laggy?

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no

gritty forge
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moving particles

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and dynamic lighting

sharp trail
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don't mess with the intended design

gritty forge
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I could try adding a proper skybox too

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David when he made dusk: yeah just have the mages spew green particles

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should help for lower end pc's

gritty forge
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Then he just scales them up and makes them a boss

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smh

muted glacier
muted glacier
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Lighting Update to Dusk Der Untoten {hehe, im clever}

muted glacier
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John Wick skin for Big John πŸ‘€ πŸ‘€ laugh

crisp raven
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Regarding doors: when using 16 unit grid, I make my doors 6 units high and 4 wide

high magnet
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Deus Vult from doom did the same thing

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Only problem is I'm going to have to cut like half of the secrets from the 2 part version

honest stag
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and please redunce the number of enemies

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they are the biggest performance chuggers right before dynamic lights in here

honest stag
high magnet
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Well

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In the two parter it's gonna be about as many monsters as strelok in each map

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Also I'll need to find another song for the second part

honest stag
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yeah making it a 2-parter comes with many benefits imo

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like you can change the skybox lol

high magnet
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You know what

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Fuck it

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Three different songs

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One for the full version

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And two others for the two parter

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Also three different skyboxes

gritty forge
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He's gonna do it

high magnet
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He gon do it

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It's working

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Wow

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Seeing this map with stable framerate is fucking surreal

gritty forge
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lmao

gritty forge
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oh nah the pipes bleeding

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train in space

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:O

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are those torches brush props

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noe

gritty forge
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found a weird bug with the riveter

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idk if its in the base game

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but if you switch from a weapon to the riveter and shoot right as you switch to it the rivet will be rotated when its being shot out

muted glacier
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I vaguely remember that happening but I dont know if it was in the game or a custom map.

gritty forge
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Nice train

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Yeah I think I've seen that riveter thing

muted glacier
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So ive hit the wall. I have no clue how you add music/sounds to my levels. Anybody willing to explain how?

alpine depot
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you can add a music key/value to worldspawn and then set a filepath to your music, relative to your mod folder

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additionally, trigger_changemusic with a music key/value will also change music when the trigger is, well, triggered

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the trigger brush entity of course has a delay and whatever else values that a trigger usually does, so you can do message in there as well etc

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music can be in .flac, .ogg and i think either .wav or .mp3

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i like .ogg a lot personally because you can compress the music to hell and back and it'll still sound really good at a low filesize cost

muted glacier
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Awesome thanks. i didnt realize there was a sound property in worldspawn

bold orbit
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very much hyped for the update

high magnet
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There's an update soon?

gritty forge
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update?

gritty forge
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what?

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Nah zombie needs to rewrite ____ 2 more times

crimson patrol
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zombie after 2 millenia of rewriting the sdk

muted glacier
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or as my father todd would do, just release it as is.

gritty forge
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then add dlc

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custom level loading dlc for dusk sdk

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coloured lighting dlc for dusk sdk

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dusk textures dlc for dusk sdk

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fog

muted glacier
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XD the fucking dusk textures are a paid dlc

gritty forge
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Amid evil textures DLC 😎

muted glacier
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okay. So, I bought Amid Evil and Dusk at the same time.... and you can tell which I like more.

gritty forge
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sobbin

gritty forge
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is obj2map worth using for brush props

still raptor
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its not terrible

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but it has limitations

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it can work, i wouldnt try to do anything SUPER complicated with it

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especially non-manifold geo

gritty forge
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im so pissed

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i just made a mod that makes every enemy in the first level big john

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just to later find out that there already is a mod like that

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i even made a fucking video

long anchor
# muted glacier

ikr? i started playing amid evil several times, i played for 12 hours, i can't finish this game for life of me

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it just doesn't click

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dusk tho? yeah sure 250 hours went like nothing

high magnet
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There is never enough Big John

muted glacier
crimson patrol
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That sounds great on duskmare

muted glacier
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there is literally no emoji to describe how horrible that would be

crimson patrol
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Theoretically you could run faster than it takes the 3 johns to fire, and then just outrun the rest

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Idk about the dudes outside though

muted glacier
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How many frames do you think I was pulling with this bad boy?

gritty forge
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bruh

muted glacier
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took over a half hour to compile whitehell

gritty forge
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post it

honest stag
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@muted glacier

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u will die

crimson patrol
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How many seconds per frame are on that map

honest stag
crimson patrol
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Nuts.bsp

gritty forge
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didn't we have like a monster spawner entity?

honest stag
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nah

gritty forge
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hahahahahahahahahahahaha

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no

gritty forge
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that wouldn't even be hard to add

crimson patrol
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prop_soap

muted glacier
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Anyone know of any ways, convoluted or not, to make enemies trigger something?

honest stag
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None at all, if you mean them triggering stuff while alive

muted glacier
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Yeah forgot to clarify that. Didnt think so

gritty forge
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the advanced arts of tri soup

muted glacier
gritty forge
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tri soup
yeeeee boii

crimson patrol
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tri soup heaven

crimson patrol
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woah thats a really cool technique actually

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ima of using it

muted glacier
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yeah. starting out with basic shapes seems easier than the shit I do. Its kind of like when sketching you start with circles and boxes that morph to become greater details.

crimson patrol
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I think I'm gonna restart my scenery again to try the tri soup method
Don't worry I didn't get much done to begin with, I was busy making textures for someone's models

muted glacier
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Whats the difference between Func_detail and Func_detail_wall?

gritty forge
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no idea

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"func_detail_wall : This func_detail variant doesn’t split world faces"

still raptor
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yep, which is very nice

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for avoiding triangle soup

gritty forge
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wait so just func_detail does split faces?

crimson patrol
gritty forge
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there might be some lightmap overdraw near the func_detail_wall

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and with the func_detail you might see visible brush seams in the lighting (i think thats what it is)

muted glacier
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hm. so func_detail_wall is the way to go in most cases

muted glacier
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So, heres something Ive been working on that Im going to upload on Duskmod.io soon. Let me know what you think. Its a building prefab that I made.

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And I also have a video showing how easy it is to use! (No background audio because I did it really fast, and I didnt have a mic on)

stoic thunder
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what do you use to make maps for dusk again

muted glacier
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Trenchbroom and JACK are the two that I know of, but I believe there's more.

stoic thunder
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something you use for quake that I know

last talon
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Trenchbroom is way more beginner friendly I imagine

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Doubt jack is any more easy to learn than hammer was 15 years ago

still raptor
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func_detail_wall is mostly suggested for brushes that touch the ground

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as it would end up splitting that face

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its less of a big deal otherwise

gritty forge
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dont wanna be pasting that all over the map

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also lots of the rotate tool use could've been substituted with just alt & arrow keys and ctrl f to flip

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and

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are all of those different brushes? im not sure if thats a good idea

muted glacier
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XD i actually saw that right after i did it

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Already fixed

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Alot has happened since i posted this earlier.

gritty forge
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some brush prop prefabs in the .map would be nice

short mulch
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y'know what would be an absolutely horrible mod for DUSK

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a mod that does nothing else but randomizes the switch combinations throughout the game everytime you play a level

gritty forge
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loss.bsp 2: this time the file is actually included with the mod

crimson patrol
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soup time

gritty forge
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Okey remember to move the background instead of the train

high magnet
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New map

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This one was a bitch to make so y'all better appreciate lol

crimson patrol
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absolute banger of a map

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you nailed this maniacc

gritty forge
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alright let me check it out

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I think the water in this sewer thing is invisible?

high magnet
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It's just very low to the ground

gritty forge
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@high magnet great job

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got pretty far through and fell down and died so I kinda lost the will to replay it but I'll give it another shot later

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I like it though

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cool theme

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makes me think of strelok meets black industrial misery meets vertigo from csgo

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lole

alpine depot
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YO NEW MAP

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YOOOOOO

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LET'S GOOOOO

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gimme gimme gimme mmm

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oh mannn these screenshots

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this looks like a banger

vivid stirrup
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lemme just figure out how to install mods real quick..

muted glacier
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Finally played UltraKill. Only had time to play the first 3 levels. Crazy intense, but I still think I like dusk alittle more. Theyre very thematically different

crimson patrol
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Ye

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Glad you enjoyed it

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That triangle soup method is so good

muted glacier
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So. I dont know how Dusk works, but I was trying to brain storm how to do health regeneration, and somebody told me that in Quake, you would have to code and edit a progs.dat file to get the effect. Is anything like that possible in Dusk?

still raptor
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You absolutely can make a mod to do this, but you would have to write it from scratch, as we provide no custom scripting currently

muted glacier
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I figured I would have to. And I reallllllly dont want to do that right now. Thats awesome though that Im still able to. thanks!

sacred bolt
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hi peeps

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do you know why light entities emit no light in dusk maps using trenchbroom?

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not lit

gritty forge
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did you run the light compiler

sacred bolt
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how can i check it

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in the TB compiler light is on

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under that theres a textbox with "light.exe -bounce -soft -extra4

gritty forge
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yeah that should be it

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are the values on the lights high enough to actually see?

sacred bolt
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yeah

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light 600

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other keys should be right too according to dumptrucks's tutorials

honest stag
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Can u screenshot it

muted glacier
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Just for clarification, are you using the Dusk.fgd? Because I remember having a similar issue when I started because I was still using Quakes.

sacred bolt
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yes im using it

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thats the entity stuff right

honest stag
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we figured it out in dms btw

muted glacier
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Thats good. And yeah its the entity stuff. I remember I was trying to use quakes torches and light sources and obviously Dusk was having none of that. Come to think of it, I could theoretically test my map in Quake too because I dont think I have any Dusk entities in my level yet.

gritty forge
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the button is fucked

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but ye

muted glacier
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That looks awesome. Whats wrong with the button?

gritty forge
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it goes to the left insteaf of inwards

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just didnt bother changing the angle before compiling

muted glacier
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ez fix though. Looks great

stoic thunder
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looks like there is a lot of knowledge I have from doom mapping that I can use in trechbroom

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neat

stoic thunder
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you can't import new models into dusk yet right?

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or change the ones that exist

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add like variants

honest stag
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Can change most enemy models

crimson patrol
gritty forge
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I have some ideas for custom models I wanna try out

gritty forge
gritty forge
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ohh

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lol

honest stag
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already

gritty forge
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god ambient sounds r gonna be awesome

muted glacier
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We already have themlaugh just go to sounds/ambient/ and pick any one of them

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But seriously though, yeah. Its gonna be great

gritty forge
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what

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eugh no

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what are you gonna do with them afterwards

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painfully set up trigger change music's to change to the right track

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of Ambient

low surge
sharp trail
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BTW instead of "creating a mod" you just move the folder into the folderpath he described

muted glacier
alpine depot
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trigger_changemusic on its own doesn't work if you walk into the trigger

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ran into the same issue myself

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instead I use a trigger_once with the target set to the targetname of my trigger_changemusic

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usually those triggers target multiple entities too so I'm not wasting a trigger or whatever

gritty forge
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for crimson cesspool in the room with the moving spike wall, I used a delay trigger that changes to the ambient soundtrack after the door sound effect

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works well enough but not completely optimal

gritty forge
muted glacier
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Yeah, but i took a break for the week. Roof pieces were having issues lining up properly. Should be fixed in alittle over a week hopefully if I make the time.

gritty forge
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awesome

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i was thinking about a github for .map files with prefabs in them

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that way people could get updates easier & contribute

muted glacier
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That would be cool.

gritty forge
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badmjwsaqkasnjkhfdbssiledfks

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this map looks like black magic in the editor lole

crimson patrol
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I could help you make the scenery... .. SENPAI

gritty forge
#

well

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it looks good

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looks bad in editor

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but good enough in game

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:p

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oh also

#

the level is close to being done, at least in terms of layout

#

so maybe I'll look for playtesters soon

still raptor
#

this looks great

gritty forge
#

the level defo isnt as memorable or special as crimson cesspool but I go like the looks, it's more of a "connector" level than anything as it's supposed to be level 1 and then lead up to black industrial misery which then leads to crimson cesspool

#

oh also, my intention is to make 3 (maybe 2) episodes and this would be EP2 ironically

crimson patrol
#

I'm in map making hell, all cause of my own laziness

gritty forge
#

idk lol

#

cant remember where I got it

#

its funny

muted glacier
#

The SOUP. That looks beaitiful. Holy shit.

gritty forge
#

soup

#

what

alpine depot
#

the soup.

gritty forge
#

Soup

frigid cypress
#

Im thinking of remaking an old dusk map I never finished

gritty forge
#

not finished yet but this might just be one of the creepiest dusk images I've seen lol

gritty forge
#

****NOTE: at 4:34 the graphic for the EXTRUDE function should read: Ctrl+Shift+Left Click+Drag

Mapping for Quake: Advanced Curves Part 1

Award winning Quake mapper Bal shares methods for making advanced curves in TrenchBroom. This is part 1 of 2.

CZG’s Curve tutorial
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm

Mapping for Qua...

β–Ά Play video

Mapping for Quake: Advanced Curves Part 2

Bal shares methods for making advanced curves in TrenchBroom.
IMPORTANT NOTE: This is part 2 of 2. Make sure and watch part 1 first!!!
https://www.youtube.com/watch?v=RjzYKGm_DQk

CZG’s Curve tutorial
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm

Mapping for Quake on Discord
https://disco...

β–Ά Play video
#

woke:

crimson patrol
#

Don't go too far with the woke shit

alpine depot
#

my pc lags just staring at that image

crimson patrol
#

When I open the map file with the sphere, irl lags a bit

muted glacier
#

on another note. If i have to stare at the lighting on my map for one more second, Im gonna lose my mind. I swear, the longer I look at it, the more I notice things I dont like that need to be changed.

muted glacier
#

Holy shit. The little rat eyes glowing in the dark look insane!

rapid hedge
#

How does one go about changing the skybox or using light_environment? I've tried setting the images using the texture names from the wad, but it doesn't seem to do anything. And I imagine light_environment has something to do with sky brushes?

gritty forge
#

epic maper tip:

#

make 256x256 brushes and give them textures for a blockout texture palette

#

then you can do ctrl 4 & ctrl 5 to give complete 3d view and just shift click on the texture u need with said palette

muted glacier
muted glacier
#

all hail the vertex soup

gritty forge
crimson patrol
#

Use my grid map bro

gritty forge
#

is there any way for us to access the old dusk beta map?

#

if not I was thinking about making a replica in the SDK

gritty forge
#

some guy took this screenshot of my map

#

pretty cool

#

heres a new pic

gritty forge
#

AWESOME!

rapid hedge
#

K so I figured out the sun. Still can't figure out what to put in the skybox_* attributes to change the skybox.

gritty forge
# rapid hedge K so I figured out the sun. Still can't figure out what to put in the skybox_* ...

you need to add some worldspawn properties
a total of 6, for each side of the cube
and add the side textures to your mod folder
so it would look like this
"sky_up" "textures/skybox_top.png"
"sky_down" "textures/skybox_stars_bottom.png"
"sky_left" "textures/skybox_left.png"
"sky_right" "textures/skybox_right.png"
"sky_back" "textures/skybox_stars_back.png"
"sky_front" "textures/skybox_stars_front.png"
the file names are anything obviously
so like we're just applying each individual texture to the sides of the cube skybox in-game
left and right are swapped though
and example of a custom skybox

rapid hedge
#

Ah! Thank you. I was missing the "textures/" thing. Thanks!

muted glacier
bold orbit
carmine fern
#

What's the texture for like a cracked wall

#

like the crack that signifies you can blow a whole in the wall

gritty forge
#

{crack iirc

#

use it as a decal with func_breakable

crimson patrol
#

Func_cocaine when

gritty forge
#

Func_bigjohn

gritty forge
carmine fern
gritty forge
#

not a typo

#

the { tells qbsp & quake wads that it's a transparent texture

#

dusk_transparent.wad in the poins has dusk transparent textures

carmine fern
#

ah thanks

#

yep got it

#

much appreciated

carmine fern
#

I seem to be having issues getting func_door_rotating to work...

#

door entity properties ^^^

#

trigger properties ^^^

#

nvm looked it up

#

needs an origin brush

#

okay so yeah now I can't find any tutorial on how to set up an origin brush

gritty forge
#

you can use a point entity placed at xyz 0 0 0 for reference on how to set up the origin brush

carmine fern
gritty forge
#

its a broken function as far as I know

carmine fern
#

I see

#

it seems like I got it working

#

I'm guessing there's no way to link a property between entities is there?

gritty forge
#

wym

carmine fern
#

like

#

there's no way to have the origin of my rotating door, be whatever the origin of the info_null Im using to get the origin

gritty forge
#

idk lol

ancient depot
#

(Since, as mentioned, it has to be an origin brush)

crisp raven
#

This happened by the way

carmine fern
#

yeah it works it's just a pain to use

rapid hedge
#

do rotating doors support sound? Or would I have to trigger another entity?

gritty forge
#

no audio fx are supported

#

except the ones that are part of existing entities

#

like enemies and fire etc

rapid hedge
#

Aight cool

gritty forge
#

you could link a door to a trigger_changemusic and play the effect but it will loop and you'd have to then add a delay that starts another like ambient/silent track afterwards

#

and you can't obviously play the ambient music at the same time as the sound effect in that case

#

as you can only have one track active at a time

rapid hedge
#

Right. Thanks!

#

Side question: what are the attributes for trigger_changemusic? they don't seem to be defined in the fgd.

gritty forge
#

add a music key

#

then a path to the music

#

so

rapid hedge
#

Oh. easy-peasy.

gritty forge
#

add a music folder in your mod folder

#

music/song.ogg

#

and then in the music key for the func add the "music/song.ogg" path

#

.ogg .flac are the ones I know for a fact work

muted glacier
#

gotta love those compile times

honest stag
#

Omg disable vis

#

Its not even supported

muted glacier
#

laugh i just wanted to see how long vis would take

gritty forge
#

How

ancient depot
#

I kinda wonder how fast Quake BSP tools could be with a better threading model

#

Right now, as far as I know, they just spin up a bunch of threads that do work on one item at a time, instead of spreading several bits of work across each thread

gritty forge
#

why can'y the mortar ammo stuff be lightproxied

#

at least not in the same way as the other things

#

they still have a coloured tint even if you make them fullbright white

still raptor
#

what is "the mortar ammo stuff"

ancient depot
#

Probably the grenades

muted glacier
ancient depot
#

hypothetical

#

I have a rough idea of how I could improve it but it's not a priority rn

#

SDK itself comes first

gritty forge
still raptor
#

which variant of mortar ammo

gritty forge
#

all of the grenade items

#

both

#

as far as I can tell

still raptor
#

i can imagine the box of ammo being unable to

#

but the single grenades should work

gritty forge
#

it seems to be darker than it should be

#

all are lightproxied to be a bright white

still raptor
#

and what does it look like if you remove the lightproxy

gritty forge
#

I think the same

#

not sure haven't tested

#

just thought they looked weird

#

I can try it out later

gritty forge
crisp raven
#

Yet still waiting for func_vehicle

gritty forge
muted glacier
#

There's going to be a dusk mod renaissance when it comes though. As long as it works, they can take as long as they need to implement it.

gritty forge
#

EGG

muted glacier
#

Are entities Fullbright or something? I put a few trees and a barrel in and they are BRIGHT. Can this be changed to make them dark like the rest of my map?

ancient depot
#

They shouldn't be

gritty forge
#

sometimes their colours get weird

still raptor
#

And that's why we added lightproxy as a janky hack solution while things get worked out

muted glacier
still raptor
#

its specific to the dusk sdk

#

it allows you to define an entity which acts as the "proxy" for lighting on another object

#

so if the lighting of the object you placed isnt desirable, you can alter it with that method

#

this also allows you to dynamically change the color of entities

#

this should be a decent visualization of how that works

#

the tree stump here has the slider as a lightproxy

#

so as the slider moves up and down on that little baked RGB scale, the stump's lighting changes along with it

#

so in your case, you can lightproxy the trees you wanted to be darker to an entity that would be getting dark lighting

gritty forge
#

does not work on brush entities, but brush entities can be the proxy

#

yeah but that's because point entities have one color while brush entities have a whole light map on them

gritty forge
#

welp

#

wasted 20 min of trying to make something because the SDK is cursed

#

essentially, the doors work properly when manually opened and closed but completely dont when using triggers

#

(I have a door with an identical configuration on another location using the same triggers and it works)

#

lightproxy gang

still raptor
#

hahaha yeah i had hoped someone would do that

#

bake off-map rooms to achieve specific colors

#

until we have a way to lightmap point entities, its the best we can do really

nocturne mirage
#

okay, its been a while since ive posted but, are there any introductory tutorials on modding dusk maps out there?

#

been wanting to get into it for a while

crisp raven
#

From the pinned messages

gritty forge
#

video guide when rewrite comes out

gritty forge
#

also

#

my map is even more cursed

#

parenting stuff completely broke for a while when I was using it so I had to revert the changes

#

and now one of my water sections doesnt work in an area

#

even though it's configured like it was before and then it worked

crisp raven
#

What's wrong with the water section?

gritty forge
#

turns into air for a small part

#

then back to water

#

also to any dev: does light-proxying an enemy help with performance at all? Considering they are normally dynamically lit by surrounding lights

crisp raven
#

Cause that'll do it

gritty forge
#

nope just regular skip

#

it works on crimson cesspool

#

and used to work on that map

muted glacier
#

oh boy. Gonna have to look up videos about light proxy tutorials. should be great fun.

muted glacier
# still raptor

Any chance you could send me the .map file for this to look at the sliders properties?

ancient depot
gritty forge
#

Ah alright

#

@still raptor I want that map too maliciousultra

honest stag
#

I thought you guys already lightproxy stuff

gritty forge
#

Yes but not w brushes

crimson patrol
#

teaser of me remaking station's scenery

gritty forge
#

the day I'll be able add audio to stuff to hear switches being flicked in my levels and then hear door squeaking and stuff will be a glorious day

#

also

#

how do I replace the alert sound for the fork maiden? The one in the files is the old wheeze sound and I can't seem to find the current "I see you" one

gritty forge
#

func_poo when

muted glacier
gritty forge
#

the day we get actual ambience will be awesome

gritty forge
#

also fun fact

#

something I just discovered

#

if you select all points of a brush with the vertex tool and move the brush it will move around like with the regular select tool but the texture applied to the brush will be "unlocked" regardless of whether you have the texture lock option on or off

ancient depot
#

Might be worth making an issue on GitHub if you think that might be a bug

honest stag
#

I dont think that's a bug

#

at least it doesn't sound like one

muted glacier
#

So, possible dumb question, but if I was looking to make a mod that allowed health regeneration, what scripting language would I have to use?

gritty forge
#

@honest stag its not intentional for sure

honest stag
#

I think you can see why

gritty forge
#

yeah I guess

#

but it could still be considered unintentional if you select all vertexes

#

as its identical to just selecting the brush

honest stag
#

I guess

#

Just pointless

gritty forge
#

I mean it's completely dependent on what the TB devs think really

sharp trail
#

it will exist in the future

sharp trail
#

yes

#

oh right

gritty forge
#

there's plenty of mods for unity games and there's plenty of guides on how to do it

#

pick up bepinex and some other tools & a dozen youtube tutorials

still raptor
#

personally not a fan of bepin

#

there are better ways

gritty forge
#

yeah there are other options

gritty forge
#

anyone who can playtest my level and stream it on discord

#

or record a video

muted glacier
# gritty forge C# unity modding

Okay thanks! From what i understand, C# isnt the hardest language. Never heard of bepinex. You have any suggestions @still raptor ?

nocturne mirage
#

Whats the highest you can go in making a map

gritty forge
#

to the height limit

#

which is very high

gritty forge
#

p high

sacred bolt
#

Higher than the destructive effects climate change will have on this planet

#

Those who played the jam maps

#

Do you have any feedback on the maps?

gritty forge
#

@high magnet also how did you make the basketball thing work for the boss arena

high magnet
gritty forge
#

Oh so how does the arena start?

#

just when you walk toward the center?

#

@high magnet

high magnet
#

Yeah there's a func_trigger in the field

gritty forge
#

o

#

I threw and ball and right as it touched the goal it started

#

so I was confused cause I was sure that was something that you’d need to script

crimson patrol
#

im trying to make a hill rn, its not easy

#

is there anyway to select loads of things at once?

#

say i wanna select all the circled grid instantly is there any way to do that

#

woah i found a method

#

woohoo

rapid crown
#

Hey guys what's the best way to view Dusk models and anims?

next bear
#

question

#

is it possible to load custom maps in the gog version?

gritty forge
#

I’m pretty much ready to release my new map so if anyone would like to playtest it and record/stream it for me I could release it today

gritty forge
crisp raven
#

Anything 4 u

gritty forge
crisp raven
#

Maybe it would be easier to do it in the secret jam server

gritty forge
#

oki

gritty forge
#

is out

#

please consider leaving a like on it too it helps alot with motivation :)

crimson patrol
#

Thats sick dude

muted glacier
crimson patrol
#

If you make a brush that has other brushes inside, pressing ctrl T will select all the brushes inside the new one, then delete the new one

muted glacier
#

Terrain is the most tedious part, but probably my favorite to do.

crimson patrol
#

Terrain is most certainly tedious, that goldsrc grid technique is hard to master

#

When its done it'll look sick though

#

Its inspired by a biking trail i went on a few weeks ago, that place has nice terrain

crimson patrol
#

Otherwise I'll snap your legs to the grid

muted glacier
foggy creek
#

What the point of the textures with the "_n." prefix after their name?

gritty forge
#

also just a heads up: if you have all my maps downloaded and activated you can play this one and the other maps will link up afterwards :) should be a 50 min to 1.5 hr experience or so.

alpine depot
#

@gritty forge is there supposed to be something in the yellow door cabin right after the arena

gritty forge
#

@alpine depot there is a climbing powerup

#

In there

alpine depot
#

its not there

#

i think reloading a save fucks it up

#

because of course it does

gritty forge
#

yeah

#

LOL

#

Rip

#

Just noclip up the cliff

alpine depot
#

getting real fuckin annoyed with this sdk

#

all the cool maps get fucked over because of its issues

#

god that was so good

#

almost didnt notice the second switch in the freezer of the house before the warehouse

#

then got lost and didnt see that the hatch for the upstairs of the warehouse was opened so i was looking down at the ground for a bit lmao

crisp raven
foggy creek
gritty forge
#
  1. set before: specific date to a year ago
#
  1. cry
gritty forge
#

god

#

I remember that we didnt have the fgd for a long time

#

although I was lucky enough to join the mapping community right as it was being made

ancient depot
#

Will probably remove them from the SDK later since they serve no purpose now

tranquil mulch
# foggy creek

Do you mind if I steal a copy of this for use in Cybergrind on Ultrakill?

foggy creek
gritty forge
#

I want to play the pre alpha map ;-;

#

never got to try it

#

rip

ancient depot
#

It's included with the game

#

In the goodies folder

tranquil mulch
#

I'll take that as a yes then. lulspin

gritty forge
#

how do I launch it though

ancient depot
#

Just open the exe

gritty forge
#

o

#

its an exe

#

got it

#

thought it was some map file

#

lol

#

was gonna be*

ancient depot
#

Right click DUSK in Steam -> Manage -> Browse local files
Navigate to goodies -> pre pre pre pre pre pre etc alpha

gritty forge
#

played the E3 demo

#

lol

#

that was so interesting

jagged oyster
#

Anyone know why i cant drag dusk.wad into trenchbroom

gritty forge
jagged oyster
#

thanks man

muted glacier
#

Just played the pre pre pre alpha. Pretty dope. found 5 out of 6 secrets because I just blazed through the level. But the menu background was cool af

bold orbit
gritty forge
#

@gritty forge where's the switch to open this door?? cant find it

#

bruh

#

Look on the picture

#

oh my fucking god i'm blind

#

im going to try to record the map on my 2nd playthrough

#

its gonna be nuked footage though since i cant record without absolute shit fps

#

1st time i tried to record the starting area had like 10 fps

#

ooof

#

runs okay normally?

#

yeah it runs alright normally

#

I'll make a small patch this week

#

might light up some switches while im at it

#

maps like these make me wonder when we'll finally get vis

gritty forge
#

vis

#

what

#

whats that @gritty forge

#

vis tells the game what should and shouldn't be rendered

#

there should be an image reference around here somewhere

#

O also

#

coulf you upvote the map if you liked it

#

dont have to tho

#

yeah sure

tranquil mulch
#

Alright @gritty forge I'm looking up Trenchbroom.
Which file on Github is it I need?

gritty forge
#

woohoo

tranquil mulch
gritty forge
#

should be win64 release.7z

#

make sure you're looking at the latest one

tranquil mulch
#

ty

#

Latest stable, yeh.

#

There is a pre-release, but.. nah.

#

I cannot use it.

#

I do not own any of the games needed to compile the files, lol.

gritty forge
#

get quake and then quakespasm

#

worth it anyway

plush hemlock
#

what is a trenchboom

tranquil mulch
#

I'll have to research more into it tomorrow and then play around with it. Too tired tonight. Thanks for the input though, all.

#

Also, @plush hemlock Trenchbroom is a mapping program for game development, afaik. Others here will be able to tell you more than I can.

plush hemlock
#

oh, you can make quake maps with it? cool

crimson patrol
long anchor
#

Found a really good level design breakdown video:
https://youtu.be/8cEccZCPamA

This video is a deep dive on the level I made as part of the level design test to work on Dishonored 2 at Arkane Studios, back in 2013.

This one took me a long time to put together, so I hope you're into it! If so, feel free to like, subscribe and share, or support me making more on Ko-fi: https://ko-fi.com/stevelee

This video is part of my T...

β–Ά Play video
#

i know it's not exactly the type of thing ppl do in Dusk, but i think you still can learn i few useful tricks here

crimson patrol
#

I'm watching this

tranquil mulch
#

I'll watch both of those after I wake up and can actually retain knowledge, lol. Thanks!

crimson patrol
#

oh shid i forgot to watch the level design bideo

high magnet
#

I forgor skullkey

crimson patrol
#

ok ive watched it

#

thats quite interesting

shy oyster
#

v1 mod maybe?

gritty forge
crimson patrol
#

v1 ❕

muted glacier
#

Ive been in a bit of a depression this last week, so i havent done any map work at all. Hoping to find some motivation after work tomorrow.

crimson patrol
#

not done but the rework is shaping up

#

i already like this more than the previous iteration

honest stag
#

sick as fuck

warm isle
#

AYOOOO

#

Looks awesome dude!!!

crimson patrol
#

Special thanks to:
Goldsrc terrain grid technique (invented in ancient times)

high magnet
#

aka triangle soup method

halcyon solar
crimson patrol
#

triangle soup is great just look at the file size

#

already half of the previous iteration

tardy belfry
#

super dumb newbie question but do i need quake for trenchbroom or is there a workaround for dusk?

ancient depot
tardy belfry
#

ah i see i slipped over a line i just set it as the folder for some reason lmfao

quick silo
#

Playing as a tomboy is a big plus for me.

burnt haven
#

Would demo recording be possible with the sdk?

ancient depot
#

Demos are a very complicated feature to implement correctly

burnt haven
#

Rip Dusk speed demos archive

ancient depot
#

They're not completely off the table, but I wouldn't hold my breath for them

still raptor
#

its funny because that was originally a planned feature for base dusk

#

but was very very quickly cut

gritty forge
#

Unity doesn't like that

high magnet
still raptor
#

yes

gritty forge
#

Could not parse clipboard contents: Expected '(' or ')', but got string (raw data: 'classname') [line 3, column 1]

#

how do I fix this when I try to copy paste brushes from my world to another

honest stag
#

Are you copying from a different format maybe

#

valve -> standard or vice versa

gritty forge
#

oooo

#

yea thats it

#

can I change map format on my new map?

honest stag
#

Yea you can convert formats

#

hold on I'll write how

#

so first of all go into the folder with your qbsp.exe and drop your .map there
in the address bar type cmd
in the command prompt type the following
qbsp.exe mymap.map -convert quake(or valve, quake2 and any other TB supported format)
i think this should do it (it also helps sometimes when you corrupt your map by accident)

gritty forge
#

how can I see what format my other maps are

#

I forgot

#

nvm

#

got it fixed

#

thx dad

honest stag
high magnet
#

I borgorπŸ‘½

gritty forge
#

so

#

I have an issue where I get like

#

small bright "hotspots" of light in certain corners of my map whenever I place a light down

#

it's not supposed to be the way it is

#

I usually use lights that fade out smoothly but further out I get these very concentrated spots that have no reason to exit

#

I even tried removing the skybox lights and everything, it happens regardless of whether I use sky light or regular light points

#

example

#

the light on the bottom is supposed to be there. It's part of the area in direct "line of sight" for the sun

#

but those spots should not be lit up

ancient depot
#

Light leaks are the worst

gritty forge
#

any ideas for fixes?

ancient depot
#

Unfortunately not

gritty forge
#

it's really bothering me

#

:(

#

what causes it

ancient depot
#

Though I'm not a mapper so

#

You could try moving the whole map closer to 0,0,0 I guess, it could be a floating point inaccuracy or something

still raptor
#

light leaks be like

gritty forge
#

uhhh

#

this hasn't happened to me before

#

would it be possible to like, copy over the map content into a new project?

#

or is it an issue with the level itself

ancient depot
#

The level itself, if it's indeed floating point inaccuracy

#

Try looking at the brushes furthest out in your map

#

What are their coordinates?

#

The further things are from 0,0,0, the more likely inaccuracies get

gritty forge
#

Well I have made lots of like, rocky and sloped surfaces in the map and I'm not sure if everything is connected seamlessly, like, in game there's no indicator of that but in editor there may be areas where brushes overlap etc, but I haven't had any issues with that before

#

the map itself is quite large but not as big as some others I've made

#

and I did center the map around 0 0 0

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well, I moved it now but it was close before too

ancient depot
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You could try moving it so that one specific area is closer to 0,0,0

gritty forge
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oh, well I get it in several areas

ancient depot
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How big is the map?

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it might not be floating point

gritty forge
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roughly 11000x11000

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lol

ancient depot
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ok maybe it is lol

gritty forge
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5400 tall

ancient depot
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you could try cutting out that area into a new map (or copy the map and delete everything else) and see if it still happens

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that'd help narrow it down

gritty forge
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well

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the map is one large room

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room is a bad word to decribe it but that's essentially what it is in practise I guess

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it's a cave

ancient depot
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hmm

gritty forge
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and it has a hole in the ceiling where natural light comes in

ancient depot
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try putting "bounce" "-1" on the water brushes

gritty forge
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like so?

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didnt do anything

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:(

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I did convert the map into valve format but I think I had the issue before

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But maybe I misremember, could that cause some issue possibly?

ancient depot
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Not that I can think of

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Guess you could try adding some invisible walls that block lights

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In the hopes that it'd prevent the light leaks

gritty forge
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yeah, it's literal black magic

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my sun angle is set to point straight down

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0 -90 0

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and I get light points in the water with the same colour and brightness as the sky light but here's the thing:

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these spots are UNDER other brushes

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so the sun doesn't even have a direct line towards that area

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yeah, even blocked the hole where the sky light comes from and removed the skybox textures

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still had those spots

ancient depot
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nani

desert crane
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WHOMST

ancient depot
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some rando joined and pinged your role lol

honest stag
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Hi