#dusk-modding
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π₯

ok thx
bogos binted
what?
π½
Is there any way to change the shoot delay on the fireball shooters?
nah
Damn
Yeah
Or blow them up
But the best way is to time it right to move between the blades
hey
cant you jsut place one of them further away
Yeah
sorry for the ping lol
Well actually for this part I wanted the delay between shots to be changed
And not between the shooters
Okay guys for real I'm kind of scared
wat
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
how many enemies?
mages?
All kinds
if the monsters are in that direction maybe ye
or dynamic lights, but i dont think you'd use them
Well there's some more stuff I need to make into func_details
that honestly wont do that much in dusk
Actually I'll try to move my monster closets to under the map
it's the enemies
Most likely direction for the player not to look
ever seen nuts.wad for dusk that i made? it's a plain and simple map being a literal box
but it runs at 0.5 fps
Okey feature request: minecraft F3 like overlay so you can see performance stats
This is one of the many seemingly obvious-to-have features that were missed because most of the dusk entities are just "fake" entities that do nothing other than spawn the real ones
the world is just a complex quake mod
Im just a hungry func_door
I want to get hit by a func_train
But not before getting laid at least trigger_once
And maybe ill finally be able to meet my Illusionary dad.
life's a trigger_secret
Its constantly pushing my func_buttons, sometimes trigger_multiple times a day
What if you wanted to go to heaven, but god said: error: Insufficient brush count
Could not snap integer to grid
No filling performed, writing leak file
So Im assumimg its not possible to edit the "real" entities?
Not yet
It's all a product of the tumor SDK
That is, the current release of the SDK technically being a whole separate game implemented on top of DUSK
Okay makes sense. So future updates to the SDK serve as chemotherapy 
Time is fake, real life uses trigger_counter
any quake optimization here doesnt matter much does it
its more for compiling time
So call me a dumbass. But what does turning stuff into func_details actually do? Literally nothing on my maps are func_details.
dunno, something something vis leafs detail helps
Detail brushes make QBSP & VIS's work a little easier by putting them into vis groups or some shit idk
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?
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
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?
It doesn't support vis yet, but it will
because it's important for correctly rendering some maps
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
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.
lmao
jesus christ please seal your maps
i'm trying to find the article
kay found it
An open map? Source engine, which is funnily a Quake engine on steroids (a bit of exaggeration but still), inherited the same limitations of its parents in terms of visibility calculations: BSP and PVS. This fact makes Source, as was Quake engine before, more suitable to rooms and hallways separa...
someday this'll be useful for dusk sdk
damn bro your map has a leak? kinda cringe
yeah always seal your maps
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
is the dusk sdk difficult to use?
im not talking about if its hard to make a good map, but to make a map at all
Always seal my maps..... Hm. Fuck. Makes me want to die alittle bit more.
Nah it isn't hard.
no
trenchbroom is as user friendly as it gets
How do you seal that? Does a skybox seal the map?
yeah i think it does
let me load it up
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
this is the map
damn looks sicc
nice
A map being sealed means it doesn't have any holes into the endless void that it's floating in
tree tops & dusk trees with a big ol box for sealing & sky
great
Dang this is a throwback
same map lol
1 day ill come back to it
π cant believe it was a fucking .lit file causing all the issues
i didnt even put in any color lights
how the fuck did it generate
If you add coloured lights then take them away itll leave behind an old .lit
that map is lit π₯
anyone got any beginner tips for dusk mapping?
we have a steam guide on how to get started
pins
allright, thx
can you use custom maps in duskworld?
if yes that'd be pog
no
u wish
You can make concept maps
you cant play them in duskworld but you can already make them i guess. You just cant test them with other players
lol
do they attack eachother aswell or only me?
Holy shit skade. That looks amazing

God. Thats my compile time with Vis now, up from 12 seconds. I finally sealed my map.
cant wait for vis.exe support
Society if SUSK was picked up by new blood
what do the other rendermodes do
ah nevermind
uh oh i got an idea on hacky fog
uh oh nevermind light proxy and fullbrights refuse to work on brush entities 
Rip. That would be cool
i still havent given up on the dream
im trying every awful jank method i have left in muh 2 braincells
holy shit i think i found a way


u know minlight exists yo
Skade your map looks amazing
light proxy doesn't work on brush entities
wait what
oh no wait they just get normal light calculations of them
yea
well the bursh entity wont change color, but it will affect some entity that's light proxied to it
For some reason I thought that brush entities didn't get lit with the light compiler
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.
duskdude should be just under 64 quake units
yee
Anyone under 64 units tall is a quakelet
lmao
get real
Nooo you can't do that
The virgin metric system 
The thad quake measurement system 
π
metric system? Whats that? πΊπΈπΊπΈπΊπΈ

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


looks awesome so far
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
or we could annoy zombie about vis :v)
or just buy more money for a better pc
lole
duhhh
clearly
ass
Skade spelled backwards is ass
π³
man your maps look gucci but they run like H&M
they run fine enough on my pc
not gonna bother optimizing them
lole
the new SDK should fix it anyway
splitting them will take so much time
the map is basically a huge cinnamon roll
:( ok
I could make a version with less mages etc
and just add soldiers and other enemies instead
should help performance a bit
don't mess with the intended design
I could try adding a proper skybox too
David when he made dusk: yeah just have the mages spew green particles
should help for lower end pc's
(they stinky)
Then he just scales them up and makes them a boss
smh

John Wick skin for Big John π π 
Regarding doors: when using 16 unit grid, I make my doors 6 units high and 4 wide
Yeah I thought about making a low detail version but your solution seems better
Deus Vult from doom did the same thing
Only problem is I'm going to have to cut like half of the secrets from the 2 part version
and please redunce the number of enemies
they are the biggest performance chuggers right before dynamic lights in here
also this looks fuckign sick
Well
In the two parter it's gonna be about as many monsters as strelok in each map
Also I'll need to find another song for the second part
yeah making it a 2-parter comes with many benefits imo
like you can change the skybox lol
You know what
Fuck it
Three different songs
One for the full version
And two others for the two parter
Also three different skyboxes
He's gonna do it
He gon do it
It's working
Wow
Seeing this map with stable framerate is fucking surreal
lmao
oh nah the pipes bleeding
train in space
:O
are those torches brush props

noe

found a weird bug with the riveter
idk if its in the base game
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
I vaguely remember that happening but I dont know if it was in the game or a custom map.
So ive hit the wall. I have no clue how you add music/sounds to my levels. Anybody willing to explain how?
you can add a music key/value to worldspawn and then set a filepath to your music, relative to your mod folder
additionally, trigger_changemusic with a music key/value will also change music when the trigger is, well, triggered
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
music can be in .flac, .ogg and i think either .wav or .mp3
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
Awesome thanks. i didnt realize there was a sound property in worldspawn
very much hyped for the update
There's an update soon?
update?
zombie after 2 millenia of rewriting the sdk
then add dlc
custom level loading dlc for dusk sdk
coloured lighting dlc for dusk sdk
dusk textures dlc for dusk sdk
fog
XD the fucking dusk textures are a paid dlc
Amid evil textures DLC π
okay. So, I bought Amid Evil and Dusk at the same time.... and you can tell which I like more.
sobbin
is obj2map worth using for brush props
its not terrible
but it has limitations
it can work, i wouldnt try to do anything SUPER complicated with it
especially non-manifold geo
im so pissed
i just made a mod that makes every enemy in the first level big john
just to later find out that there already is a mod like that
i even made a fucking video
ikr? i started playing amid evil several times, i played for 12 hours, i can't finish this game for life of me
it just doesn't click
dusk tho? yeah sure 250 hours went like nothing
Don't worry
There is never enough Big John
Holy shit. You spawn in the basement with 3 JOHNS?? sounds like a nightmare with Intruder mode turned on.
That sounds great on duskmare
Theoretically you could run faster than it takes the 3 johns to fire, and then just outrun the rest
Idk about the dudes outside though

this
bruh
took over a half hour to compile 
post it
How many seconds per frame are on that map
try it urself https://dusk.mod.io/nutswad
Nuts.bsp
didn't we have like a monster spawner entity?
nah
that wouldn't even be hard to add
prop_soap
Anyone know of any ways, convoluted or not, to make enemies trigger something?
None at all, if you mean them triggering stuff while alive
Yeah forgot to clarify that. Didnt think so
the advanced arts of tri soup

tri soup
yeeeee boii
tri soup heaven
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.
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
Whats the difference between Func_detail and Func_detail_wall?
no idea
"func_detail_wall : This func_detail variant doesnβt split world faces"
wait so just func_detail does split faces?
there might be some lightmap overdraw near the func_detail_wall
and with the func_detail you might see visible brush seams in the lighting (i think thats what it is)
hm. so func_detail_wall is the way to go in most cases
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.
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)
Just a short video showing users how easy it is to use the building prefab that I made for Dusk. I am using the vanilla Dusk textures, but players can feel free to change the textures as they please. More items (doors, windows and more!) will be added soon. When it is uploaded to Duskmod.io, the link will be posted here.
what do you use to make maps for dusk again
Trenchbroom and JACK are the two that I know of, but I believe there's more.
something you use for quake that I know
Trenchbroom is way more beginner friendly I imagine
Doubt jack is any more easy to learn than hammer was 15 years ago
func_detail_wall is mostly suggested for brushes that touch the ground
as it would end up splitting that face
its less of a big deal otherwise
ack i saw one of the prefabs had off grid vertices
dont wanna be pasting that all over the map
also lots of the rotate tool use could've been substituted with just alt & arrow keys and ctrl f to flip
and
are all of those different brushes? im not sure if thats a good idea
XD i actually saw that right after i did it
Already fixed
Alot has happened since i posted this earlier.
some brush prop prefabs in the .map would be nice
y'know what would be an absolutely horrible mod for DUSK
a mod that does nothing else but randomizes the switch combinations throughout the game everytime you play a level
loss.bsp 2: this time the file is actually included with the mod
soup time
Okey remember to move the background instead of the train
New map
This one was a bitch to make so y'all better appreciate lol
It's just very low to the ground
@high magnet great job
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
I like it though
cool theme
makes me think of strelok meets black industrial misery meets vertigo from csgo
lole
YO NEW MAP
YOOOOOO
LET'S GOOOOO
gimme gimme gimme mmm
oh mannn these screenshots
this looks like a banger
lemme just figure out how to install mods real quick..
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
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?
In the future it will be pretty simple, for now its quite complicated
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
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!
hi peeps
do you know why light entities emit no light in dusk maps using trenchbroom?
not lit
did you run the light compiler
how can i check it
in the TB compiler light is on
under that theres a textbox with "light.exe -bounce -soft -extra4
Can u screenshot it
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.
we figured it out in dms btw
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.
That looks awesome. Whats wrong with the button?
it goes to the left insteaf of inwards
just didnt bother changing the angle before compiling
ez fix though. Looks great
looks like there is a lot of knowledge I have from doom mapping that I can use in trechbroom
neat
you can't import new models into dusk yet right?
or change the ones that exist
add like variants
Can change most enemy models
heres a .map for people who want a terrain grid, just select all and copypaste onto your map
would be cool if you made a tutorial or smth on this tbh :O
I have some ideas for custom models I wanna try out
already
god ambient sounds r gonna be awesome
We already have them
just go to sounds/ambient/ and pick any one of them
But seriously though, yeah. Its gonna be great
what
eugh no
what are you gonna do with them afterwards
painfully set up trigger change music's to change to the right track
of Ambient
I just downloaded this mod, I don't know where to put the files, and there's no friggin' instructions anywhere to be found online. Any help here would be appreciated. https://dusk.mod.io/weapons-sfx-reimagined
BTW instead of "creating a mod" you just move the folder into the folderpath he described
I actually tried to do this with a map, where you went from inside of a building to outside, but trigger_changemusic did nothing. I dont know if maybe I got the directory wrong, but I couldnt figure it out in the amount of time I was willing to invest. I can deal with sound problems later.
trigger_changemusic on its own doesn't work if you walk into the trigger
ran into the same issue myself
instead I use a trigger_once with the target set to the targetname of my trigger_changemusic
usually those triggers target multiple entities too so I'm not wasting a trigger or whatever
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
works well enough but not completely optimal
are you still working on this?
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.
awesome
i was thinking about a github for .map files with prefabs in them
that way people could get updates easier & contribute
That would be cool.
I could help you make the scenery... .. 
well
it looks good
looks bad in editor
but good enough in game
:p
oh also
the level is close to being done, at least in terms of layout
so maybe I'll look for playtesters soon
this looks great

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
I'm in map making hell, all cause of my own laziness
what the fuck is your skip texture
idk lol
cant remember where I got it
its funny
The SOUP. That looks beaitiful. Holy shit.
the soup.
Soup
Im thinking of remaking an old dusk map I never finished
not finished yet but this might just be one of the creepiest dusk images I've seen lol
****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.
CZGβs Curve tutorial
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
Mapping for Qua...
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
CZGβs Curve tutorial
http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm
Mapping for Quake on Discord
https://disco...
woke:
Don't go too far with the woke shit
my pc lags just staring at that image
When I open the map file with the sphere, irl lags a bit
thats not even soup. thats a fucking smoothie
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.
Holy shit. The little rat eyes glowing in the dark look insane!
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?
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
Lighting for Dusk Der Untoten might actually be done (inside atleast). Ive got like 10 pictures on Imgur because I didnt want to spam them all here: https://imgur.com/a/mKSDxF5
all hail the vertex soup

Use my grid map bro
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
AWESOME!
this looks great
K so I figured out the sun. Still can't figure out what to put in the skybox_* attributes to change 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
Ah! Thank you. I was missing the "textures/" thing. Thanks!
Pretty sure its in the game files isnt it? I think ive seen the files for it
Good luck man
What's the texture for like a cracked wall
like the crack that signifies you can blow a whole in the wall
Func_cocaine when
Func_bigjohn
I assume the { was a typo?
not a typo
the { tells qbsp & quake wads that it's a transparent texture
dusk_transparent.wad in the poins has dusk transparent textures
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
func_door_rotating requires the actual door to be placed at XYZ 0 0 0, have an "origin" property which is set to coordinates of the place where you want the door to rotate around and have a "distance" property that decides how far the dolr goes
You can also add a "speed" property for obvious things
you can use a point entity placed at xyz 0 0 0 for reference on how to set up the origin brush
so.. I put the door at 0,0,0 like this? https://i.imgur.com/njYmoIr.png
its a broken function as far as I know
I see
it seems like I got it working
I'm guessing there's no way to link a property between entities is there?
wym
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
idk lol
func_door_rotating is implemented correctly, it's just not easily usable from TrenchBroom currently
(Since, as mentioned, it has to be an origin brush)
ah got it thanks
yeah it works it's just a pain to use
do rotating doors support sound? Or would I have to trigger another entity?
no audio fx are supported
except the ones that are part of existing entities
like enemies and fire etc
Aight cool
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
Right. Thanks!
Side question: what are the attributes for trigger_changemusic? they don't seem to be defined in the fgd.
Oh. easy-peasy.
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
gotta love those compile times
i just wanted to see how long vis would take
How
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
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
what is "the mortar ammo stuff"
Probably the grenades
How would you even go about changing that though? Or is that purely hypothetical?
hypothetical
I have a rough idea of how I could improve it but it's not a priority rn
SDK itself comes first
mortar ammo
which variant of mortar ammo
it seems to be darker than it should be
all are lightproxied to be a bright white
and what does it look like if you remove the lightproxy
I think the same
not sure haven't tested
just thought they looked weird
I can try it out later
2042: zombie's tools overthrow ericw's tools
Yet still waiting for func_vehicle
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.
EGG
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?
They shouldn't be
sometimes their colours get weird
And that's why we added lightproxy as a janky hack solution while things get worked out
I must be dumb because I dont know what lightproxy is.
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
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
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
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
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
From the pinned messages
video guide when rewrite comes out
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
What's wrong with the water section?
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
Are you using water skip on a func_water?
Cause that'll do it
oh boy. Gonna have to look up videos about light proxy tutorials. should be great fun.
Any chance you could send me the .map file for this to look at the sliders properties?
No, because they're still dynamically lit. It just changes the location they sample their lighting from
I thought you guys already lightproxy stuff
Yes but not w brushes
teaser of me remaking station's scenery
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
thats hot.
the day we get actual ambience will be awesome
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
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?
@honest stag its not intentional for sure
When you move a single vertex the texture is unlocked right
I think you can see why
yeah I guess
but it could still be considered unintentional if you select all vertexes
as its identical to just selecting the brush
I mean it's completely dependent on what the TB devs think really
Scripting doesn't exist rn
it will exist in the future
@sharp trail
C# unity modding
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
yeah there are other options
Okay thanks! From what i understand, C# isnt the hardest language. Never heard of bepinex. You have any suggestions @still raptor ?
Whats the highest you can go in making a map
p high
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?
@high magnet also how did you make the basketball thing work for the boss arena
What thing? There's no script associated with the bball so whatever happened was probably a coincidence
Oh so how does the arena start?
just when you walk toward the center?
@high magnet
Yeah there's a func_trigger in the field
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 youβd need to script
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
Hey guys what's the best way to view Dusk models and anims?
Iβm 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
Let me
sure can you call me on private and stream?
Anything 4 u

Maybe it would be easier to do it in the secret jam server
oki
Thats sick dude
Pretty sure ctrl+click is the only way? Might be wrong though.
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
Terrain is the most tedious part, but probably my favorite to do.
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
You better start using this rather than selecting manually
Otherwise I'll snap your legs to the grid
Yeah, selecting each point is rather painful. Convinced ive gone crazy AND have arthritis.
What the point of the textures with the "_n." prefix after their name?
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.
@gritty forge is there supposed to be something in the yellow door cabin right after the arena
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
The n stands for normal map I believe but I don't think it has an affect within TB
they don't really look like normal maps tho
- ctrl + f
- set before: specific date to a year ago
- cry
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
They were actually used as normal maps at one point
Will probably remove them from the SDK later since they serve no purpose now
Do you mind if I steal a copy of this for use in Cybergrind on Ultrakill?
I mean I got it off google images so...
I'll take that as a yes then. 
how do I launch it though
Just open the exe
Right click DUSK in Steam -> Manage -> Browse local files
Navigate to goodies -> pre pre pre pre pre pre etc alpha
this
played the E3 demo
lol
that was so interesting
Anyone know why i cant drag dusk.wad into trenchbroom
When I drag the wad into the face tab (like in the video) it has a π« cursor and doesn't do anything
Am I missing something?
Ok I've got it - you expand the Texture Collections panel at the bottom and drag it in there
thanks man
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
Normal Maps? In MY quakelike?
@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
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
Alright @gritty forge I'm looking up Trenchbroom.
Which file on Github is it I need?
woohoo
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.
what is a trenchboom
you dont need any
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.
oh, you can make quake maps with it? cool
Heres a playlist of trenchbroom guides from dumptruck ds, they will help you get started https://m.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
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...
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
I'm watching this
I'll watch both of those after I wake up and can actually retain knowledge, lol. Thanks!
oh shid i forgot to watch the level design bideo
I forgor 
v1 mod maybe?

β
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.
Stay strong brother β
not done but the rework is shaping up
i already like this more than the previous iteration
sick as fuck
Special thanks to:
Goldsrc terrain grid technique (invented in ancient times)
aka triangle soup method
Looks very noysh
triangle soup is great just look at the file size
already half of the previous iteration
super dumb newbie question but do i need quake for trenchbroom or is there a workaround for dusk?
Nope, you don't need Quake. Check out this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941
ah i see i slipped over a line i just set it as the folder for some reason lmfao
Playing as a tomboy is a big plus for me.
Would demo recording be possible with the sdk?
Most likely not
Demos are a very complicated feature to implement correctly
Rip Dusk speed demos archive
They're not completely off the table, but I wouldn't hold my breath for them
its funny because that was originally a planned feature for base dusk
but was very very quickly cut
Unity doesn't like that
Didn't it involve random seeds?
yes
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
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)
how can I see what format my other maps are
I forgot
nvm
got it fixed
thx dad
π
I borgorπ½
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
Light leaks are the worst
any ideas for fixes?
Unfortunately not
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
light leaks be like
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
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
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
well, I moved it now but it was close before too
You could try moving it so that one specific area is closer to 0,0,0
oh, well I get it in several areas
ok maybe it is lol
5400 tall
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
that'd help narrow it down
well
the map is one large room
room is a bad word to decribe it but that's essentially what it is in practise I guess
it's a cave
hmm
and it has a hole in the ceiling where natural light comes in
try putting "bounce" "-1" on the water brushes
like so?
didnt do anything
:(
I did convert the map into valve format but I think I had the issue before
But maybe I misremember, could that cause some issue possibly?
Not that I can think of
Guess you could try adding some invisible walls that block lights
In the hopes that it'd prevent the light leaks
yeah, it's literal black magic
my sun angle is set to point straight down
0 -90 0
and I get light points in the water with the same colour and brightness as the sky light but here's the thing:
these spots are UNDER other brushes
so the sun doesn't even have a direct line towards that area
yeah, even blocked the hole where the sky light comes from and removed the skybox textures
still had those spots
nani
WHOMST
some rando joined and pinged your role lol
Hi






