#dusk-modding
1 messages Β· Page 95 of 1
AAAAA
Hi Dave
managed to hide most of the light leaks by adding in some cliffs
still one very obvious obnoxious one in front of a door but eh
cant be fucked to even try fixing it at this point
I have been having some trouble getting func_water to show up. It is doing the invisible top but behaves like water when you get in it.
Not sure if it is zhlt compile doing it
Do you have any waterskip textures on it?
or regular skip
i suggest you dont use func_water @dusk summit
there is another way to do water brushes
just apply a texture that starts with *
quake's id1 wad has some
1 moment
you'll get some cool wobbling effects on it too
Just keep in mind that in the current build, water created that way isn't guaranteed to have correct collision
Good thing the new build is coming soon π₯² π₯² π₯²

I'm sorry it's been taking so long lol
The SDK has been finished for years. Zombie REFUSES to release it. I say we go over to NEWBLOOD HQ RIGHT NOW and take what is rightfully ours π₯
oh shit you figured it out
cyberbully zombie until he decides to push the giant green "finish the update" button
like dude its right there
He'll never do it. He loves holding this power over us
Make sure to email gabe newell with an official complaint about this

yooo
https://dusk.mod.io/dusk-winter-jam-2020 its deep dive into sin from this pack
its very good
Oh hey i made a shitty map for this 
cant believe i somehow shit out DDIS in ten days
now i cant even make something in TB for more than like twenty minutes at a time
ive lost my groove
oh god am i getting old
is that it
We're all aging
@honest stag Well atleast it is not me going crazy lol
Was also playing around with hl maps and found the water breaks in there too so oh well
Well there are a lot of factors at play
Sdk is in it's alpha so people tried early maps and said "yeah this is raw" and now await a full release
The mods haven't gotten much attention in terms of announcements and stuff in a while aside from a small pcgs segment
I think it'd be cool to do a big mod showcase trailer or something for 1.0
i think it would be very funny to have bits of Lower 2 gameplay or at least have it in the list of mods
but never actually release it

alright my montly quota for lower 2 joke is filled
cya whenever
mod showcase johns map [DO NOT RESEARCH]
big john's map?
@dawn dovei know i am not supposed to ping you but i have a question...
lol
hell yeahh
btw are there any maps for endless mode?
It is currently impossible to make maps for endless mode
is there some decently reasonable way for me to make a func_water wall be diagonal without it being broken in game?
since the "hitbox" of the func_water doesnt follow the actual brush (it's always a rectangle from one corner of the brush to the other)
I guess I could maybe divide the diagonal wall into sections to make the boxes smaller actually
Forgive me but
Several square functions_water brushes?
It won't be perfect but yeah
I'm gonna make gm construct in trenchbroom
Yo how do I set up dusk mods
Is there a file location for all of Dusk's sound files? I'd like to splice some stuff for some friend memes, I can't seem to find a convenient folder just yet in the steam files
Sorry if that doesn't completely fall under modding but this seems like the place where the most people would know
If you activate the SDK branch under DUSK's properies in Steam it'll grant access to the sound files
I have Dusk SDK installed as the SDK beta, does that mean it's somewhere in the SDK folder? Thanks a bunch
Yes it's \Dusk\SDK\mnt\local\dusk\sounds
That's perfect, thanks so much
do we know if theres any plans in the future to add support for endless mode maps?
Just wondering, what is the approach to late spawning enemies?
Is it just teleporting them in from a hidden location
Yes
there are, yes
dam
yea, good old monster closets in the shape of boxes outside of the map
big john noises ONLY for dusk
OK HEAR ME OUT
YKNOW WHEN A DEMON EXPLODES WHEN ITS ON FIRE
IT PLAYS A FART SOUND EFFECT
shame we cant have duskworld maps yet
oh really
for now it's just singleplayer
damn didn't know
yea sdk is in it's alpha
it's been like 3 years lol
more like a year and a half since it went public
Well since it was in development I mean
I remember playing the DUSK/DUSKworld beta back when
that was neat
Update is called once per frame
fixedupdate will often run twice per frame
6 words, 26 letters, say it and I'm yours
"Update is called once per frame"
What about LateUpdate
I propose the dusk SDK to be called SNUSK
Because snusk means uhh, filth but like, more sexual
In swedish
And dusk is filthy and arousing, only me?
Your profile pic is snusky
thats quite filthy and arousing
Dusk modders have truly run out of things to talk about π₯²
prove it 
Im gonna do some Dusk mapmaking again
Is there like a website to publish dusk mods or is there a steam workshop or something?
I don't really know I just wanna know because I'm getting the game soon
Workshop is coming later on as well
Cool
(But mod.io is generally the better place to upload to, because GOG players can use it too)
Ayy
id put it at more than slightly
but yes kind of
their big feature is all games are DRM free
but as a secret spoiler, all new blood games are drm free no matter where you buy them
Because wehate.money
π
I put Vriskas entity file from pins into id1, when I selected it in trenchbroom, they were there but no models
map i made
sand
Looking for playtesters
sand
sign me up :)))))))
came here exclusively ask how the hell do i make a secret in trenchbroom
i know i have to have a secret brush for when you enter
and then something you can break or to get inside with
but i mean like
how do i put a crack and a wall next to eachother
and then get them to both be breakable
specifically in such a way that they both break at the same time
instead of separately
genuinely can't figure it out because from what i've tried if i group them together they just refuse to change at all, if i make either of them breakable and then group them together then they still act separately.
SOMEONE TELL ME THE SECRET OF THE CRACK IN THE WALL

i think you can set targets for breakables that activate other things, breakables included
idk havent touched TB in a bit but thats how i remember it
MY GOD YOU'VE GIVEN ME THE ANSWER AND IT WORKED
thank you so much
i can now finally continue messing with the small little thing i've been creating
now back off to the shadows i go
good luck lol
There's another way to do it
You select all the brushes you need and then just right click - create brush entity - func_breakable
you'll need the fgd to do that tho
You can also type func breakable into the inspector I recon
Yeah that too
oh wow, didn't know this
won't this fuck or any transparent decals/brushes and make holes you can see though though? Like when you put up a decal and dont make it a func_illusionary or wall etc
I used to place them one unit away from the wall
oh, that works?
I thought it was just the transparent textures that made everything behind it see-through
time to add more breakable secrets
Though we cant filter damage for explosions only
:(
That one's mainly because dusk doesn't really have a concept of "damage types" per se
It's being fixed though
(since it kinda sucks not being able to filter damage)
next update sounds big
John
He doesn't know 
i haven't been here since march i dont :(
Nah I was just making a joke about how there's not many sdk updates
Yea what
isnt there a way to change a brushes color without changing the texture?
without using lighting either
hey dumb question
how do i get the gun to be in the center of the screen
i cant find out how
What do you mean exactly?
Some of the guns are in the center some are not
As far as I know there is no way to change that
Some gun models are on the side some are in the middle. You can turn down the weapon Size. The weapons will be smalle but they will be closer to the center
Minigun in Dusk when, well we already have machinegun...and Minigun doesn't fit in the style of a treasure hunter.
Dusk dude is a treasure hunter, right?
When we can make weapon replacement mods
yes
booty relocator
vikings*
viking pirates
is dusk ever gonna be open source
Supposedly yes
yes
is there any way to get hold of the gun models yet?
couldn't find them in sdk
only the textures
You cannot modify the gun models currently
Ah alright, thanks
soon though
:)
I have the .obj files somewhere
I'll send them over in like an hour or two
Thanks a ton!
try typing it as makewad.exe?
wait what's the error message

as i said, messy breakup between cmd and makewad
cmd doesnt want to acknowledge that makewad exits
any ideas how 2 fix
Delete the folder in Temp that you can see in the path there
%Temp%\.net\makewad
It's seemingly a weird issue with how single-file applications work in the version of .NET that MakeWad was compiled with
I could fix it by recompiling it in .NET 6 and doing a new release at some point
thanks for the help though, i can now continue my texture making journey
np
this is turning out well
shadows on the windows are a bit unfortunate but ehh what a guy gonna do
did you try out any half life wads yet
they generally have a bit more high quality stuff
jsut have to convert them
where can i find em
well there's the sven coop map database website
ill check it out
it doesnt have a huge amout but they're pretty
there's also CS 1.6 wads on gamebanana
also cool ones
howeeeever the issue with those is that when converting you'll have to change the transparent pixel to the quake color
oh no
no big deal, wally has a tool for that
for replacing all specifically colored pixels with something else and again - it's only for transparent textures
i remember when i had to remove the outline of the tree texture i was trying to make manually because semi opaque pixels would mix with the quake transparent color
oh god yeah that is the worst
god whoever created semi opaque pixels i will find you and shove my monitor up your abdomen
i was doing the same when trying to adjust a transparent texture for q
also
is q fuckin gone
oh also
is this for that massive map of yours or did you scrap that
looks like it :(
awww
actual queston because i'm curious - wtf is happening here @ancient depot
and how
yea but why does the cheevo reset
can you do that on steam
when you launch dusk in the editor it resets all your achievements
ah
not scrapped, i restarted it again
i wanna make volga from metro exodus
q is alive hes just not on this server
hes still kinda active on the ultrakill server
huh aight
the entire level?
Bro Q has been gone for a while now π
Vriska OBVIOUSLY doesn't spend enough time on the NB discord π€
The playable area will be the bridge section, rest is scenery
Basically yea
what happened with Q
He left the server
sounds like an admirable goal
ok but why is what i was getting at lol
From what I know he wanted to prestige
By becoming whitename again
And due to circumstances he didn't return or left after prestiging
I could probably ask him actually
Well he said he left because he thought the server was changing him for the worse
He would stay for the dusk mods though, and the games stuck in dev hell
what game is in dev hell??
if theres one stuck in dev hell we arent aware of it lol
i mean switch dusk felt like it was
Broke: Lower 2
Woke: Station.map
Lmao
none of our projects are currently in dev hell
we're just a very small operation and only have 24 hours in a day lol
how do i get mods for dusk
Is super galaxy squadron out of the picturr
Dabe
He focking left the server!
You sure it's the right game configuration?
if it isnt how do i fix it
ok its caused by my custom textures
not game config
using the church wall texture fucks with the map
i think its because theres a space in the name
ill give a quick example
Yeah, this is a TrenchBroom bug afaik
Because it doesn't automatically quote the texture name strings
You can fix it by changing your texture names to not have spaces
In order to repair your actual map though, you'll need to go through and either change all the texture names yourself, or add quotes around them
eg the snippet in your screenshot: ( 1504 976 528 ) churchwall 3 [ 1 0 0 -3863.37
needs to be changed to ( 1504 976 528 ) "churchwall 3" [ 1 0 0 -3863.37
probably wouldn't be hard to automate fixing that via regex or something
yea currently doing that now
actually just gonna straight up remove the textures after removing the spaces
fixed!
map is accessible again
Oh hey i didnt know you could just edit the map file
i converted the map into a valve/quake format and that fixed it
yea you can edit it in notepad
Well i know that - just didn't know you could fix the map by doing that specifically
lesson learned though, dont put spaces in texture names
anyway heres a birch tree
sick, tho it seems a bit too bright on the bottom
yea i made it darker
overall im just creating assets that look like stuff from volga, and then ill do the terrain
so if i fuck up the terrain i still have background buildings or whatever
I feel like people generally forget this.
quick question about dusk modding but have devs talked about having workshop or not?
Yes
for steam users atleast
later
thanks for speedy response

The operation is so small that you can give everyone involved a kiss on the forehead and bring them milk and cookies in the evening.
I would never π³
thanks g
hey peepsis it just me or are quake/halflife maps broken when played in Dusk?
depens on what kind of broken are you talking about
I usually can't proced as normal
Like buttons not working or stuff liek that
Half life resets the level everytime I backtrack but that's normal I guess unless I merge them
can you point out a specific example? some may not be able to trigger the needed functionality
cuz it's not supported
quake maps will probably work better compared to half life btwq
well for example that point in half life after you get the suit and then get to elevator
the elevator, doors and ladders dont work
ladders from Gold engine seem not to work in general
have you by any chance saved/loaded the game while in that map
I didnt play the original maps regarding Quake, only custom maps, the last one I tried has a non functioning button right at the start
hmmm
i havent seen half life maps in-editor, but i'm assuming the elevator is a func_train cuz i dont see why else would it not work?
not sure why ladders wouldnt work, if it's a simple func_ladder that is - which is supported
what was the map called?
Tested ladders both on official half life maps and custom ones
Maybe there's something wrong with my game idk
are you on gog or steam? just curious
i was hoping that map would have a .map file included so i could see what the button did inside an editor, but nah
got no clue then :P
I think I can check it out
I opened it witha bsp editor and there's no entity on the button
and nothing of use around aside from light entities
They're not intended to be fully playable
We just support the format the maps are in so people can make custom levels
The Quake/HL maps loading in Dusk are just a consequence of that
Hey, does anyone know where I can find the specification for WAD2 files?
I'm trying to rewrite MakeWad in ruby so I can run it more easily on Linux but I'm having trouble figuring out how the file format works
Zombie would know he's the one working on the SDK
currently learning and doing a lot of blender stuff in school so I'm mega hyped for dusk mod support
and making my own enemies
it's really easy to make something similar to a dusk enemy luckily
Hell yea, blender will serve you well
Flashback to Vriska's spoon man
Right??
The model is ez, but the textures in dusk really sell those cardboard cutouts as actually cool looking things
How does mad scientits David do it
Oh god is that spoon man
Lower 2 leak
I sealed him deep inside a unity project with shitty code
he wont be getting out anytime soin
Who will be the one to break the seal
I feel like I can manage that too
oh also
I let my irl friend play my latest map
and he's kind of an asshole so instead of giving any useful criticism he just said "not your best"
lol
so I'm sad now :(
Ah i thought you had one in-dev
I do
Anyway ur maps are sick and densly packed with content
the only thing i may dislike is that the overall lighting feels a but samey in terms of color
Other than that its mwah
π©
yeah I know the issue, he didnt actually want to play it. Like you're meant to be somewhat engaged and actually pay attention to stuff and remember where you've went and are etc, he kinda just skimmed through it and tried to break it which felt quite annoying lol
Also I'm aware of my lighting situation and orange light fetish
Someone must be a fan of deus ex hr
the what
I just use it cause I like it and because it's used a lot in vanilla
though I may make the outside lighting on my latest map more white-ish in the final draft
all my maps will be remade and rebalanced somewhat once the entire "episode" is finished
does anyone know how to fix trenchbroom display errors?
if i draw anything less than 2 mp i get this dark type display error over the object
Could you send me a picture of the problem?
what happens is these black squares i diddnt draw cover some if not most of what i draw when i test the level i have to turn on the flashlight to see the object
maybe its a file conversion thing i dont know. i use eric w tools suite to covert the files
Is there a .lit file in your directory with the .bsp?
yes you have to light the file lol
.lit is for coloured lights. If you have a .lit in the directory, but no coloured lights in your level it messes things up
but if i dont light the file the light globes dont spawn and the whole thing is dark
if you run your .bsp through light.exe it'll be lit up without any additional files. But if there's a file that ends with .lit in your directory it becomes a problem
However if there is no such file ending with .lit then that isnt the cause of the problem
i do run my bsp through light.exe but it creates a .lit file in the process
I see
so dont put the .lit file in the level directory?
Do you already have it in the directory and it's causing problems?
If so try deleting it and see if it works
ill give that a try thank you π
π
dude im actually so hyped to make my own enemies
Some of the blends i sent you should have animations in them
Check that out if unsure
do you consider making maps for dusk harder than quake?
I want to get into it someday
balance/gameplay wise or in the technical sense?
if talking about balance - i'd say harder to make interesting encounters, but easier to not make it bullshit
in terms of technical difficulty - it's the same considering we're using a level editor intended first and foremost for quake. However we have a bunch of cool stuff from, say, half-life that's a bit more diffuclt to use
I want to make some kind of βexpertβ map pack at some point
maybe 3 maps
Would be fun
What do you mean by "expert"?
dumb shit
let me guess it's gonna have gore/industrial aesthetic
Im gonna make a fucking rainbow map and nobody will stop me
I'm coming to Croatia
I'm going to slap you
Then I'm going to kiss you
Then I'm jumping out of the window
And I'll spend the rest of the night wandering the market where the old vendors sell their fragrant wares and speak through papery lips
hard maps
wait isnt Criadus already that?
we dont talk about that mod
we do in this house
you can't but you can use the fireball shooter.
Alrighty will try and see how that works
im new to this
Yeah thanks, I found it by myself but thank you anyway

almost as if making "fair hard" requires some level of competency in level design so you don't make "bs hard"
well to be fair
that was the intention of the creator
soooo it achieves the goal it sets out to do?
i guess?
cant wait for workshop support
that'll bring in a ton of people i'm sure
I imagine it will, yeah
Probably a lot more people playing mods too, since it's easier to install that way
totally
someone will just look at dusk in their library and see workshop instead of finding out about mods even existing through a discord server
and then going out of their way to even install them
sometimes it still surprises me when people don't know there's mod support, but then I remember it's on a beta branch and the average user isn't gonna go sniffing around for that
and then they go on moddb for mods and find like 4 extremely early maps for a january version of the sdk
january 2020
well it was the only place to do so before you've set up mod.io
aside from here
but here they got lost quickly
on that note, looks like we've had dev wiki vandalism again lol
Oh naw
aw shid
Dev wiki?
not a ton of info there and it's stuff you already know probably
Thx
but cool
It's a bit of a failed experiment lol
It'll be tidied up later and probably made read-only eventually
they don't seem to edit existing pages anymore
but rather add random useless ones
Indeed who. Not many people even know about this page, not even most modders. It seems likely that, but no, but what if...
They'd be bots
Seals ghost is back
None of this is manual vandalism
What if
There's an impostor among usπ³
I'm innocent I swear
Cake...
That's weird, they shrank his shoulders, made him look soft...
if anyone needs music for a mod/game dm me.
Kreuz has competition
What kind?
i take inspiration from mick gordon and static x.
Awesome
i already got some boss music on the back burner :P
i can drop a little snippet if you wanna hear it?
Yeah sure I'm always down for some good music
Well Suited to a blood-pumping game moment, like a battle.
there ya go
thats something i made

holy SHIT this ducks hard
it's so raw it could give someone food poisoning, god I love it
fucks*
Dan isnt making Dusk II, is he?
Dan?
@high magnet what kinda music you need? I might be able to do it
I was mostly just curious about the music you did actually
I don't think I'll be making dusk maps anytime soon but I do have a game I'm making
I don't think it's gonna have much metal and it's very early in dev rn but I'll see
Music is a banger btw
send me clips and tell me what you want and i can probably do that
im not limited to metal
funny thing is thats the first metal track ive EVER made
made a power pole
i tried downloading trenchbroom but it seems to have different contents than everyone else? it doesnt have an exe file either
You clicked the wrong thing, you gotta click this
It happens all the time though
This is an old screen shot the version will be different but whatever
much better, thx!
π€
I once had a dream like this
a dream with 3 leathernecks stuck on a brick platform
is there any way to get the actual dusk maps open in trenchbroom?
like down on the farm or something
No
unfortunate!
Mine was similar!
So where do you guys get started on modeling level geometry?
these videos will help you get started with trenchbroom https://www.youtube.com/watch?v=gONePWocbqA&list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
If you want to make maps for Quake, Quake 2 or Hexen 2, TrenchBroom is your best option. If youβre a total newb or returning to mapping after a long time away this is the tutorial youβre looking for!
Download TB right here: http://kristianduske.com/trenchbroom/
requires:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
PLEASE NO...
Wow this is awesome!
Would this carry over to other unity games?
Or would you need to code your game specifically for this type of map format in mind
yeah no it'd only work if a game supports BSP file types for maps
it wont carry over to unity games but its a good place to get started for level design
I was under the impression that dusk was made in unity
Ah so is this just for me to get started in general
good to know, my bad. I was asking how you guys got started in making your dusk maps
Nah this is a tutorial for trenchbroom which does the map format the dusk sdk uses
The vanilla dusk maps themselves were made in probuilder though
Which is a Unity extension
There's another program for Unity, RealtimeCSG, which is brush based like trenchbroom though
Got it. Thanks!
realtimeCSG is sexy
also to be clear
we will be open sourcing the code that loads BSPs in unity when its complete
so you will be able to use that in the future
That
is absolutely awesome
the only thing that kept me from continuing to learn unity was the awful level making process
how the hell did david make all this in probuilder
it was an extremely painful process
but yes, you should be able to port our BSP solution to any project you want when we're done with it
vriska can you link those half life wads you were talking about a few weeks ago
theres already at least one person using it in a project
i'll droo ya a dm
ive got some screenshots coming up
my map compiler has stopped compiling?
there is no bsp in the working folder when its done
hell yeah that does look awesome
i love the skybox
dont tell me those wires are brushes tho
or at least there arent many
yes they are >:)
it seems to work for other maps, just not balls.map
hm
i think i already have an idea of what may be wrong
can you send the .map file?
dm's if you dont want to send it publically
thx, lemme see
oh right i reinstalled windows and tb isnt there yet...
fuck
1 moment lol
quite the pain to install
i've helpled so many people troubleshoot tb installation that i'll be suprised if i screw it up
its super fun to mess about in, still havent figured out some things yet though
try removing healh and wait properties from worldspawn
still didnt compile right
hmmmm
imma try to compile myself, 1 moment
it seems to have compilet right with no issues
same file you sent me
compiled*
are you sure you're compiling the right one?
or saving the map at all
the map is saved yeah, saving the map as a new .map file didnt work either
Try adding another brush and see if the brush count on LoadMapFile changes from 13 to 14
the 13 did change to 14, and for some reason that made the compiler work?
i have the bsp file now
lol
thanks!
Well good thing it works
1 cube made the compiler fix itself
im adding a sphere to balls.map
but yeah thanks a lot for the help
hammer
Time
trenchbroom is kil
its still not responding lmao
i wanted to ctrl j all the brushes into one magnificent sphere
My Minecraft house
i thought they were just thicc
holy shit
Look at those broad shoulders
either those pants are really really baggy or he really dont skip leg day
tempted to rank dusk enemies by thiccness now 
not counting that until i see the rest of the mobs
else it wouldnt even be a compitition
chomper
is thic
probably
if he had distinguishing features down there
(he doesnt)
I did
Sick as fuck my guy
Select the face(s) you need by holding shift and clicking on it
If you need to select multiple - hold ctrl as well
Then apply a texture like normal
thx!
woah holy shit is this your custom model?
thats sick dude
id add a bit more noise and stains to the plaid if i was you but good job
there
is a loss of detail in the pic cause of lighting
but yeah it's pretty smooth atm
most of the textures are taken from the leatherneck though
not the shirt tho
i assume there is no way to make doors like this yet?
Technically yes, but it's so complicated it's probably better not to try
alright thanks!
damn that looks awesome! specially with the lighting
only B teir thicc tho
yea
its a more slim leatherneck kinda guy
like
the luigi of leathernecks
if leathernecks are marios
lol
Dusk builder when
really freakin sick, is that gonna replace an enemy from the game?
no it's gonna be a new enemy once they add support for it
I may make a model replacement for the time being later on though
as a test
nice
you can make maps with a quake map builder
works pretty well, with some issues
yo when they add new enemy support and scripting im legit gonna add a dark souls boss into dusk
how can I setup quake builder to work with dusk stuff
youve gotta download a lot of things
theres a guide here for setting it up, just make sure to click the right download link on github
this link
its great fun to make maps, even if you never intend on publishing them anywhere
βοΈ π
Yeah I'm sure It Will be, btw, i've been making Doom Maps for quite a long time and I wanna try out some new stuff
Well, tbh, i'm not really sure if it's long time, Its only 3 years
balls now features stairs
this is a bit of a stupid question, but how can i get this white arrow to rotate?
you set the "angle" key-value on the entity
90 will turn it 90 degrees etc
-1 and -2(?) set the angle upward or downward respectively
great that worked, thanks!
and if you use angles instead of angle you can supply an x y z rotation for more complex cases
I see, and is there also a way to make the door move further?
If it's a func_door you can increase the value of lip
Or rather, decrease
Negative lip will increase distance
(The door will move own_size - lip units)
Iβll fiddle around with it tomorrow, thanks a ton!
positive "x" value on lip = door sticks out x amount of units
negative value = door goes further in
basically own_size - lip lul
Anyone interest in a DUSK Turok 2 mod?
never heard of turok but sounds cool lol
Look it up, its a og retro shooter @alpine depot
is there some way to like
convert .obj or some kind of 3D object into trenchbroom brushes?
that would be insane
then we could like, have texture-mapped cars and toilets, sinks etc
There is obj2map which never worked right for me
hmm
and i'm no expert but
considering brushes are convex and meshes can be concave
it'd be hard to do something like that
but dont take it from me
you can do the opposite tho lol
how can i make triggers intangible and invisible?
well trenchbroom just crashed as soon as i grabbed the brush
very promising
but i think i've found the issue
it keep turning back into a worldspawn, and the worldspawn things turn into triggers
so if i make 1 worldspawn brush into a trigger, all of them turn into a trigger
are you renaming it to a trigger in the classname line?
and vice versa
because it's not supposed to be done like that
you right click the brush you need, then "create brush entity" - trigger - whatever type of trigger you need
you can even select multiple brushes and do the same - then they'll be the same trigger/func/whatever brush entity you want
np
oh hey i've used that one too, iirc it didnt work right either but that was a long time ago
might as well try again
it's a blender add-on
you'll be able to just export a model as a .map
but who knows if it'll work right
time to test
@honest stag as long as you try to make your model in a way that can be seperated into concave chunks, it should work I think
already better than obj2map, so that's good
Yeah
It's UV calculation method is based on that of obj2map though
If Dusk SDK can load the bezier patches from Quake 3 maps though, I can also write a simple obj2map program that can export meshes as patches
hmmm
well picking a random model probably wasnt the best choice lol
Lol
I don't think it'd be a good idea to generate brushes with a shovel
You can only do so much with intersecting planes
Can't you use iqm models as props though?
the only place where we can use iqms is replacing enemy models rn
Damn
If you understand how the map format works though, it shouldn't be too hard to make models that can easily get converted to brushes
We don't currently load bezier patches
Q3BSP isn't fully supported
Oh that sucks

garlic bread and dusk mapping superior
i agree tho
pizza and garlic bread would be better than just pizza
pizza and cold water
or a monster
cold water, accept no substitutes
^
Huh?
actually gotta tidy up the map wtf
usually size 1
Oh
well
there's ur problem
Big advice - stick to 8/16 grid while making the layout
walls floors doors that kinda stuff
until you're happy with how it is
then move to lower if you want and detail from there
using a small grid will bite you in the ass
like now
This would take 1 second to fix on grid 16/8 lol
well it happens
at least next map i make may or may not be easier
you can always just make one wall and use the cut tool to make it into two
my main issue is somewhere else, but i know i can fix it later on
The DUSK SDK isn't loading
What happens when you try and load up the SDK?
Oh you like making maps for Dusk? Ok, make a map in quake army knife.
THIS GUY HAS A COMPASS IN HIS LEVEL EDITOR
UI design is my passion.

thats cool to make with that(?
I still can't use anything other than Radiant though
wdym
i mean, thats cool you can make a map in quake army knife (?? (sorry if i dont understand literally nothing about make a map uu)
yes you can make quake maps ( the type dusk uses.) in quake army knife and It has a bunch more supported games.
It just displays a black screen with no options nothing
what operating system are you on, how are you launching it, what are your system specs?
I use Windows 10, I'm launching it via steam by selecting launch Dusk SDK, my PC is strong enough to handle just about anything so that's not an issue
Well what do you need in order for it to be compatible
Sorry for responding so late
here lets try this instead
add -logfile output_log.txt to the game as a launch option
and try running the sdk then
when it reaches the black screen you can close it or whatever
then send me the resulting txt that will be located in the game's directory
it should contain enough info for us to solve the problem
uhh, the guide doesn't really help
what kind of problem are you having?
which game should i pick when making a map? or just generic?
doesn't matter really, since you'll be installing an FGD that makes it dusk-specific anyway
you'll see as you're going along the guide
but it's basically a bunch of entity definitions and models that make mapping specifically for dusk easier
the one on dusk.mod.io
then yeah that's a good vid to start out with
do i need to have quake to be able to make maps?
nope
is there a good guide on how to make a map with dusk stuff?
cus the one on the page is not helpful
hm
i'm honestly considring writing my own guide at this point
well anyway i'll try to give a short rundown on what's what and how to start
the vid was helpful but i don't know exactly where to find the files on mac
Make sure to say about grid sizes
oh btw, have you watched all of dumptruck's videos on TB?
Iβm probably gonna start my map over again because Iβve botched it up with the 1 size grid
I watched most of them yeah, specifically about the entities
select a bigger grid size, say 8
then crtl+a
after that you click Edit - snap vertices to grid
that SHOULD unfuck some of the map
but it may also make things worse
size has been an issue when making maps for ravenfield haha, without a good size comparison it can end up too small or too big
worth a shot
lets just hope the finished game has mod support for mac
because i've seen some fun looking maps on the mod forum/page thing
(i'm a sucker for creepy industrial settings)
any maps with jakob?
You guys think a new guide is needed considering Q is gone and many people are a bit confused with it
I've been thinking about writing one to keep it updated and including other stuff like model replacement
or is the one Q wrote perfectly fine
Q is dead, long live Vriska
God
the guardian will be forever burned into my memory
he's used in every map
(Including mine)
The level comes to an end and you're like OH ITS THE FUCKING GUARDIAN AGAIN HI
but i cant complain
π’
Oh fuck i DID use it ong
π
Yup







