#dusk-modding

1 messages · Page 96 of 1

unreal violet
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Or maybe the cart dog uses rat ai

crisp raven
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🤯

alpine depot
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god i wish jakob was usable

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he's hardcoded to remain at 600/700 hp no matter what you do

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would love to use him almost like a mini-boss, like doom's marauder guys

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i sooo wanna slap down like five reskinned jakobs and just be like "have fun"

still raptor
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we'll probably fix that

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jakob's ai just has some very specific shit going on because of the whole scripted sequence he appears in

quartz nest
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Didn’t actually know there mods

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‘we’re’

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‘were’

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Dammit

high magnet
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Mine had it too

gritty forge
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Aqua and Manniac used it too

crimson patrol
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what if you set jakobs health below 500

honest stag
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doesnt work iirc

crimson patrol
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what if you buy jakob ice cream

honest stag
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he dies by eating too much

crimson patrol
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he dies

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FUCKING POG

high magnet
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What if you feed him spaghetti

onyx schooner
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looks like a cult leader

gritty forge
honest stag
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but like

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he doesnt die

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is what i mean

gritty forge
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yup

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I wonder if the spinny sawblade things can kill him

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im guessing he's hardcoded to not die unless the script is played

gritty forge
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I’m so fucking hyped for SDK update

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I literally cant wait

honest stag
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whenever that happens lol

gritty forge
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Its painful to wait

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;-;

honest stag
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yeah the possibilities will be a lot bigger for sure

gritty forge
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It will change everything

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x.x

crisp raven
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It'll break all my old maps ☠️
I'll have to go back and fix them all ☠️

gritty forge
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Worth

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I’m gonna remaster all of mine

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anyway

honest stag
gritty forge
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They need some more consistency and touch ups imo

honest stag
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at least so i've heard

gritty forge
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also yea

honest stag
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smh what's the point
meat lass isnt coming back FeelsBadMan

gritty forge
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Lole

crisp raven
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We don't need meat lass when we have spoon man

gritty forge
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It’s a cool enemt

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enemy*

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Or mr pitchfork-arms

crisp raven
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fork man

gritty forge
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Forkin ’ell man

alpine depot
honest stag
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rename it to
rederailed

alpine depot
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kind of surprised that derailed is favored by people more than my newer maps

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like bro

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BROOOOOO

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deep dive into sin and downtown showdown are the coolest fucking things ever like broooo derailed is so CLUNKY i didnt eveN LIGHT IT GOOD broooo

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granted they both perform like ass on anything short of a nasa supercomputer but they're so much better :(

honest stag
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peoeple did lose interest in playing dusk maps generally after such a while

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if the audience was the same they would play your new maps too

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the jam pages may look like a lot of people played them but then you consider that mod.io considers each version download as a separate one

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and 500 downloads turns into 62 people total playing all the maps

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which is temporary ofc, new update - more people

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so dont feel too bad there

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your new maps are sick af

ancient depot
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That way we're free to remove or tweak entities that we think are poorly designed

ancient depot
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lmao

honest stag
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well not poorly designed but
is it going to be replaced by usage of clip textures

ancient depot
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that one is a bit of a complex case, it might have to stick around

worn umbra
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wait func_clip is gone??

honest stag
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Im just jokin

worn umbra
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o thank god

dawn laurel
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does anybody have the model for the leatherneck pls

cobalt sinew
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the iqm file should be somewhere in the sdk iirc

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I think the crossbow texture in the sdk is mislabeled as chainsaw

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Yeah, the enemy models are in SDK/mnt/local/dusk/models/monsters

honest stag
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We dont have it

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Just like the final boss and the cartdog model

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for now they're missing

burnt haven
gritty forge
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but I was thinking that the sawblade could be in a different "damage category" as it

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is an object

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idk

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probably wont do anything

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still

burnt haven
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I thought soap inflicted damage the same as any object, it was just set super high

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it still damaged them, it just instantly puts them at the lowest hp

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nyarl skips straight to 1 hp even with the other cracks unbroken

gritty forge
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think I'm just gonna redo my entire map

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cause light leaks bother the shit out of me

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and its not coming along

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that well

high magnet
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idk if it was the same issue though

gritty forge
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nop

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my map is just cursed

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tried everything

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it's something with the geometry

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I may try putting it all in a giant skybox later but I'm 99.9% sure it wont do shit

high magnet
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Damn

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Even when the space between the walls and the skybox is empty?

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(as in it just displays the skybox when you noclip in it)

dawn laurel
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nyarl x shub

crimson patrol
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I'll give you a sphere

high magnet
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.mod @mellow shard

crimson patrol
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Lmao

high magnet
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Yes

crimson patrol
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Lmao they've invaded dusk mods now

high magnet
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I just need one thing

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Do you have a credit card?

honest stag
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do you want it

novel stirrup
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Hi my name Oldsity and this is my first serious map with serious issues. Because i dont know how make normal opened doors

honest stag
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do you use func_doors?

novel stirrup
honest stag
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can you show what the door you're trying to make looks like?

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you can't upload images directly due to not having a rank yet, but an imgur link will work

novel stirrup
honest stag
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inside of trenchbroom i mean

novel stirrup
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im try to use button but you see result

honest stag
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your door doesn't seem to be selected, though the entity tab is showing a func_door
are you sure you're working with that specific brush

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actually

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if you just send me the .map file i'll tell you what's wrong without having to ask what to show

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you can drop it as a direct message to me

gritty forge
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me when I decide to open trenchbroom to make new map

crimson patrol
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lmao

honest stag
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Does any custom map use Reflections of Violence as a music track?

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Because its objectively the best

crimson patrol
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Omg yes reflections of violence is goat

gritty forge
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@honest stag im gonna use it

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but beneath the altar is better

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and crypted chaos

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…and burn in hell

high magnet
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Also what's happening to your profile pic

gritty forge
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what

gritty forge
high magnet
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it is

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but pretending that it's better than reflections isn't

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your profile pic is p based though ngl

gritty forge
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its better

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you just haven't listened to it enough

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smh

high magnet
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keepers of the gate is still better than both

gritty forge
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arguably yes

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but imo beneath the altar is like

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the grooviest one

crimson patrol
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best ambient track is ashes to ashes dusk to dusk imo

honest stag
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beautiful blasphemy

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smh

crimson patrol
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Thats good too

unreal violet
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Hand cannon and sacrifice coolest

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(I love the guardian)

high magnet
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Best ambient track is the ambient version of reflections imo

alpine depot
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just learned the hard way that you cant replace the soldier VO

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pls update sdk i beg of you

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didnt even realize there was like 13 copies of each of their alert sounds too so that was fun

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kind of knew from the start with where they were located (the soldier folder is a lie) but still sad :(

quiet anchor
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advise really good mods for dask

sharp trail
honest stag
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Ehhh aint the best way i'd say

sacred bolt
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do you know if there is a way to import TB maps into unity?

ancient depot
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For use in something other than dusk?

novel stirrup
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TrenchBroom

ancient depot
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Though you can use Hammer to make DUSK maps

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It's not officially supported though

high magnet
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But it's not

ancient depot
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Yes, if you can compile them to a supported BSP format such as Quake (v29), BSP2 or GoldSrc (v30)

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Source BSP support is upcoming

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But it's more of a gimmick than full support for it

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It's a free program that you can obtain externally

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TrenchBroom is completely free, yes

crimson patrol
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Duks mods

gritty forge
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I really hope the new SDK will be out this year..

sharp trail
honest stag
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boy was it "fun" to set up tb again

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done it so many times and yet still had stuff i got stumped on

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thank god it's back in order and i can get back to meh map

crimson patrol
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Vriska is back in town

honest stag
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back in oldtownmassacre.map

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"Alright, time to get back to work! Where was i?"

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oh right i was manually skipping all those textures because fuck sealing that map

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:*

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:(

crimson patrol
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Omg map butt

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Hot

high magnet
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Oh no Vriska your map has the dumpy

honest stag
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might as well rename it to "big ass map"

crimson patrol
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I wish more people would wear skip texture underwear

honest stag
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my map has a dumptruck

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_ds

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man i forgot how tedious it was

crimson patrol
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What was?

honest stag
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skipping faces manually

crimson patrol
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Yup

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Oh man im gonna have to skip so many faces on station.map

high magnet
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You guys skip faces?

crimson patrol
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We like measuring by frames per second, not seconds per frame

high magnet
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idk most of the the unseen faces aren't part of the geometry

honest stag
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if you seal a map yea?

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but i cant really do that here because of how it's layed out

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long story short i kinda fucked up with the core design which kind of prevents me from effectively sealing the map

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so i have to do what sealing does manually

sacred bolt
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ive used the unity modelling and mapmaking tool but TB is easier to use

alpine depot
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probuilder?

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bleugh that thing sucks

honest stag
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more like shitbuilder

alpine depot
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most vile tool ever

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so janky

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they advertise it like it's God's gift to map making lmao

honest stag
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i mean

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can you name any other unity "mapping" tool

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aside from realtimecsg

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but that's "new"

still raptor
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Yes

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Sabercsg

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Chisel

honest stag
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hey that's cheating you know unity well

still raptor
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True

honest stag
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are those good btw

still raptor
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Chisel will be good , realtime csg is good, idk about saber never used it

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Chisel is the sort of endgame

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It's heavily in development currently

honest stag
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oh shid

still raptor
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it should be guite good ... when its done

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which, who knows lol

honest stag
still raptor
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there are a lot of really talented people on the team

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person who made rcsg, person who made prodeus level editor, etc etc

alpine depot
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damn and we though avengers endgame was the biggest crossover

vast palm
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Probuilder makes me want to write my own Quake map importer for Unity zamboni

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I've written the plane intersection code in 3 different languages so it shouldn't be hard to do in C# 😂

remote forge
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any idea about whats gonna be in the sdk update?

crimson patrol
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Pizza

sharp trail
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and a large bottle of soda to

alpine depot
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Potassium

honest stag
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get the banana aqua

peak matrix
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One message removed from a suspended account.

honest stag
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you need to enter the sdk beta on steam first

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then, go on dusk.mod.io and pick a map you want, then download it
extract the folder from the acrhive into the following folder

Dusk -> SDK -> mnt -> local

and launch the sdk

after that. go into the "modding" menu and checkmark the mod on the right, then hit apply

then go into "campaign", "custom level" and pick the one you want

peak matrix
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One message removed from a suspended account.

crimson patrol
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Nice dusk mod 👍

sacred bolt
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is there any web to get trencjbroom textures from?

gritty forge
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just search for quake texture wads I guess

crimson patrol
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Yea

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I actually just make my own but I should search for some wads

honest stag
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quaddicted is a good place to start

crisp raven
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Anyone using necro's gui have problems with this field just straight up not working?

honest stag
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yes

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it never worked for me

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i just use the working folder

crisp raven
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🥲

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It used to work for me

limpid onyx
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whoever made the chainsaw cultist pooh bears, thank you

empty jasper
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omg...

peak matrix
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One message removed from a suspended account.

crisp raven
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Like a map will all powerups and enemies inside it?

honest stag
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I have a testing map like that but its literally just a massive plain with all items and enemies behind a wall

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we cant really "spawn" stuff right now

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it has to be present beforehand

peak matrix
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One message removed from a suspended account.

honest stag
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I'll drop it here once i'm home

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which is an hour or two from now

peak matrix
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One message removed from a suspended account.

honest stag
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I will give you a download link when i'm back at my computer

honest stag
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i kinda forgot i promised lol

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sry

crimson patrol
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im getting tha textures

crimson patrol
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cant wait to use generator.png

plush hemlock
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based textures

onyx schooner
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is that silent hill?

crimson patrol
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Sven coop

stable laurel
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hello i have a problem in linux, the sdk/modding branch doesn't have any SDK folder inside dusk's root directory. There's not support for linux yet?

ancient depot
gritty forge
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idk why but

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when I played my map today

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the performance was great

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so much better than I think it has been before

alpine depot
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they must've finally pressed the "fix performance" button in unity

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about time 👍

gritty forge
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Damn, there's mods for Dusk.

snow forge
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sex

plush hemlock
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HDusk malicioushappy

crisp raven
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Looking for playtesters

gritty copper
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how can i extract the models of dusk? i plan to use some models for papercraft

unreal violet
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You can’t access them yet, but we’re cool so we already have them

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Reply has the files

gritty copper
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so there's only weapons models? i wanted some enemy models like the wendigos

honest stag
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Most of those are available in .iqm

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but i can send them in a different format

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.blend that is

honest stag
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@gritty copper found them

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ur gonna have to figure out the weird names though sorry lol

gritty copper
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Thanks! Don't worry about it

muted glacier
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Hey guys. Fell off the face of the planet for a bit, but im back with some map progress. https://youtu.be/wP_SCAmXqhc

Hey everyone! Just realized a few days ago that I havent uploaded a video here showing the work thats been done to the Nacht Der Untoten demake in Dusk (Aptly titled Dusk Der Untoten). The video is very short, but too large to post on Imgur, so here it is.
No, Im not dead, just dropped off the face of the earth. Still working on it though. Gett...

▶ Play video
gritty forge
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Epic

vast palm
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Nice. I'm getting some NZP vibes from this.

alpine depot
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HOLY SHIT

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this rocks

honest stag
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No it stones

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haha

alpine depot
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god

balmy swan
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are they prefabs or do you make anything yourself in blender?

alpine depot
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it's all brush-based i believe, no way to import custom models or whatever into the SDK yet

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which is fucking mind blowing GOD LOOK AT THOSE TRUCKS

honest stag
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Also yes its fuckin crazy

muted glacier
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@balmy swan ive made all the "assets" myself with the exclusion of the airplane. That was @high magnet
And since its all brush based its all made in TB, since you cant really go from blender to TB. Some of the trees ive also made myself because not all of Dusks trees look the way I want. Those are even more of a pain in the ass to make than the trucks.

balmy swan
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Yikes. Big learning curve here for level design i guess.

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Been wanting to work on my own game and stuff like this really intrests me

muted glacier
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Moat of it really comes down to knowing the ins and outs of the editor you use. Hardest thing for me early on was Circles or arches. But once I learned tricks in the editor, that stuff because a piece of cake. The more time you invest, the better youll get. Prior to trenchbroom, the only experience I had was Unreal engine, and theyre not that similar so I was back to square one with learning.

balmy swan
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Thanks for the advice!

crimson patrol
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Make some cutout trees or use mine

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Also really well done, that map looks awesome

crimson patrol
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Get the sdk theres a custom levels tab

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Ah

ancient depot
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What does that have to do with the Switch version?

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The Switch version isn't based on the SDK, so it can't load custom levels

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Even if you modified the files

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Well, it's no more capable than the non-SDK version of Dusk anyway

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The thing is that Dusk is on Unity, so there aren't any easily exposed map files to edit or load

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Those games all have easily accessible assets

gritty forge
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imagine if we had a built in mod list based on the workshop

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o.O

crisp raven
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Security can you get this guy out of here please

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Security can you get this guy out of here please

gritty forge
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What happened.

crisp raven
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Just joking around 😁

gritty forge
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So I tried to play quake maps in dusk but they don't work even tho I enabled them

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what do I do

honest stag
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Can you tell step by step what are you doing

gritty forge
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So basically the steps said to first extract the files from the quake pak files with something like pak exploror so i did that

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next it said to download the quake color pallete from the link provided

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after that you had to open the local files of dusk and go to sdk

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then open the file named local

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they also said to create a file for the quake maps

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and also a file for the quake color pallete

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once i did that the steps were all done and i tried it out

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the files did show up

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so i enabled them and headed to custom levels

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they didn't show up and i tried to find what went wrong but couldn't

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and the best way to get help i assumed was here

ancient depot
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The maps need to be in a "maps" folder

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SDK -> mnt -> local -> quake -> maps -> <bsp files in here>

gritty forge
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i did that tho

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so do you mean that i need both the color pallete and bsp files in the same file

honest stag
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you sure you didnt skip the "mnt" folder?

gritty forge
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no

honest stag
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color palette only affects textures, you should be able to just load the level without it to see if it even works, hmmmm

gritty forge
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ok

honest stag
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the palette is supposed to go outside of the "maps" folder

gritty forge
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oh

honest stag
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the .bsp file (which is the quake map) goes into the maps folder

gritty forge
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oh

honest stag
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maps folder

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sorry i just woke up lol

gritty forge
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it okay

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i had that feeling before too

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i will try what you just said then see if work

honest stag
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here's what it should look like

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ignoring the name of the mod/map obviously those are custom

gritty forge
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ok

gritty forge
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If I am correct you said the bsp files are supposed to go into the maps folder right

honest stag
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yes

gritty forge
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is the folder specifically required to be named maps

honest stag
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yea, as you can see in the screenshot

gritty forge
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ok

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so i named it maps but when i enabled it ingame it didn't show up again

honest stag
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can you dm me a screenshot like i did above

gritty forge
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ok

honest stag
#

we got it sorted out

ancient depot
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What was the issue?

honest stag
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no mod folder, just the maps folder in local

ancient depot
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Ah

leaden light
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I followed a steam guide to get started map editing in Dusk, all seems to be working but in the guide he mentions he uses dusk_aligned.wad, but I cant find that file anywhere, wondered if anyone has it?

crisp raven
alpine depot
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you can use any texture wad you want

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quaddicted has a bunch of them

leaden light
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Ok cool thanks peeps

crimson patrol
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i maed a bus

high magnet
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boos

crimson patrol
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335 kb by itself

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im only using it like thrice though so its fine

high magnet
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tfw when still no func_vehicle thoughsadleon

leaden light
#

Anyone know if there is a way in Trenchbroom to have it so when I make a door, the player has to press Use to open it? Sorry if stupid question - complete noob here

crisp raven
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Then you can change the direction it opens and a bunch of other options

leaden light
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Ah ok nice, I thought it would harder than that because quake didn’t have a use button!

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Cheers

crisp raven
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👍

leaden light
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Cheers 🙂

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Probably another stupid question, I got the door working how I wanted, but is there a way to assign a sound effect to it? Or is there some sort of documentation where I can find out these sort of things to avoid bothering you lot?

crisp raven
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Dw about it though

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Good to see some life in this chat 🥲

leaden light
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Ah ok thanks, so that might be something added down the line? Cheers, just didn’t want to be a nuisance haha

leaden light
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Lol

leaden light
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Can you set a background music for the level or not yet either?

crisp raven
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Yes! you can set music

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Add a music property

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Add a path to your music in the mod folder

leaden light
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Perfect, thanks so much!

crisp raven
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The folder set up should look like this. With the .bsp file in the maps folder and the music in the music folder 🙏

leaden light
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Does the music file have to be ogg format, and can it be named anything I want, or it must contain ‘em’?

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EM

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Lol doesn’t let me write E(asterisk)M(asterisk)

crisp raven
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All you need to do is put the name of the music file (including the file extension)

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It just happens that the DUSK soundtrack for the SDK are .ogg

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But there are multiple file types you can use

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You dont have to type E or M that's just the name of the file that I used

leaden light
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Cool thought that might be the case! Thanks again for all the help, getting the hang of it now, got the beginnings of a little cellblock

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Any way to have footstep sounds when I walk along metal floor?

crisp raven
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Sadly not

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then again there weren't footstep sounds in DUSK anyways

leaden light
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Yeah, I guess because we move so fast it might have sounded odd anyway

crisp raven
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Yeah

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Unlike in Half-Life

leaden light
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Lol yeah

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You know the puddles of green toxic stuff in dust that damages the player? is there a way to implement that? didnt see a entity for it so I'm assuming not?

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*dusk

crisp raven
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object_anomaly

leaden light
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Ah nice, I wondered what that did

leaden light
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got a really strange issue, im guessing its probably a dodgy hdmi cable or something but just incase its a known issue - sometimes when i run the sdk to test the map, a couple of seconds after it loads in, my monitor disconnects and i have to unplug and replug in the hdmi cable and it comes back on, never noticed it with any other games/software

crisp raven
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Never had that problem

leaden light
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yeah figured it must be something my end

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wierd issue

leaden light
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Any idea if it’s possible to make it so the player starts without the sickles?

crisp raven
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There's no way

leaden light
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Cool no worries

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How about making an object spawn when you break a barrel? Impossible?

leaden light
#

Thought so

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I’ve run into another issue lol, I want an outside area, so I made a ceiling brush and set texture to skybox_top (a nighttime sky with stars) but when I play the map, the sky is actually a daytime skybox, any ideas?

honest stag
#

Any brush that has a texture starting with "sky" is turned into a special invisible sky brush used for sealing and sunlight

if you want to change the skybox texture, here's how:

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

#

image uploading 1 moment

leaden light
#

Awesome thanks mate!

#

If it’s only possible for player to see the bottom side of the cube, do I still need to set all six worldflags or just the one?

honest stag
#

you can set as many as you want yeah

#

dont have to do all

leaden light
#

Ok cool, thanks for info that is a massive help!

honest stag
#

np

muted glacier
crimson patrol
#

yea i might make a preset map with all the stuff im using in station.map

#

gotta texture it first though

leaden light
#

Anyone know how to make glass transparent? There’s a texture called ‘glass’ in the dusk wad im using but can’t seem to make it transparent

crisp raven
#

It doesn't necessarily have to be a func wall but whatever

leaden light
#

Legend, thanks a lot! You or Vriska always come to the rescue!

crisp raven
#

👍

leaden light
#

Been making a prison, so far I got a cell block, kitchen, rec room, couple of solitary cells, a yard and working on visitor room

#

Obviously very bare bones so far but working nicely as a learning project

crisp raven
#

Sounds cool

leaden light
#

Yeah don’t think I’ll be able to ‘gamify’ it but just gonna use it to learn the basics of trenchbroom then move onto something playable

#

Got a minor issue where I can’t make the compiler run the actual sdk though so I have to compile it and then manually open the sdk and run the map, not a big issue but the guide suggested it should load the sdk if I pressed ctrl-r

crisp raven
#

Not sure about that. But you can keep the SDK open and just reload the map whenever you make changes. It won't break anything if you're in the level and you change the .bsp file

leaden light
#

Ah that’s a perfect solution cheers

#

Is there a way to make a light visible through the transparent glass? If I look through it currently at a light fitting the other side, it looks as if the light is off

#

The room itself appears lit, but the fitting itself doesn’t have the ‘glow’

shell iron
honest stag
#

Like a dusk light flare motor being visible?

leaden light
#

The entity is called Light-fitting or something like that, it’s a round ceiling light, with a ‘light’ entity on top of it so it is lit up in the game (which works fine, I’ve got afew of them in the level) but when viewed through the glass, it doesn’t appear to be lit, I can see the light-fitting entity itself, and I can see that the room itself is lit up, but the glow of the light isn’t visible, so it looks like it’s off. I can’t upload pictures yet so I can’t show you what I mean lol

#

In this video, you can see afew of the lights in the cellblock bit, and then in the very last few seconds of the video, in the visitation room, you can see the light through the glass and it appears to be off (doesn’t have the yellow glow)

honest stag
#

ah so light flares

#

yeah can't do much about that i think

#

also levels looks sick, but i think the dark spots are a bit too dark sometimes

#

while bright spots are sometimes too bright

leaden light
#

Yeah definitely, haven’t modified any of the light entities yet, I’m assuming I can edit the values to tone the lights down

honest stag
#

do you know the "delay" and "wait" tricks on light entities?

leaden light
#

Nope lol, I know nothing

honest stag
#

1 moment

#

so there's a vid here

#

and you can find a timestamp with "wait, delay" there

#

they are very useful for the kind of situation you have right now

#

they basically control how far light spreads and how quickly it dissipates

#

OR you could turn down the lighting and use bounce lights

#

which is basically baked RTX

#

(that's -bounce on light.exe)

#

takes longer to compile but totally worth it imo

leaden light
#

Awesome I will watch dumptrucks video, I’ve seen a couple of his first ones but then I stopped watching and started messing about. Does he cover bounce lights in that video aswell?

honest stag
#

not sure, havent seen it in a while

#

but i cant give an example of a scene with and without bounce lights

#

can*

leaden light
#

Nice

honest stag
#

gimme a minute

leaden light
#

Yeah no rush mate

honest stag
#

this is without bounce lights, dark areas are very dark as light doesnt spread out

ancient depot
#

bounce lights are basically static RTX

honest stag
#

this is with bounce lights, subtle but light spreads better

#

like you cant even see the stairs in the first pic

leaden light
#

Cool yeah looks much more effective!

#

And that is achieved with the wait and delay things, or a different method?

honest stag
#

that is just bounce lights, so no wait/delay tinkering

#

but it could be even better if i had used them

leaden light
#

Sweet, I will watch the video and mess about with it abit, I tend to pick things up quicker once I start playing with them

honest stag
#

nice, enjoy mappin

#

oh and the tutorial covers light styles

#

but we dont have those supported

#

so ignore that for now

ancient depot
#

Yeah light styles don't work in the current build

#

But you can think of them as basically baking a light in multiple states

#

So you can change how it looks while the game is running

leaden light
#

Ah yeah that would be very useful

ancient depot
#

(though what we have in Gloomwood is slightly more powerful)

honest stag
#

honestly crazy shit imo

ancient depot
#

it was a lot of work

leaden light
#

I actually played the demo of Gloomwood the other day, it’s fucking sick, looking forward to the full game

#

Cheers for the help guys, appreciated!

ancient depot
#

np

#

as for that light flares thing, I have some ideas for how we could make that work

honest stag
#

remove light flares outright

ancient depot
#

I can probably add some property to make flares ignore a brush

leaden light
#

So is the issue that because I’m the window is a brush, it treats it as a wall and doesn’t let the light through?

ancient depot
#

yeah

#

the transparency of the wall is never a factor

leaden light
#

Yeah I thought that must be it. It’s not a massive problem anyway to be honest, but if there was a way to make it work it would be handy. For now I can just put those lights out of view or something I think

#

I had one other unrelated issue, my doors move upwards when opened, but I am standing very close to them, it’s like my character ‘catches’ on them and I move up slightly with them

#

Not sure if there’s anything that can be done about that one?

honest stag
#

not really no

leaden light
#

Yeah thought that might be the case, just wanted to make sure

ancient depot
#

Yeah so, that one is kinda funny

#

It only works that way because that code was rushed to get the SDK out sooner

honest stag
ancient depot
#

Basically if you're touching a moving brush, you inherit its movement

#

It was supposed to be so elevators and stuff would work

#

but it doesn't make sure you're actually standing on it

#

Just pretend you're covered in glue or something

leaden light
#

Haha yeah, it’s not a big deal anyway

honest stag
#

lmao that's cool to know

ancient depot
#

It'll be fixed

honest stag
#

in THE UPDATE

ancient depot
#

but I can see a use for "this brush always drags you along"

#

so I might make it something you can toggle

#

like a sticky ceiling that takes you across a chasm

leaden light
#

Yeah there could definitely be some wonderfully weird scenarios it could be used for

#

And also, the doors come down after 4 seconds, but is there a way to detect if I am stood underneath the open door and prevent it from moving down whilst I am stood there? Usually it just moves me out of the way, but a couple of times it managed to actually push me downwards and out of the map into the void

ancient depot
#

Not currently, that's another result of that code being rushed

#

The door should stop, but it just doesn't check for it right now

#

doors in general have a lot of improvements on the way, particularly rotating ones

#

because without a GoldSrc editor, rotating doors suck

leaden light
#

Nice, I haven’t even attempted rotating doors yet

honest stag
#

they suck, but if you really want a rotating door you can do that

ancient depot
#

right now I'm working on a patch for regular dusk, now that I'm done helping with aces stuff, so the SDK will be back in action soontm

#

assuming my second pfizer shot doesn't murder me in 3 weeks

leaden light
#

50/50

#

Lol

ancient depot
leaden light
#

You made dusk?

ancient depot
#

nah, I just made the SDK

leaden light
#

Ah ok. Nice work anyway, I’ve been having a lot of fun with it

ancient depot
#

david is the actual dusk developer

leaden light
#

Cool, it’s a really good game, best shooter I’ve played in awhile, between that and Project Downfall I haven’t played much else lately

#

Right I’m gonna crack on with this lighting video, thanks again for all the help and tips, no doubt I will be back with some other noob questions tomorrow haha!

honest stag
#

lighting is fun regardless what people say

#

shame it has to be constant recompiling for small changes

leaden light
#

I guess the compiling starts to take longer as the levels get more intricate?

ancient depot
#

I wanna play around with some custom lighting tools once the SDK is done

honest stag
ancient depot
#

I have ideas, from what I've seen of the lightmappers available for Quake they don't take much advantage of threading

honest stag
#

so like in a decently big level with bounce lights and -soft on a weak laptop it can be quite painful to adjust things

leaden light
#

Should I have -soft enabled when I compile?

honest stag
#

my current level isnt even that big and it takes a while

#

yeah but if you're mostly just testing then you can do withouit

as you can guess it just makes the edges of lights softer

#

and less blocky

leaden light
#

Ah ok cool, I’ll play around with it and see how different it looks. Do you guys have levels anywhere that can be downloaded and played?

honest stag
#

-extra and -extra4 and all in between are basically the same with different levels of quality

#

has all kinds of custom levels

leaden light
#

Yeah I had a quick look earlier and seemed like there are quite afew there, just wondered if you and zombie had any on there really. Be cool to see what you guys have managed to do

ancient depot
#

Basically you'll want different compile settings for testing and releasing

#

I don't personally have any released maps, because they'd be terrible lol

#

I'm just a programmer

honest stag
#

i literally released a map with 4 enemies

ancient depot
#

I can make a really good box room tho

leaden light
#

Lol ‘just’ a programmer. Pretty integral part of the whole thing!

#

4 more enemies than I’ve got so far haha

alpine depot
honest stag
#

same

#

and then i complain that compiling is taking too long

alpine depot
#

lol

#

though to be fair even on the "lowest" compile options it can still take a while

#

these tools are fuckin ancient

honest stag
#

have there been any updates to tb recently i havent checked

alpine depot
#

probs not anything major

crisp raven
#

Nah they added a feature that automatically makes your maps good

ancient depot
#

If you have really cheap work, it's better to batch it up into a group of work to spread the work across cores

crisp raven
#

📝

honest stag
#

recently started to chip away at my old map and added a ton of layout, now doing some texturing lighting and detailing

#

didnt get far yet but feels good to return

acoustic imp
#

holy shit that looks awesome dude

honest stag
#

also started to play around with the color paletter, thinking of giving the level a specific one so the player has to set it themselves before playing

acoustic imp
#

dude that's fuckin rad

honest stag
#

hey thanks, the rest of the map looks much better tho

ancient depot
#

I hope to see some of you get into doing full games someday, it's awesome to watch your mapping skills improve with each project

#

Not even necessarily FPS games

honest stag
#

i had a pretty hefty design thing that i've been working on for over a year now, like a total dusk conversion with it's own campaign for when the full tools are out

ancient depot
#

👀

honest stag
#

main inspiration being cry of fear but i think i already talked about that

#

it's the sole reason i picked up blender lol

#

also i think skade is already making a game on unreal

#

he even posted a short clip of it in the jam server and it looks sick

honest stag
#

yup that

ancient depot
#

seizure warning for anyone else lol

alpine depot
#

i have a lot of ideas for games but i dunno where to start lol

#

i guess its not really a lack of experience i've been torturing unity for a fair few years now so i kind of know what im getting into lmao

sharp trail
honest stag
#

i just realised that my map has a "21st century movie poster" color palette

#

(saturation increased a bit because i was playing around with it)

#

there's the blue and there's the orange

#

with some black/white sprinkled in

crimson patrol
#

Holy shit vriska that texture work is insane

ancient depot
#

god damn that looks awesome

#

need a more detailed skybox to compensate lmao

honest stag
#

Placeholder for now also i haven't changed anything in the screenshot for months lol

#

But thanky

#

i did spend a lot of time picking matching textures and alligning them

crimson patrol
#

Use those skyboxes you sent me a while ago

honest stag
#

oh i reinstalled windows and the folder is gone

#

but if you still have them 😳

crimson patrol
#

I'll send you them later I'm currently away

honest stag
#

The fuck is your username

barren glacier
#

What is your username

alpine depot
#

HOLY SHIT VRISKA YOOOOO

#

I gotta get back to my ultrakill ripoff map pack to compensate

#

God I just fucking love the grungy aesthetic of old baked lighting

#

it's just so charming to see every time

ancient depot
#

Agreed

honest stag
#

i love it too

ancient depot
#

I'm so glad the dynamic lightmap system for Gloomwood ended up working out because it means we get to preserve that

alpine depot
#

mannnn I'm so excited for that

honest stag
#

gloomwood lights do look sexy

ancient depot
#

It's something you just don't get with normal lighting

alpine depot
#

gonna make a disco map first thing

#

super exciting stuff like it's insane the lengths you guys go to with all this

#

it's just BONKERS bro you gotta be ZOINKED out of your MIND to pull off this shit

ancient depot
#

Dillon's using it to great effect too, it's really subtle

#

Like go look at some of the Gloomwood development videos on his YT, notice that fireplaces and stuff will flicker

#

But those are all baked lights

honest stag
#

oh also i think i should stop hogging this to myself
when i was making my first ever maps and posted screenshots because i didnt like the look of some of them - a guy said they had too many lines in their textures which spoiled the look

and i notcied that a lot of dusk textures do exactly that - they have lots of clear lines and if you're not careful with that it really hurts the look

#

my current texture wads have a lot more "plain" textures or have little to no lines in them

ancient depot
honest stag
#

oh shit dillon has a channel

#

with dev vids

ancient depot
honest stag
#

yooooooooo

alpine depot
#

so pretty

ancient depot
honest stag
#

yoooOOOOO

#

that's insane

ancient depot
#

You'll be able to do similar stuff in the SDK... once we have lightstyles

honest stag
#

IMAGINE

#

duuuude

alpine depot
#

do you guys like, lock Carmack in the basement and make him do your dirty work

honest stag
#

yup night/day baked lighting cycle

alpine depot
#

cuz damn

ancient depot
#

lmao

alpine depot
#

shit's magic to me

ancient depot
#

I spent a few months designing the system and then implemented the final concept in a day or two

alpine depot
#

lol jfc

ancient depot
#

and then Dillon makes use of it in crazy ways I never even imagined

#

Something that makes this more powerful than normal light styles is that we can change the colour and intensity of the lights

#

Though for the SDK I could probably add a "lightstyle tint" feature so if you made your lights white you could do that too

honest stag
#

me listening to all the new cool features that'll be in the update

ancient depot
#

lmao

#

lightstyles probably won't be in the update

#

so this is more talking about features after the update

alpine depot
#

if flying enemies are fixed I'll be a happy camper lol

ancient depot
#

They will be lol

#

I'm still not sure what I want to do about swimming enemies like chomper

honest stag
#

give them legs

#

evolution

ancient depot
#

I have some ideas, like checking if their next position is underwater or not

#

I can also actually just clip their movement to the water collider, come to think of it...

high magnet
honest stag
#

aw thanky

leaden light
#

so this is more talking about features after the update
@ancient depot Later™️

ancient depot
#

Soon™️

honest stag
#

At an indetermined point in the future, which may or may not be close to the present moment™️

leaden light
#

Lol

crimson patrol
#

This channels being hella active

crimson patrol
honest stag
#

oh shit thank you

gritty night
#

looks great

desert crane
#

WORKSHOP WHEN @ancient depot

honest stag
#

what the fuck

ancient depot
honest stag
#

im screenshoting this and sending it to my dad, maybe he'll be proud of me now

ancient depot
#

lmao

gritty night
#

dont get your hopes up

honest stag
#

ofc ofc

gritty night
#

your dad's hated me ever since i fucked his wife

honest stag
#

how do i even process this shit after waking up

ancient depot
#

it's pretty simple

#

you don't

honest stag
#

obviously

#

that's some nice motivation to keep the map going tho

desert crane
#

My role is updated

honest stag
#

the real big
i thought no one else from new blood even checked this channel lol

#

aside from sdk dudes

tranquil mulch
#

It's odd to see Dave here, unpinged.

honest stag
#

big honor from big john

tranquil mulch
#

The only proof Dave was here is his image.

still raptor
honest stag
#

ah that makes more sense lol

ancient depot
#

yeah I share stuff internally occasionally

still raptor
#

yes we talk about you at work

#

now you can be paranoid

honest stag
#

that's cool to know, i honestly thought dusk mods were a lil bit forgotten (aside from you obviously)

still raptor
#

nah its daves favorite thing to beg zombie for

ancient depot
#

lmao

high magnet
#

You guys talk about my maps? 😳 👉 👈

honest stag
#

i bet they do

#

i'll be disappointed if your maps werent shown off at least a couple times

ancient depot
#

basically any time I see a cool screencap I share it

honest stag
#

oh shit nice

tranquil mulch
#

Guess this means I gotta get better/more done with my ue4 project.

honest stag
#

do u post it over at general modding?

tranquil mulch
#

I do, when I have something I feel is worth sharing.

long anchor
#

@honest stag u wanna finish lower and get all the credit yourself?

#

i swear to god i will start working on it again one day

#

oh also vriska, since we're at it

#

did we actually finish fgd

#

i remember i couldn't get some stuff working on it then i just kinda dropped it bcuz personal stuff

#

did you work on it after that?

honest stag
#

A bit yes

#

cleaned it up

long anchor
#

nice

#

oh server has cool role icons now

honest stag
#

the only thing left i can think of it the fact that a couple models may not respond well to rotation

#

but at this point i have no clue where to begin fixing it

#

its been too long

#

And they're very minor models anyway

#

and it doesn't affect them that much

long anchor
#

well okay then

#

still mad i couldn't make default properties work as intended in TB

#

man i just realized

#

i don't remember backing up any of my dusk stuff

honest stag
#

We'll totally need to do a massive amount of work for when da update is out

#

wait

#

what

#

dude dont tell me you lost ur maps

long anchor
#

i don't know

honest stag
#

Praying rn

long anchor
#

nope i have everything on my external drive

honest stag
#

Nice

long anchor
#

:)

#

man, even concept arts (doodles rather)

#

this takes me back

honest stag
#

I back stuff up to google drive from time to time

#

just to be sure

long anchor
#

@honest stag

honest stag
#

Oh i remember that damn

#

Ancient content

#

the only old pic i have is the "trenchbroom sun"

long anchor
#

literally time travel

#

wtf i can't upload more

#

shit internet

honest stag
#

The sun

#

as it should be

long anchor
#

LOL

#

i have wip egypt map screenshots

honest stag
#

Not mine btw

#

oh shit nice, i think we have them in the beer books server

#

somewhere

long anchor
#

god bless

honest stag
#

The memories

long anchor
#

oh damn apparently i have a doodle concept for the FIRST jam

honest stag
#

still cant wrap my head around the fact that the mod took just 2 weeks

long anchor
#

YEAH

#

mod grindset

#

i need to do the exact thing you did but with music

#

my upload frequency is awful lmao

honest stag
#

Life do be like that when making those things doesn't pay your bills

long anchor
#

true, true

#

finishing stuff makes me bit happier tho

#

releasing lower 1 and having dave tweet about it was amazing

#

same for shitposts

honest stag
#

Releasing is bliss, at least until some youtuber rates your map 1/5

long anchor
#

THAT GUY

honest stag
#

He actually stopped making dusk map videos because "they're all quake shovelware from 90's quality tier"

#

and sure some early ones were rough especially mine but cmon dude

long anchor
#

@honest stag did i show you my little scene for madness combat halloween event

honest stag
#

Yup

long anchor
#

i most likely did i just don't-

#

yeah

honest stag
#

Twice actually

long anchor
#

YEAH?

#

man i need a doctor

honest stag
#

Both times i asked "will you release this cool dusk map"

long anchor
#

haha

#

maybe one day when i decide to make actual madness combat map

honest stag
#

Get textures, reskin enemies, boom

#

Cut their HP too

long anchor
#

i didn't even get any new textures for that one

honest stag
#

actually not just reskin

long anchor
#

i just adjusted colors of existing ones

#

even the skybox

honest stag
#

the models are fairly basic so i could port them over

long anchor
#

tbh there are no madness models that'd fit in

#

i'd rather keep enemies humanoid

#

which would still work and make my thing somewhat more unique

#

for madness community

honest stag
#

Looking forward if you decide to go with it

crimson patrol
#

.

gritty forge
long anchor
#

beer books members only

#

sorry

gritty forge
#

wow

muted glacier
fast arrow
#

are there any mods that add levels which make heavy use of the climbing gear?

crimson patrol
#

Has anyone used func grapples yet

crisp raven
#

I have in Frostbite

#

It's a minor part but it still exists

crimson patrol
#

Niice

honest stag
#

dqmk used it in his sinner's trial

honest stag
#

Took a pic of a building today because i saw it and thought "this will look cool in my map"

#

Am i a real mapper now

vast palm
#

Yes

#

But you're not a real mapper until you try sealing a leak and fail miserably so you rebuild that part of the map

honest stag
#

Been there done that

#

Staying with 8/16 units has reduced those cases to 0 tho

high magnet
#

Hold on I'll see if I can find them

#

Became these two respectively

honest stag
#

pretty sick

#

here's the pic i took

#

1 moment

#

think it'll do just fine as a small stand-in

high magnet
#

Hell yeah love that eastern european style

#

Half Life 2 had quite a few buildings like that

honest stag
#

yeah there's plenty of shit here that looks like half life 2

#

or rather half life 2 looks like my city

gritty forge
#

Epic buildings

gritty forge
long anchor
#

never used them tho

#

lately i've been stockpiling images of the park near me, at night

#

once again vriskaman, it would be really cool to have cry of fear type of mod set in post soviet city

muted glacier
crimson patrol
#

im a 1/2/8/16

#

with a dash of 32

honest stag
#

Well yeah i move to smaller units too but not with layout

#

and walls and stuff

#

Using 1/2 on that is recipe for disaster

honest stag
#

check this shit

#

i still havent decided if i want to use changed saturation or not, help me out? the above is saturation increased, this one is default

#

i guess the difference is minimal in this example, lemme boost it hard

radiant tendon
#

ChadMike👍🏻

honest stag
#

last screenshots to not spam this channel down

after god knows how long i'm actually finishing the street and i havent even started on interiors and gameplay

#

same with default saturation

sharp trail
#

it's probably because a lot of things blend into the background better

#

Idk why exactly but i like that more artistically

ancient depot
#

The second one looks "better" in that it's more consistent I would say

#

but I find the first one way more striking

honest stag
#

what if i swap the skybox for a blue-ish night sky

#

probably would be more consistent but i need to find one first

high magnet
#

What if the orange light was high saturation but not the blue ligths

honest stag
#

dunno how i'd do that aside from boosting the light's properties and that will take a lotta time to test

#

orrrrrr

#

i could simply tune down the blue-ness of moonlight?

#

and the intensity

#

but leave the saturation on

high magnet
#

Yeah

honest stag
#

that sounds like it may work lemme try

#

how's this?

#

imo kinda cool
every color stands out more while not making the moonlight obnoxiously blue and bright

high magnet
#

I like it

honest stag
#

doesnt that also kinda get around color palette limitations too

sharp trail
#

nvm i looked at the image on a really dark computer

honest stag
#

the necromancer computer

crimson patrol
#

im drooling looking at these screenshots

#

its so good

honest stag
#

Thanky

#

Over the course of this project i learned a LOT about making textures line up and mixing them around to make truly cool shit

#

And not just textures

#

dealing with surfaces looking too flat was a valuable lesson too

crimson patrol
#

ah yea lemme send you those skyboxes

honest stag
#

Crazy how a little bit of additional brushwork makes a plain texture look bomb-ass

crisp raven
#

Vriska releasing a map leonpog It's been so long leonpog The people have grown restless leonpog Give them what they want

sharp trail
#

Could it maybe be part of some kind of jam???

crisp raven
#

Tbh I don't really think so

sharp trail
#

yea thats probably farfetched

leaden light
#

These screenshots look sick

crimson patrol
vast palm
#

Why so many triangles?

crimson patrol
#

triangle soup

muted glacier
#

Ive been summoned

crimson patrol
#

oh fuck i left texture lock on

#

future me will hate present me

high magnet
crimson patrol
#

ah thx

honest stag
balmy swan
# honest stag

This is REALLY cool man! Let me guess, you made the models in blender and imported them in?

honest stag
#

nope

#

all burshwork

balmy swan
#

Are you using textures already existing from the game, or did you get them from somewhere else/make them yourself?

honest stag
#

i used several custom texture wads from quaddicted, mostly Return to Castle Wolfenstein textures

balmy swan
#

Would you say brushwork is easier or harder than modeling everything in something like blender?

#

sorry for all the questions - i'm getting ready to make my own game and stuff like this facinates me

honest stag
#

depends on what you want to make
if it's blocky buildings, rooms, towers, generally structual things - brushes are very easy to use and you can even add cool functionality like breakables, moving brushes, etc.

#

and they're better when working with lights from experience so far

#

models (we can't use them right now as they arent supported) but if we COULD, i would absolutely use them for props and various more intricate small objects around the map - like lamps, vehicles, furniture - you get it

#

this is all in context of quake maps being used in dusk though

#

for your own game this might change completely

balmy swan
#

Well, stylistically, my game plans to lend itself completely into the style of quake and by extention, dusk

honest stag
#

blender slaps tho, i used to hate it but it's totally worth using

balmy swan
#

the biggest difference being i'm making mine in Unreal

honest stag
#

no clue how making levels in unreal works so my advice may be useless

balmy swan
#

Unreal is actually capable of dynamic destructable meshes

#

I was speaking in terms of what's easier for you, in as a map maker.

honest stag
#

i only worked with meshes while making levels a couple times and i hated it

#

the structure that is

balmy swan
#

Yeah further questions in regards to models may be better suited to people in the unreal discord, or even any of the amid evil guys. (not about to @ them though). But thanks for humoring me! I really like your work.

honest stag
#

thanky

gritty forge
#

blender is a godsent

#

And honestly it's quite intuitive

honest stag
#

easy to say that in hindsight

gritty forge
#

Maybe but I feel like I got the hang of it quickly

#

Cpuld be because I had a teacher who knew the program well though

crimson patrol
#

untextured stuff

crisp raven
#

Reminds me of the Highway 17/Sandtrap chapters from Half-Life 2

crimson patrol
#

thats cause o the flat terrain

crisp raven
#

Does it not take place on a beach?

crimson patrol
#

no this level takes place somewhere more like the swamp in metro exodus' volga

crisp raven
#

How close to completion would you say it is? Like % wise?

crimson patrol
#

uhh of all the work i need to do, probably 5-10%

#

cause i have to make all these presets, texture them and then make the terrain and place the presets on that

#

then actually work on the player accessible areas

muted glacier
# crimson patrol stuff

What are the trees on the back?? Did you make those yourself? Your untextured stuff looks amazing. Cant wait to see it further alomg.

crimson patrol
#

i searched up dead tree black no background and pixelated it

leaden light
#

Anyone know if there is a way to make enemies only attack of the player attacks them first?

honest stag
#

nah

#

i dont think ambush flags work either

leaden light
#

Ok cool cheers

leaden light
#

I assume that it’s not possible to rotate the level by touching an item like in the campaign?

crisp raven
#

You're right there isnt

leaden light
#

Cool thought as much but figured I'd check just incase!

#

Cheers

peak matrix
#

One message removed from a suspended account.

crisp raven
#

No such thing has been released

#

You could make it yourself if you wanted

peak matrix
#

One message removed from a suspended account.

ebon bridge
#

Brimstone Ghetto map might help you with that

crisp raven
#

This cheat code will add the fast fire effect: nbfastfingers / nbff

#

It stacks as well

fast arrow
#

Do I just type that in game?

high magnet
#

Yes

honest stag
haughty slate
#

Yo I gotta ask a question that has been probably asked 1mil times but I can't find the answer on mr google

#

Lighting works on quake but when I play the same map on dusk it's all dark.

#

So anyone can tell me why is that?

ancient depot
#

Most likely because the map uses light styles