#dusk-modding
1 messages · Page 96 of 1
🤯
god i wish jakob was usable
he's hardcoded to remain at 600/700 hp no matter what you do
would love to use him almost like a mini-boss, like doom's marauder guys
i sooo wanna slap down like five reskinned jakobs and just be like "have fun"
we'll probably fix that
jakob's ai just has some very specific shit going on because of the whole scripted sequence he appears in
Mine had it too
Aqua and Manniac used it too
what if you set jakobs health below 500
doesnt work iirc
what if you buy jakob ice cream
he dies by eating too much
What if you feed him spaghetti
looks like a cult leader
you can, he can get down to 1hp if I don't misremember
yup
I wonder if the spinny sawblade things can kill him
im guessing he's hardcoded to not die unless the script is played
whenever that happens lol
yeah the possibilities will be a lot bigger for sure
It'll break all my old maps ☠️
I'll have to go back and fix them all ☠️
there will be a tool that converts the old maps
They need some more consistency and touch ups imo
at least so i've heard
also yea
smh what's the point
meat lass isnt coming back 
Lole
We don't need meat lass when we have spoon man
fork man
Forkin ’ell man
mmmmm yeah im gonna remake derailed at some point, definitely a map that really needs a makeover
rename it to
rederailed
kind of surprised that derailed is favored by people more than my newer maps
like bro
BROOOOOO
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
granted they both perform like ass on anything short of a nasa supercomputer but they're so much better :(
peoeple did lose interest in playing dusk maps generally after such a while
if the audience was the same they would play your new maps too
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
and 500 downloads turns into 62 people total playing all the maps
which is temporary ofc, new update - more people
so dont feel too bad there
your new maps are sick af
There's an automatic conversion tool in the works to patch up existing maps yeah
That way we're free to remove or tweak entities that we think are poorly designed
lmao
well not poorly designed but
is it going to be replaced by usage of clip textures
that one is a bit of a complex case, it might have to stick around
wait func_clip is gone??
Im just jokin
o thank god
does anybody have the model for the leatherneck pls
the iqm file should be somewhere in the sdk iirc
I think the crossbow texture in the sdk is mislabeled as chainsaw
Yeah, the enemy models are in SDK/mnt/local/dusk/models/monsters
We dont have it
Just like the final boss and the cartdog model
for now they're missing
We've hit him with the soap before in the regular game and it doesnt matter. Same with nyarl impossible to kill
Soap shouldn't do any difference since it does damage on hit like weapons
but I was thinking that the sawblade could be in a different "damage category" as it
is an object
idk
probably wont do anything
still
I thought soap inflicted damage the same as any object, it was just set super high
it still damaged them, it just instantly puts them at the lowest hp
nyarl skips straight to 1 hp even with the other cracks unbroken
think I'm just gonna redo my entire map
cause light leaks bother the shit out of me
and its not coming along
that well
Last I mapped sealing the map fixed the light leaks
idk if it was the same issue though
nop
my map is just cursed
tried everything
it's something with the geometry
I may try putting it all in a giant skybox later but I'm 99.9% sure it wont do shit
Damn
Even when the space between the walls and the skybox is empty?
(as in it just displays the skybox when you noclip in it)
nyarl x shub
I'll give you a sphere
.mod @mellow shard
Lmao
Yes
Lmao they've invaded dusk mods now
do you want it
Hi my name Oldsity and this is my first serious map with serious issues. Because i dont know how make normal opened doors
do you use func_doors?
yes but its don't work
can you show what the door you're trying to make looks like?
you can't upload images directly due to not having a rank yet, but an imgur link will work
inside of trenchbroom i mean
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
actually
if you just send me the .map file i'll tell you what's wrong without having to ask what to show
you can drop it as a direct message to me
lmao
Does any custom map use Reflections of Violence as a music track?
Because its objectively the best
Omg yes reflections of violence is goat
@honest stag im gonna use it
but beneath the altar is better
and crypted chaos
…and burn in hell
unbased
Also what's happening to your profile pic
what
no its pretty fucking based
it is
but pretending that it's better than reflections isn't
your profile pic is p based though ngl
keepers of the gate is still better than both
best ambient track is ashes to ashes dusk to dusk imo
Thats good too
Best ambient track is the ambient version of reflections imo
just learned the hard way that you cant replace the soldier VO
pls update sdk i beg of you
didnt even realize there was like 13 copies of each of their alert sounds too so that was fun
kind of knew from the start with where they were located (the soldier folder is a lie) but still sad :(
advise really good mods for dask
Go to website and sort by rating
Ehhh aint the best way i'd say
do you know if there is a way to import TB maps into unity?
For use in something other than dusk?
TrenchBroom
But it's not
Yes, if you can compile them to a supported BSP format such as Quake (v29), BSP2 or GoldSrc (v30)
Source BSP support is upcoming
But it's more of a gimmick than full support for it
It's a free program that you can obtain externally
TrenchBroom is completely free, yes
https://steamcommunity.com/sharedfiles/filedetails/?id=2298392941 You can follow this to get started
Duks mods
I really hope the new SDK will be out this year..
I see you have accepted ________.
boy was it "fun" to set up tb again
done it so many times and yet still had stuff i got stumped on
thank god it's back in order and i can get back to meh map
Vriska is back in town
back in oldtownmassacre.map
"Alright, time to get back to work! Where was i?"
oh right i was manually skipping all those textures because fuck sealing that map
:*
:(
Oh no Vriska your map has the dumpy
might as well rename it to "big ass map"
I wish more people would wear skip texture underwear
What was?
skipping faces manually
You guys skip faces?
We like measuring by frames per second, not seconds per frame
idk most of the the unseen faces aren't part of the geometry
if you seal a map yea?
but i cant really do that here because of how it's layed out
long story short i kinda fucked up with the core design which kind of prevents me from effectively sealing the map
so i have to do what sealing does manually
yeah. gemeral importing
ive used the unity modelling and mapmaking tool but TB is easier to use
more like shitbuilder
most vile tool ever
so janky
they advertise it like it's God's gift to map making lmao
i mean
can you name any other unity "mapping" tool
aside from realtimecsg
but that's "new"
hey that's cheating you know unity well
True
are those good btw
Chisel will be good , realtime csg is good, idk about saber never used it
Chisel is the sort of endgame
It's heavily in development currently
yeah just like the sdk update 
there are a lot of really talented people on the team
person who made rcsg, person who made prodeus level editor, etc etc
damn and we though avengers endgame was the biggest crossover
Probuilder makes me want to write my own Quake map importer for Unity 
I've written the plane intersection code in 3 different languages so it shouldn't be hard to do in C# 😂
any idea about whats gonna be in the sdk update?
Pizza
Potassium
get the banana aqua
One message removed from a suspended account.
you need to enter the sdk beta on steam first
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
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Nice dusk mod 👍
is there any web to get trencjbroom textures from?
just search for quake texture wads I guess
quaddicted is a good place to start
Anyone using necro's gui have problems with this field just straight up not working?
omg...
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Like a map will all powerups and enemies inside it?
I have a testing map like that but its literally just a massive plain with all items and enemies behind a wall
we cant really "spawn" stuff right now
it has to be present beforehand
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I will give you a download link when i'm back at my computer
im getting tha textures
cant wait to use generator.png
based textures
is that silent hill?
Sven coop
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?
Correct, the SDK only supports Windows at the moment
idk why but
when I played my map today
the performance was great
so much better than I think it has been before
Damn, there's mods for Dusk.
sex
HDusk 
Looking for playtesters
how can i extract the models of dusk? i plan to use some models for papercraft
You can’t access them yet, but we’re cool so we already have them
Reply has the files
so there's only weapons models? i wanted some enemy models like the wendigos
Most of those are available in .iqm
but i can send them in a different format
.blend that is
@gritty copper found them
ur gonna have to figure out the weird names though sorry lol
Thanks! Don't worry about it
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...
Epic
Nice. I'm getting some NZP vibes from this.
god
This is really cool! Just out of curiosity, where do you find all of your assets?
are they prefabs or do you make anything yourself in blender?
it's all brush-based i believe, no way to import custom models or whatever into the SDK yet
which is fucking mind blowing GOD LOOK AT THOSE TRUCKS
ᵇʳᵘˢʰ⁻ᶜʳᶦⁿᵍᵉ
Also yes its fuckin crazy
@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.
Yikes. Big learning curve here for level design i guess.
Been wanting to work on my own game and stuff like this really intrests me
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.
Unreal engine is actually what i'll be working with. I have a solid basis for my movement abilities down (blueprints), i still need to get started on creating the weapons, finer details, etc before i can start making things like assets. However i have a solid list of ideas down that i think will mesh together well. Only real problem is learning how to do everything, and the time it will take
Thanks for the advice!
Dont go there, brush trees are insanely heavy on the file size
Make some cutout trees or use mine
Also really well done, that map looks awesome
What does that have to do with the Switch version?
The Switch version isn't based on the SDK, so it can't load custom levels
Even if you modified the files
Well, it's no more capable than the non-SDK version of Dusk anyway
The thing is that Dusk is on Unity, so there aren't any easily exposed map files to edit or load
Those games all have easily accessible assets
Security can you get this guy out of here please
Security can you get this guy out of here please
What happened.
Just joking around 😁
So I tried to play quake maps in dusk but they don't work even tho I enabled them
what do I do
Can you tell step by step what are you doing
So basically the steps said to first extract the files from the quake pak files with something like pak exploror so i did that
next it said to download the quake color pallete from the link provided
after that you had to open the local files of dusk and go to sdk
then open the file named local
they also said to create a file for the quake maps
and also a file for the quake color pallete
once i did that the steps were all done and i tried it out
the files did show up
so i enabled them and headed to custom levels
they didn't show up and i tried to find what went wrong but couldn't
and the best way to get help i assumed was here
The maps need to be in a "maps" folder
SDK -> mnt -> local -> quake -> maps -> <bsp files in here>
i did that tho
so do you mean that i need both the color pallete and bsp files in the same file
you sure you didnt skip the "mnt" folder?
no
color palette only affects textures, you should be able to just load the level without it to see if it even works, hmmmm
ok
the palette is supposed to go outside of the "maps" folder
oh
the .bsp file (which is the quake map) goes into the maps folder
oh
it okay
i had that feeling before too
i will try what you just said then see if work
here's what it should look like
ignoring the name of the mod/map obviously those are custom
ok
If I am correct you said the bsp files are supposed to go into the maps folder right
yes
is the folder specifically required to be named maps
yea, as you can see in the screenshot
can you dm me a screenshot like i did above
ok
we got it sorted out
What was the issue?
no mod folder, just the maps folder in local
Ah
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?
I wouldn't bother with that. There's a link to the dusk_transparent.wad in the pinned messages. That's what I use
Ok cool thanks peeps
i maed a bus
boos
tfw when still no func_vehicle though
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
Right click on what you want the door to be. Under create brush entity go over func and choose the door option
Then you can change the direction it opens and a bunch of other options
Ah ok nice, I thought it would harder than that because quake didn’t have a use button!
Cheers
👍
Cheers 🙂
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?
You cannot assign sounds YET™️
Dw about it though
Good to see some life in this chat 🥲
Ah ok thanks, so that might be something added down the line? Cheers, just didn’t want to be a nuisance haha
Sure
Added down the line
Lol
Can you set a background music for the level or not yet either?
Yes! you can set music
Add a music property
Add a path to your music in the mod folder
Perfect, thanks so much!
The folder set up should look like this. With the .bsp file in the maps folder and the music in the music folder 🙏
Does the music file have to be ogg format, and can it be named anything I want, or it must contain ‘em’?
EM
Lol doesn’t let me write E(asterisk)M(asterisk)
All you need to do is put the name of the music file (including the file extension)
It just happens that the DUSK soundtrack for the SDK are .ogg
But there are multiple file types you can use
You dont have to type E or M that's just the name of the file that I used
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
Any way to have footstep sounds when I walk along metal floor?
Yeah, I guess because we move so fast it might have sounded odd anyway
Lol yeah
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?
*dusk
object_anomaly
Ah nice, I wondered what that did
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
Never had that problem
Any idea if it’s possible to make it so the player starts without the sickles?
There's no way
Cool no worries
How about making an object spawn when you break a barrel? Impossible?
As far as I know
Thought so
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?
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
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?
Ok cool, thanks for info that is a massive help!
np
You should totally upload this to Duskmods.io so i can use it for a future project 👀👀👀
yea i might make a preset map with all the stuff im using in station.map
gotta texture it first though
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
Make it a func wall and add the properties rendermode and set it to 2 and add renderamt and set it to around 180 (lower numbers = more transparent)
It doesn't necessarily have to be a func wall but whatever
Legend, thanks a lot! You or Vriska always come to the rescue!
👍
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
Sounds cool
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
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
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’

What exactly do you mean by "light is off"
Like a dusk light flare motor being visible?
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)
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
Yeah definitely, haven’t modified any of the light entities yet, I’m assuming I can edit the values to tone the lights down
do you know the "delay" and "wait" tricks on light entities?
Nope lol, I know nothing
1 moment
Mapping for Quake: TrenchBroom 2.0 - Episode 16 - Lighting Basics
PLEASE NOTE: TrenchBroom has an excellent manual. You can find it under the “Help” menu.
Highlights:
0:00 Start
0:52 Light entities
1:29 Key lights
1:44 Fill lights
2:06 Double Check your “gamma” setting
2:43 Use Start map as brightness reference
3:41 Doom lighting vs. Quake lig...
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
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?
not sure, havent seen it in a while
but i cant give an example of a scene with and without bounce lights
can*
Nice
gimme a minute
Yeah no rush mate
this is without bounce lights, dark areas are very dark as light doesnt spread out
bounce lights are basically static RTX
this is with bounce lights, subtle but light spreads better
like you cant even see the stairs in the first pic
Cool yeah looks much more effective!
And that is achieved with the wait and delay things, or a different method?
that is just bounce lights, so no wait/delay tinkering
but it could be even better if i had used them
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
nice, enjoy mappin
oh and the tutorial covers light styles
but we dont have those supported
so ignore that for now
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
Ah yeah that would be very useful
https://www.youtube.com/watch?v=kCSXCWXSDAo it's basically the same as what we do in Gloomwood for this
Tonight, the doctor begins his vendetta against every source of light in the city. This was the most requested feature.
Wishlist now to plunge the world into darkness at http://ThiefWithGuns.com
(lol I had to with the music)
(though what we have in Gloomwood is slightly more powerful)
honestly crazy shit imo
it was a lot of work
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!
np
as for that light flares thing, I have some ideas for how we could make that work
remove light flares outright
I can probably add some property to make flares ignore a brush
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?
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?
not really no
Yeah thought that might be the case, just wanted to make sure
Yeah so, that one is kinda funny
It only works that way because that code was rushed to get the SDK out sooner
well maybe but it'd take a bit too much for just a door
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

Haha yeah, it’s not a big deal anyway
lmao that's cool to know
It'll be fixed
in THE UPDATE
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
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
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
Nice, I haven’t even attempted rotating doors yet
they suck, but if you really want a rotating door you can do that
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 
assuming my second pfizer shot doesn't murder me in 3 weeks

You made dusk?
nah, I just made the SDK
Ah ok. Nice work anyway, I’ve been having a lot of fun with it
david is the actual dusk developer
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!
lighting is fun regardless what people say
shame it has to be constant recompiling for small changes
I guess the compiling starts to take longer as the levels get more intricate?
I wanna play around with some custom lighting tools once the SDK is done
ye
lighting is the biggest culprit in that
I have ideas, from what I've seen of the lightmappers available for Quake they don't take much advantage of threading
so like in a decently big level with bounce lights and -soft on a weak laptop it can be quite painful to adjust things
Should I have -soft enabled when I compile?
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
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?
-extra and -extra4 and all in between are basically the same with different levels of quality
has all kinds of custom levels
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
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
i literally released a map with 4 enemies
I can make a really good box room tho
Lol ‘just’ a programmer. Pretty integral part of the whole thing!
4 more enemies than I’ve got so far haha
casually always compiling with release parameters 😎
lol
though to be fair even on the "lowest" compile options it can still take a while
these tools are fuckin ancient
have there been any updates to tb recently i havent checked
probs not anything major
Nah they added a feature that automatically makes your maps good
To elaborate on this, it does some really cheap work for every light in the map for example. Yet it spins up a new thread for every single one instead of batching it up into groups of lights
If you have really cheap work, it's better to batch it up into a group of work to spread the work across cores
📝
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
holy shit that looks awesome dude
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
dude that's fuckin rad
hey thanks, the rest of the map looks much better tho
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
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
👀
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
yup that
seizure warning for anyone else lol
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
idk if you're past this already but do small games first. Like basic puzzle/ jump n run/ shoot them up games. You'll learn what stages of game naking exist abd you'll know most of the fundamentals of making bigger ones
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
Holy shit vriska that texture work is insane
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
Use those skyboxes you sent me a while ago
I'll send you them later I'm currently away
The fuck is your username
What is your username
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
Agreed
i love it too
I'm so glad the dynamic lightmap system for Gloomwood ended up working out because it means we get to preserve that
mannnn I'm so excited for that
gloomwood lights do look sexy
It's something you just don't get with normal lighting
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
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
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
Between the encounters with horrible monsters and the guards hunting him down, the doctor needs some time to sit by a fireplace or lit stove and collect his thoughts.
Wishlist now at https://store.steampowered.com/app/1150760/Gloomwood/
yooooooooo
so pretty
This one is awesome too because it's all baked lighting https://www.youtube.com/watch?v=IEMRn763khE
The city is full of various machines and devices that you can use to your advantage. Find ways to cut the power to buildings and street lamps to make sneaking around easier or shut down security defenses.
Wishlist at https://store.steampowered.com/app/1150760/Gloomwood/
You'll be able to do similar stuff in the SDK... once we have lightstyles
do you guys like, lock Carmack in the basement and make him do your dirty work
yup night/day baked lighting cycle
cuz damn
lmao
shit's magic to me
I spent a few months designing the system and then implemented the final concept in a day or two
lol jfc
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
me listening to all the new cool features that'll be in the update
lmao
lightstyles probably won't be in the update
so this is more talking about features after the update
if flying enemies are fixed I'll be a happy camper lol
They will be lol
I'm still not sure what I want to do about swimming enemies like chomper
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...
Let me just say 10/10 athmosphere from that image alone
aw thanky
so this is more talking about features after the update
@ancient depot Later™️
Soon™️
At an indetermined point in the future, which may or may not be close to the present moment™️
Lol
This channels being hella active
Lmao idk
a mod set this as my nick while i was offline
very gooood
oh shit thank you
looks great
WORKSHOP WHEN @ancient depot
what the fuck

im screenshoting this and sending it to my dad, maybe he'll be proud of me now
lmao
dont get your hopes up
ofc ofc
your dad's hated me ever since i fucked his wife
how do i even process this shit after waking up
wdym
Dave is our dad
My role is updated
the real big
i thought no one else from new blood even checked this channel lol
aside from sdk dudes
It's odd to see Dave here, unpinged.
big honor from big john
The only proof Dave was here is his image.
they dont, your post was just linked in work chat lol
ah that makes more sense lol
yeah I share stuff internally occasionally
that's cool to know, i honestly thought dusk mods were a lil bit forgotten (aside from you obviously)
nah its daves favorite thing to beg zombie for
lmao
You guys talk about my maps? 😳 👉 👈
i bet they do
i'll be disappointed if your maps werent shown off at least a couple times
basically any time I see a cool screencap I share it
oh shit nice
Guess this means I gotta get better/more done with my ue4 project.
do u post it over at general modding?
I do, when I have something I feel is worth sharing.
@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?
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
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
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
i don't know
Praying rn
nope i have everything on my external drive
Nice
@honest stag
Oh i remember that damn
Ancient content
the only old pic i have is the "trenchbroom sun"
Not mine btw
oh shit nice, i think we have them in the beer books server
somewhere
The memories
man, server's general was soared with unrelated stuff
oh damn apparently i have a doodle concept for the FIRST jam
still cant wrap my head around the fact that the mod took just 2 weeks
YEAH
mod grindset
i need to do the exact thing you did but with music
my upload frequency is awful lmao
Life do be like that when making those things doesn't pay your bills
true, true
finishing stuff makes me bit happier tho
releasing lower 1 and having dave tweet about it was amazing
same for shitposts
Releasing is bliss, at least until some youtuber rates your map 1/5
THAT GUY
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
@honest stag did i show you my little scene for madness combat halloween event
Yup
Twice actually
Both times i asked "will you release this cool dusk map"
i didn't even get any new textures for that one
actually not just reskin
the models are fairly basic so i could port them over
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
Looking forward if you decide to go with it
hey where's me?
wow
Wait. You guys are FINISHING things?
are there any mods that add levels which make heavy use of the climbing gear?
No
Has anyone used func grapples yet
Niice
dqmk used it in his sinner's trial
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
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
Did a couple of these actually
Hold on I'll see if I can find them
Became these two respectively
pretty sick
here's the pic i took
1 moment
think it'll do just fine as a small stand-in
Hell yeah love that eastern european style
Half Life 2 had quite a few buildings like that
yeah there's plenty of shit here that looks like half life 2
or rather half life 2 looks like my city
Epic buildings
My map cannibal ridge uses it a bit but not a lot
My map moment
oh yeah i did that plenty of times
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
Im more of a 1/2 unit man myself. The leaks are a nightmare.
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
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
👍🏻
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
this one is better
it's probably because a lot of things blend into the background better
Idk why exactly but i like that more artistically
The second one looks "better" in that it's more consistent I would say
but I find the first one way more striking
what if i swap the skybox for a blue-ish night sky
probably would be more consistent but i need to find one first
What if the orange light was high saturation but not the blue ligths
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
Yeah
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
I like it
doesnt that also kinda get around color palette limitations too
nvm i looked at the image on a really dark computer
the necromancer computer
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
ah yea lemme send you those skyboxes
Crazy how a little bit of additional brushwork makes a plain texture look bomb-ass
Vriska releasing a map
It's been so long
The people have grown restless
Give them what they want
Could it maybe be part of some kind of jam???
Tbh I don't really think so
yea thats probably farfetched
These screenshots look sick
stuff
Why so many triangles?
triangle soup
Ive been summoned
You can try selecting all the brushes and setting their UV offsets to 0
ah thx
im still gonna make a jam map for sure
This is REALLY cool man! Let me guess, you made the models in blender and imported them in?
Are you using textures already existing from the game, or did you get them from somewhere else/make them yourself?
i used several custom texture wads from quaddicted, mostly Return to Castle Wolfenstein textures
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
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
Well, stylistically, my game plans to lend itself completely into the style of quake and by extention, dusk
blender slaps tho, i used to hate it but it's totally worth using
the biggest difference being i'm making mine in Unreal
no clue how making levels in unreal works so my advice may be useless
Unreal is actually capable of dynamic destructable meshes
I was speaking in terms of what's easier for you, in as a map maker.
i only worked with meshes while making levels a couple times and i hated it
the structure that is
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.
thanky
easy to say that in hindsight
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
untextured stuff
Reminds me of the Highway 17/Sandtrap chapters from Half-Life 2
thats cause o the flat terrain
Does it not take place on a beach?
no this level takes place somewhere more like the swamp in metro exodus' volga
How close to completion would you say it is? Like % wise?
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
What are the trees on the back?? Did you make those yourself? Your untextured stuff looks amazing. Cant wait to see it further alomg.
i searched up dead tree black no background and pixelated it
Anyone know if there is a way to make enemies only attack of the player attacks them first?
Ok cool cheers
I assume that it’s not possible to rotate the level by touching an item like in the campaign?
You're right there isnt
One message removed from a suspended account.
One message removed from a suspended account.
Brimstone Ghetto map might help you with that
This cheat code will add the fast fire effect: nbfastfingers / nbff
It stacks as well
Do I just type that in game?
Yes
bro it's the third time you ask, i sent you a map like that lol
you can always just use the fast fire cheat to stack the totems artificially
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?
Most likely because the map uses light styles
