#dusk-modding
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How do I fix the issue?
As I understand you'd need to get the .map file for the map and disable all the lighting styles manually. ;(
It's something else we're figuring out in dms
When is NB gonna start giving you a paycheck mister?
I get paid in good games already
Problem was that map wasn't being compiled with light.exe
So quake was fullbrighting the map and dusk was left in the dark
Speaking of which - that could be a cool feature imo
convenient
Just not compiling light for fullbright instead of having to alter the map itself
unlit maps being dark instead of fullbright sounds like a bug
they're not supposed to be dark, at least
they're a rare case so I either forgot or didn't notice
im on the cylinder grind
btw there's a lot a these brushes you could probably join
arent they automatically joined when the map is compiled
Put a diamond or bonus health on top of that tower
nah thats out of bounds
I'm sure they could get up there somehow
Explosives, crossbow bolts
You might as well check if it's possible
And if it is, it'd be great to find a "you're not supposed to be here" sign up there
Yknow what i might let people explore the scenery
i found this useful so sharing
at the end of the day
if noone sees it
it's not a problem
and if it is just put skip textures around it and pretend it doesn't exist

(that's my life philosophy in a nutshell)
i just select my entire level and apply the skip texture
Oh god I just got flashbacks about doing cs maps with hammer 
Fucking geometry - how does it work
how exactly do I access the mods once I've installed them?
nvm I figured it out
for those wondering: you need to run the batch file in Dusk\SDK
Can also just press "play" on steam and select the sdk there
Note it has to be the play button from your library, Steam doesn't show the selection dialogue if you hit play from downloads or elsewhere
It's dumb and I wish they'd fix that
Thats how i found out that i couldn't boot normal dusk a while ago ๐
sdk was fine but both standard and DW outright crashed until i reinstalled
Even tho i never touched them because why would i
oh I've been launching it from the desktop shortcut so that must be why it didn't work earlier
vertigo city is fun but it runs like crap
Even the version that's split in two?
yeah it runs better and the experience is basically the same
Broke: Wood3
Woke: Wood4
Ascended - wood 2 and map corrupted
churchwall 3
so after constantly showing screenshots of my map, here's a little tour around what i go so far
it's mostly nothing new but this is everything i had after months of work and god this will take so much longer
also fps may be shit because my laptop is shit
dang it looks so cool
thanks
shame it'll take an ungodly amount of time to finish
good things dont come easy
Good stuff, texture work is insane
Hello based department?
it has it's own SDK
BepInEx is great for what it is, but what it is isn't a proper modding SDK
It's a workaround for a lack of one
if you dont like bepinex then why dont u make a better one ๐
I totally expected a jump scare near the end
Vriska is saving all his jumpscares for his eventual Cry of Fear inspired Dusk mod
It doesn't even work universally like it's advertised to do. Some games (like rain world) require a custom version of BepInEx.
Does that game have a customized build of Unity?
If so, that makes complete sense
If not, it's probably just to work around a bug in BepInEx that isn't fixed yet
Hey
Guys im making my first map, I placed some func-breakable s, but how do I change the breaking effect from glass to metal or wood
Add a property called material and set it to any number between 1 and 13
0 Glass
1 Wood
2 Metal
3 Flesh
4 CinderBlock
5 CeilingTile
6 Computer
7 UnbreakableGlass
8 Rocks
9 Grass
10 Hay
11 Lazer
12 Scarecrow
13 Teleporter
thankies!
can I ask another thing since you're here xd
I can't find a documentation about mapping in Dusk
I'm sure I can find all the info I need there
I'm trying to make a teleporter work but just making an entity teleporter and destination like in quake doesn't work.
I'm sure all of this info is in a doc file about mapping in dusk tho
Does anyone have a link to it?
Hehe yeah about that ๐
๐
๐
Dw I will
You gotta make a trigger teleport and make it target a destination
The tele entity doesnt really work
just wondering if there is any dusk hand mods
The SDK cannot currently support a mod like that
oh ok
btw
to zombie or 500pts
will the sdk update break how lighting is baked in previously made maps?
or change it in any way
most likely not but no guarantees
chances are you'd only see differences if you tried to make use of light styles
which aren't currently supported, and thus don't appear correctly ingame
How long until someone recreates all the dusk 82 levels and calls it Dusk 94
Idk how long would it take you?
where da DUSK 82 mods go
dusk 1984
Inb4 this becomes the penis channel ๐ข
Enjoy the burst of additional chatters and life coming soon.
Scare them off with spheres
I have no idea how to do mods on Dusk. Someone help me pls
Check pins?
I finally figured it out. Thanks for the help
i t ' s f o r y o u .
Will the Halloween DUSK update on PC also bring an SDK-branch update or would that only come at a later date?
Later, they're separate
How do you add custom images to Dusk mods?
||I deleted the original message cause I thought I could figure it out on my own, but I'm struggling to figure it out.||
in that case you need a custom texture wad
there is a wadmaker in the pinned images somewhere
it should also come with instructions
Okay, thank you 
Also don't put spaces in texture names cause it crashes maps
how do i add mods?
im trying to play enclave_
is this good?
D:\SteamLibrary\steamapps\common\Dusk\SDK\mnt\local\Enclave_v666
oh wait
i think i got it
That looks Fucking amazing
I wanna make a map pack around it
It was bound to happen eventually so I went and did it already
I might make some levels using the assets later but my glasses literally just broke in half lmao
So I decided to post it like an asset pack
Sprite set
However you would call it
One thumbs up = one cent towards glasses repair ๐
Dusk 82' has a steam workshop page before Dusk... ๐ฅ๐ฅ๐ฅ
๐
It's easier to add levels to a 2D puzzle game than a 3D boomer shooter
considering dusk 82 was made with custom levels in mind (and even then it seems like a game that would be easy to add custom map support into) and normal dusk never was intended to have mods - it becoms clear as to why 82 got a workshop page first
I wonder if someone is gonna port dusk 82 to PICO-8
Looking for play testers if anyone is interested in Donkey Kong Dusk 82. About 11 levels so far most are short and sweet
I'll do it
door is stuck
baba is genuine dick sucker
uhm so i have the palette.lmp in C:\DuskMapping\id1\gfx, but trenchbroom gives me this: Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'
Don't look at the music files
perfect circle
ctrl+shift+R
select all
ctrl+D
R, rotate 15 degrees
CTRL+R untill the circle is even more perfect
oh shit you can do 1 degree rotations? never know that
knew*
where is that
OH SHIT HE'S ABOUT TO MAKE THE PERFECT CIRCLE
oh my fucking god
Good band.
i dont have that lmao
yea you should get the newer version
see the thing is
i'm sentimental
EricW modified trenchbroom for me so it could recognize my bullshit russian characters in the windows username
cuz otherwise it wouldnt work
and i still have that version
but FUCK that's tempting
rare russian trenchbroom
exactly
every copy of trenchbroom is personififed
write that to a dvd and sell it in the underground
if i can rotate with decimals this means
i can make an even smoother sphere
dear god
please do
i should do this on pc so my laptop doesnt brick
well guess i dont have to uninstall the old version
i'll keep it in a zip somewhere
time to update
the future is now old man
hey what the fuck is this
are you on a beta or something
OH
i'm a dumbass
i had to actually select the rotation tool for the thing to appear
oops
yea it's there now
my laptop is about to die
what's the fps in trenchbroom lol
yeah i'm uh
i'm sure tb doesnt like that
rotating changes the dimensions of the circle
i have no idea how
zombie any idea why
This is probably a question a lot of people have asked. But do you think the pc version of dusk will get the Mario 64 map?
Just make it yourself lmoa
You could potentially recreate it. But you currently cannot make custom maps for endless mode
Even better make a dusk romhack for Mario 64
Yeah (partial) Source BSP is coming in the next patch
GoldSrc has been supported since day one
We're done with Switch and the Halloween patch so I'm getting back onto it soon
Nice, make sure it's done by Christmas ok
I'll try 
Christmas 2024
Next on the Agenda. Just let me finish Nacht Der Untoten ๐
does this look like a hospital bed?
make it lower
also use a reference pic if you're unsure
lower 2
@long anchor i will ping you every time it's mentioned
speaking of which
call me insane but i think the walls would look better if you left the top half of the texture as it is, but then continued with the bottom half of the texture instead of letting it repeat itself
speifically what i mean
1 moment
on the left i let the texture repeat, on the right i split the wall a bit and added some variation by moving the texture around
i'm sorry for spamming this is probably useless lmao
by top part you mean a bit more dirty bricks?
yeah
its subtle
just so there arent dirty bricks in the middle
i would change it if i could see the difference in trenchbroom
hit 0 to disable the grid if that helps
i see
well no big deal
can you make rotating doors?
yes but its very jank and wont be useful
k so its doors sliding into the ground
or to the side if you're feeling fancy
So its official
Gotta share my kitchen with dusk 82 modders now
the fucking brush count on this unfinished barrel is 300
im learning so much while making this
how to make scaffolds, how to work with angles
(pay no attention to the metro exodus folder)
The dimensions are good, but I'd make it a bit longer
i actually made it with the dusk bed, so it is kinda canon length
help enemies dont want to go trough my doorways
They can't move through where there used to be a door
so i cant fix that?
There's a hacky way. But it breaks if someone loads a save in the level
that really sucks
Just add a teleport for enemies between doors
what do you mean, everything breaks when saving and loading
so all doors break, and in some instances i got a sword, but i didnt pick it up before nor after saving
I meant the hacky way of making enemies walk through doorways breaks
oh ok
Ive done quake/doom 1&2 map packs and mods but never dusk what tools should I use for dusk mods
thanks @blissful lion
If you've done mapping in Quake there probably won't be much to learn
you prolly just need to learn what doesnt work in dusk
apparently saving and loading
ok ive used trench broom in the past when i first started
How do you get enemies to walk through opened doors?
not like that prolly
unless you can make it so it only teleports enemies
so i made a button, but the green texture look so bad
ik it should be the opposite colors
Make the door start open, then have the player spawn in a trigger that closes it as soon as the level starts. When you open it again the enemies will have a navmesh that thinks the door is still open and they will be able to walk through.
At least I think that's how it works.
This gets broken when you load a save inside the level however and therefore I basically never use it.
You could always use the switch texture instead of the button texture
i actually tried something similar
i made a door in the wall, then set it as start open
so the door would start in place, and you could open it by basically closing it
and guess what, the enemies were still helpless
Making levels to avoid The Door Problem is the fundamental struggle of Dusk custom maps ๐ซ
The important part is that the door is open when the level loads in
just ignore the door problem and write on the description "saves broken, restart level when you die"
๐ซ
you could probably do some parenting magic to fix the door issue for now
Yeah basically slap a trigger right at the start with a multi_manager that triggers all the doors to go into the closed position
metal bars
i am an advocate for brush stuff like that, it's based
but there IS an option of using a transparent fence texture if you need to
the .pts file is not needed btw
k thanks
it's only there for you to see leaks in your map in tb
if you play, can you tell me whats going on on with the last button?
i'll give it a shot, 1 moment
played it and i think i see what you mean by a "button issue" lol
1 moment i'll look at the .map and give you an answer
and the button in the right 3 bed room clips trough the wall to the stairs somehow?
and you can click on it again
so i believe the issue is the button moves too quickly
the sdk is uh weird
it likes to add the momentum of the thing you're touching to you
even if it's a wall
so a speed of 200 being as massive as it is just does that
i clipped through the fucking wall with how fast i was going
do you mean button moving you?
yea
ill fix that, but the 3rd button floats into place from a random direction
hm? you mean this one?
i havent seen the other 2 doing that
oh gotcha i see it now
also this clips trough the wall
here are the steps i would take to try and fix the floaing button
1 - try to reduce the speed and remove the "angles" key from the button
2 - delete the button and make it again
also
in the pinned messages you can find a dusk.wad with a lot of fixes
like transparency, some texture names and all that stuff
way better than the plain dusk.wad
named dusk_transparent.wad
also
are you using TB? or a goldsrc editor
because the way you use "angles" isntead of "angle" on buttons make me come to that conclusion
angles is the half life version, and i rarely see it working right
just rename the "angles" key to "angle"
angle is a singular number, anything from 0 to 360 is the angle of movement shown by the white arrow inside of the brush
angle of -1 is up, -2 is down
i can only see it targeting the teleport in the editor, what's the second thing?
but speaking of the map - i like it
i appreciate simple maps
have you tried using bounce lights?
also i like the brush gate, neat looking
i'll use them to show the diffrence rather than explain it
hold on
the 3rd button also opens the gate
ah i see it now
here's the light without using -bounce
and here's with
makes shadows not as pitch black basically
add a key called -bounce and set it to 1?
gui
necro's?
add this in the folder setup menu
ah ok
i like to tick these two for maximum quality
but beware it increases the time it takes to finish compiling
"We can get back to working on the remaining SDK features"
ok so any button thats connected to that specific door and teleporter breaks

try using it only for the teleporter, then only for the door
if that breaks it, try using multi_manager
what multi_manager does is essentially working as a relay between the button and multiple triggered entities
so instead of button1 being connected to both the door and theleporter, it just triggers the manager which THEN does the dirty work
k will try
multi_manager is a point entity, and the way it works is you add the targetnames of the entities you want triggered as the keys
then give it a "targetname" property as you'd usually do and make the button target it
like that?
nah
cuz it doesnt work
ok
you can also add them values, as numbers
those numbers are the delay before the entity is triggered
if you leave it empty, it's instant
the delay is in seconds
thanks, now it works
eyy nice
weird glitch tho
last time i had this happen was because of the button being near a teleport trigger
not sure wtf happened there specifically
does the other button still peek through the wall?
i fixed that
ah nice
it wasnt a glitch, just me being dumb
e
who said
Holy shit it's Rat Vriska
It was on the update post on Steam
Idk ask Lain
torii is back to rat lmao
It's MOOK now ๐
yeah get it right
Fallen Aces enemy.
any good ideas to make buttons that are the same as in campaign?
mine are kinda scuffed
I would say just take a screenshot from one in the campaign and replicate it in TB
i mean functionally
can you make it so that it can only be pushed once?
(not putting wait to -1)
There might be a spawnflag for buttons. But as I remember there isnt one for toggle
there isnt spawnflags when you make a button
I don't think there's a way
so i think the first (top) floor is done
i would like to get some feedback on lighting, enemy and resource placement, level of detail and if the level isnt too claustrophobic
also it think im supposed to have a .lit file
.lit files should be generated automatically
You can still add them
.lit files only come up when you use colored lights
I'll play it when i get the chance
you sure you fixed the button?
that can be fixed if you make it thinner with a smaller grid
alright so about the things you asked
the lighting is neat, moody, but a bit too dark in places
it could also be neat if the lights were colored with a bit of a green-ish tint
would really give the sinister hospital vibe imo
there is waaaay too much shotgun ammo, keep in mind that each box of shells give you 12 of them
and you can only hold 50
and i found like 6 of them
- the fact that each shotty has ammo in it by default
and even then i have like 120 pistol rounds to back it up
and an assault rifle
and a sword
and that's just the start of the map
the enemy placement is nice, they really get you cornered without feeling bullshit
could be more detailed, like trim on the walls, some boards/posters, maybe random junk or bricks
maybe some pipes or something
a waiting bench too
i fixed this right after uploading
thanks
did you find the secret in a legit way?
actually no
i was noclipping around the map for other reasons and found it by accident
if i were specifically aiming to find it, i would tho
actually it'd be better if it was also pushed into the wall a bit
Can you guys help me please?
I tried to replace the sounds for Big John via SDK, but whenever I try to replace the corresponding flac files in the "dusk" folder or create a new folder above it with flac files that I want, after enabling it my fps suddenly drops to minimum and when I get to Big John, he is just T-posing and doesn't do anything. Any suggestions what might cause the problem? Thanks.
does this look better?
oh yeah totally cooler hospital vibe imo
That looks good
the window that helps you pick a color doesnt show up
I like the lighting
do i just assume people have light flares turned off?
i dont want to make custom lights now
i dont think most people turn them off
but i do lol
exactly for that reason
but
i think custom brush lamps would look better imo
it's extra work, but you make one and then just copypaste it
are there any fullbright textures?
kind of yes
you can make it a brush entity of some kind, like func_wall or func_detail
and then add a property to it, _minlight
which dictates the minimum light level of that specifc brush
it wont brighten up things around it i think
well, _minlight and the value in numbers is the light level
how can i get that window so i can drag the texture around?
select a specifc face first by holding shift and clicking on it
ah thanks
you can also copy a texture with all it's properties with the ctrl+c while in that mode
and then slap it on something else by selecting a face and ctrl+v
fuck yea that's the stuff
is _minlight limited?
i dont think it's technically limited, but at some point you can't thell the difference i think
that point is apparently 300
weird it's that low, but still looks good
yea i guess that's the limit then
i have the desperate urge to go monkey mode in a "playground" where you can just do flips and stuff, i must return to monkey, and this is my first step
i like the first one
im just replicating the lights from the entities tab
making the dusk models into brush props? that is beyond based
just so that there's no light flares
damn he thic
light flares suck imo
especially when there are a lot of them
so i absolutely love what ur doing
hell yea
reset

i don't like sick shit color :(
never say this word
LMAO everyone sees it as the shit color
ever again
low
anyway question
you sent me lower2.map just out of curiocity
what IF
i could just look at it and return it
i mean sure
NICE
hold on a bit tho
i just read last steam news for dusk
and it said something about returning to work on sdk and workshop support
do we get them separate
like sdk first and workshop second
or both
i don't think so tbh
if we get sdk update first we could make something new that's cooler and funner
do i illuminate this corner?
i honestly think the sdk should be at least somehwat finished first
mod.io is doing it's job fine for now, but the missing features are CRIPPING
CRIPPLING*
like i have a lot of shit going on in lower but it's like, the worst implementation for events ever
hm
so if i had tools first i'd maybe finish the map before workshop support arrives
idk
that's my logic
you could move the light sources on the celling towards the door
OR you could fuck around with delay/wait properties on light
^
vriskaman could you pullout delay wait graph
1 moment
i had it in my sdk folder but it's archived on external drive
see the thing is
i actually think this graph doesnt show things too well
dumptruck_ds explains it better
like i guess it works but iunno
yeah because you use bounce all the time so it's fucked up for you

i-
damn
DAMN

anyway lemme see what delay/wait values i use for bigger rooms
I really gotta get into TrenchBroom again
delay 5 and wait 0.5 on multiple light sources for a big big room
I'll most likely make stuff for Dusk again but I am also making my own FPS in Godot so I'll use Qodot for the levels
you could likely just use delay 5 and increase the wait value
i dont know why the fuck does it have a -0 angle tho
never did that
this reminds me that cruelty squad is godot game
hey vriska remember the idea of making cruelty spinoff
wait what
oh yea right
I had no idea it was in Godot
yoo welcome to the Crows
It's the rat color
i liked oranges more
so technically it's Rat
kind of
interesting
but yeah I'm sticking to Godot, Quake and Dusk
epic
Cruelty Squad is a bit much for my taste so
anyway yes i do
but i dread the idea with the current version of the sdk
without custom sfx on shit
nah
Man i have to split walls so much for texture work
that was my first idea, cuz i have a cs texture folder
^
just quick fyi
if anyone's interested in cs texutres there's an archive pinned somewhere in CS server
yeah exactly
i told you like
i wanted to maybe make a prequel type of thing
SEC Death Unit days
more actiony type of thing
anyway that does sound neat
like an imsim map where you have a target to kill
and a bunch of way to get to it
would probably work in a cool way tbh
Shit, just went to bed lol
no need, just little tweaks
ill post screenshots
i just moved the light brush a little and made 2 light sources
toilet now has light
last room
Nice, the vibe is getting better and better
should i make windows in the next floors?
the stairs end here
please tell you're gonna hide a secret where you have to use the stones sticking out of the wall to reach a higher place
From the pinned messages. Emphasis is my own:
HOW DO I MAKE MODS?
Create a folder in SDK/mnt/local and name it whatever you want your mod to show up as in the in-game menu. Inside that folder, textures/sounds/maps should be placed in corresponding folders named "textures," "sounds," and "maps." **If you want sounds or textures to replace the default ones, name them the same thing as the corresponding sound/texture found in SDK/mnt/local/sounds or SDK/mnt/local/textures (the file extension needs to be the same as well). ** Make sure to activate the mod in the modding menu. See above for more information about loading custom maps.
So I think the problem is you shouldn't be messing with anything inside the "dusk" folder
You gotta put stuff in different folders and activate them via the modding menu
Yes, the dusk folder isn't supposed to be modified
If the stairs are 1 16 unit wide and 1 16 unit high they dont work well
I see that's what you're using in that screenshot
They work better if they're two wide
so wider
Yes
Or you can switch to 8 grid and do two wide and one high
It's smootehr but takes more space
ill try ramps first
It doesn't work that way either, I restored the original "dusk" folder and made a new folder with sounds that I need with the same result. Now I figured out that enemies were T-posing because I tried to activate mod in already running game level, and I should do this only in the menu.
However, trying to put sounds in a new folder and activating the mod in main menu doesn't work - Big John is still using the same original sounds. Couldn't get custom sounds to work. Thanks for the reply!
Some sounds can't be replaced currently, it's a bug in the current version of the game
Shame. Thank you.
man im so dumb i dont know how stairs work
technically those stairs work, but if they werent broken, they still wouldnt connect to the middle floor
well they could but there wouldnt be a zigzag pattern that i was thinking of
oh you wanted alternating stairs?
you could still make that work as like fire escape stair
stairs*
technically theres not enough headspace
ah true
also can i just say that using an invisible ramp on stairs for smooth movement is based
even i'm lazy enough to not care about that most of the time
props to you
i did that cus stairs were pretty buggy
now they work fine, since i made them wider
go ahead, take a shit
go ahead, take a piss
Put a turd in one of them
thanks, fixed
what are you making, a horror map?
if you can, go buy it
https://steamcommunity.com/sharedfiles/filedetails/?id=2643570067 so i was bored and i didi this
How do I load custom maps?
why, just why
first, make sure you're on the SDK beta branch on steam
unzip the archive, drop the mod folder into Dusk->SDK->mnt->local
launch dusk (sdk version), and select "modding"
tick the box with your mod, hit "apply"
go into "campaign" and select "custom level"
idk, i was bored
how do i switch to the sdk beta?
have fun
i'm in disbelief
my biggest map yet takes 100 less seconds to compile compared to my older map consisting of 4 rooms
optimisation experience be like
it still sucks actually but whatever
does anyone use .ent files lol
like at all
I forget what they do
entity editing without needing to compile again
so i decided to re-do my lighting due to the addition of a new skybox
maybe i'm used to my old lighting but it looks weird now lol
i need help
maybe i just need to bump up the ambient light? a couple parts are totally pitch black
i had to change the angle of moonlight because otherwise it wouldnt fit with the skybox and shadows would go the wrong way
what if i just
turned the whole map lmao
i'd rather do that than edit the skybox images
unless that looks good enough and i just need to get over the old light angle
It looks normal
Just make sure it isn't too dark
A little too bright is better than too dark
Then again you already know that
I mean obviously it's hard for me to tell if it's too dark without playing it but yee
interior time
not perfect, some elements need work but i think i've settled on the general vibe of interiors of this map
like for example the windows there need proper frames, some textures are misalligned, empty space between the entrance windows and the celling, etc.
Lookin good ๐ ๐
thanky
Holy shit that looks amazing.
thx
while making this interior i kept thinking back to episode 1 of dusk
wouldnt it be cool to make a sort of "reimagined" version? it'd be inferior, but it would be neat to try and make the areas a bit differently
...me 
well hey ur testing stuff a lot i'm assuming
if .ent files worked with worldspawn i'd use them a LOT
they should
like, it literally replaces the entity data inside the BSP
the game will just ignore it and load the .ent instead
in fact, I used an .ent with worldspawn for the video on our YT channel where we had doom music in HL
I've also used it to change music on quake maps
what i tried doing a while ago is swap the music/skybox strings cuz i made a typo and it didn't work
but that was like months and months ago
the main unfortunate thing about .ent files is that they can't be your actual .map file
like imagine how convenient it'd be if you could just edit your map in TB and change entities that way without recompiling
GOD
it's unfortunately not possible because of how that data changes when it gets compiled
that would speed up the mapping process soooo much
entities get "magic" data added to them so they know which brush model to use etc
the .map knows nothing about that, and changes could reorder entities so the game couldn't just guess things
it sucks because it'd be awesome
ohhhh i see how it is
i did see a guy post a lighting preview in tb thing
lemme go look
TIL that there is a decal limit in dusk
i'm suprised, i thought old ones just disappear to make space for new ones
also learned that the fast fire cheat runs out lol
found this little bug lol
this works with dual pistols as well but not as noticable
shoot once with dual shotty, swap to single shotty while holding fire in between shots, swap to another weapon right after the second shot
this one is probably known but
if you chare the sword and swap the another weapon, the next time you strike with the sword it'll be an instant charged attack
even if you go below 100 hp after the charge
I hear custom sounds ๐
it's the weapon sounds reimagined mod which i have used for over a year now lol
it's awesome
lemme link it
this one
i'm especially a fan of the assault rifle
yeah there arent many cool night skies in that pack
and i'm not eager to start slicing up cube unwrap pngs for more
bruh how tf do u mod dusk?
depends on the mod you want to make
custom level, texture replacements, models?
Dude it looks sick af, will stay tuned to play it
any help on how i can start making maps for the game?
pins
Custom sounds sound kinda alright in some places
I agree with pts though, the orginal SSG sounded like god slamming his car door out of pure anger
How do I set up trenchbroom for dusk?
check pinned messages
Thanks
hwat
Not the usm channel
cant play the compiled bsp files any help?
you uh
you mean bsp files?
anyway if that's what you mean, did you set up a mod folder?
yeah
and tf did i type
they used to be compiled as bat files but i fixed that and got confused
can you show the location of your .bsp with the folder path to it
E:\steam\steamapps\common\Dusk\SDK\mnt\local\maps\testmaps
yea you forgot one more folder
wat?
it should be like this
SDK\mnt\local\CustomModName\maps\yourmap.bsp
oh gottcha
then you can enable CustomModName in the modding tab in the main menu
did you name the "maps" folder specifically like that?
there ya go
I really need to come up with some clear, succinct way to explain the folder structure for the main documentation
technically maps don't have to be in maps, they just need to be in there to be selectable from the menu
but another map should be able to load them outside of it
What do the error messages say at the window at the bottom of trenchbroom?
pallete is not initialized
so im guessing i have to put the quake palete thing somewhere
I believe you gotta make a folder called id1 then a folder called gfx inside of that, then put your palette.lmp inside of that and point Trenchbroom towards it in preferences.
what prefferences (did the other stuff)
Looks like this
ohhh gotcha
Choose the Quake preset and point it where you want it to go
like where it says game path?
Yeah
yeah that did nothing
๐ซ
Hmmm
One sec
Ugh, not sure what the problem is
Never really used this method cause I just happen to have Quake installed ๐คญ
Vriska might be able to help but he's probably asleep
Haha jk I think I found the problem
You gotta put someRandomFolder THEN Id1>gfx>your palette.lmp file
So make sure you select the folder that has id1 inside of it NOT id1 itself
yup
I tried to make the game use "mod folder-relative" paths where possible, so you can structure your mod however you want aside from some basic restrictions
so eg, you could store a music track at maps/e1m1/mysong.ogg for maps/e1m1.bsp if you wanted, it's entirely up to you as the mod author
storing music in music/ or sounds/music/ is just a convention, there's no actual requirement on it
๐ ฑased
Do I need quake installed to use trenchbroom for dusk
Ok cool
so i want to have a collapsed staircase and collapsed floor/ceiling in my map, does anyone know how to make bricks and rubble where to put at the bottom where it collapsed?
i was thinking of putting the collapsed part on the floor, cutting it up and turn the sepparate parts then add some standalone bricks and dust
what do you mean exactly?
like the floor is already collapsed or collapses under the player?
its already
ah yeah well what you described is one of the ways to do it, but there's a catch
just want to make it look realistic
usually when i do it like that i have way too much rubble, so i'd say keep 3/4 of the original part and use it to cut it to pieces
also, make a small "pile" of dirt from a separate brush and shove the bricks halfway into it
it's also nice to have rebar sticking out of the place where the floor collapsed from
i actually have an example hold on
.
not a floor, but still
i dunno if you need this, but i make those piles of dirt/trash by using a grid of 2 or 4, making several little brushes on the ground and a couple floating above in random spots, then selecting them all and hitting ctrl+j
then adding more small brushes to connect it with if needed
thanks
also is there any transparent wad?
thx
woe, brushwork upon ye
any help making a rotateing door?
๐
You ask for cursed knowledge
The way of making rotating doors is extremely janky
Yeah for sure, you CAN do it but the effort is just not worth it
sick, how may brushes are total
Mine is 12k, not counting grouped up shit
๐
how to make the NPCs actualy follow path corners any help?
Path corners?
yeah
can they?
I don't think path corners work in DUSK
I've never heard of them/used them before ๐
there are path corners tho included
im not sure if theyre usable yet? we did have a working version but it has precision issues so it didnt get shipped
theyre used on this func_train to determine the path
lmfao
func_vehicle
func_vehicle is the best func
played my first ever map and oh my GOD how the fuck did i ever think this was ok
what the hell was i thinking
it looks like a baby's first doom map
it looks fucking AI generated or something
Neural blender image
time to test a rivaling map https://dusk.mod.io/hospital
i win
(z clipping)
it's very, very old keep in mind lol
what do you mean?
like soap, boxes, barrels...
oh well
they're like half life
as in you cant do anything with them past pushing themaround
it's a func_pushable
yeah i figured
the person who threw the table over made sure that it aligned perfectly with the tables that were still standing
the map is complete jank no need to point out the details
eh
Going back to your first map. You're a braver man than I
"Welcome to dusk population 666"
Sliding wooden doors
I need to pick up my wip map again
its good but has light leaks that are quite demoralizing
and some rooms are bad
Sounds like you gotta make them good ๐ โ๏ธ
meanwhile my first map was derailed lol
casually making the greatest map ever (I am very awesome autograph line is to the right))))
it's cool to see how everyone's evolved so far with mapping, and the SDK is only a few years old
they grow up so fast ;)
Would've been the greatest if you could've boosted off that ramp thingy in the beginning and crash through the window ๐
9.5/10
My evolution from Branflakes health pack retexture to Mtn dew canned food retexture is also very impressive
My evolution from working on an unfinished map to working on an unfinished map is astonishing
My evolution from releasing things to not releasing things is truly praiseworthy
I have yet to finish a map. I be making art shit in Trenchbroom and postponing doing work on my projects. Though I finally got a new job so I het every weekend off, so Ill actually have time to work.
So the sdks out?
For almost 2 years now
In alpha at least
"""alpha"""

