#dusk-modding
1 messages Β· Page 98 of 1
i mean like the wall with the white bricks is cracked
do i cut holes in it or add a texture on it?
you can do either
i prefer separating a square sector of the brush and just adding a splitting crack in it
imma show what i mean
like here but
not ugly lol
too much work
func_illusion is what makes a brush not have collision right?
Yea
no floor 4 u
Yo I'm lookin to attempt to get into this kinda stuff
not just DUSK modding but like in general
thanks friend
level design is going swimmingly
nuts.wad
brush based level design all follow realitevly similar concepts the map logic can differ quite a bit though based on the game engine goldsource and quake are relatively similar while source is dramatically different (and more flexible) if you want to try source mapping i reccomend trying out some HL2 mapping if you want to do MP stuff in that engine consider CSGO, or TF2 they both have quite extensive resources on how to begin mapping and the brush work element will transfer over to other engines/tools
hell there's even some custom level importers that exist for various engines dusk has one built into it for unity and a i know godot has one called qodot. if i recall correctly cruelty squad uses qodot
all of them
https://dusk.mod.io/dusk-winter-jam-2020 winter jam is a good bundle of cool maps
https://dusk.mod.io/shadow-of-strelok ooh i liked this one a lot as well
its hard to say which maps are cool cuz theyre all super fun to play through
dusk's mechanics just make every map infinitely better no matter what lmao
Heard this is a good map
https://dusk.mod.io/detail-trees
lol
Now im furiously going to try and find some triangle soup to show off.
How I make terrain 3 dimensional:
fucker made a brush mesh
Gotta select and move each one of those bad boys so that it looks fluid and uniform

In all seriousness though, I enjoy it quite a bit. Turn on a video or some music and get a few hours of terrain work done
big amazon door gf will pick you up
I just realized I have no pictures of recent landscape work on my map
That looks fantastic. Your brickwork amazes me
u like bricks?
aight fellas big question
does it make sense to have a house with stone walls outside and wood interior
Yea that exists
@ancient depot apologies for da ping, but is it possible in any way that in the update we'll be able to pick the transparent pixel for textures
so for example if i use these ones
i can just set the pixel as the full black
You can already do that if you use a WAD3, the texture's palette just needs to have the last entry be pure black
It's a feature that'd need to be part of MakeWad rather than the game
I'll look at adding a specific feature for "replace colour with transparent" for the updated version
neat to know thx
Nice.
Why not use something like this?
Nem's Half-Life and Half-Life 2 editing tools.
good god. I didnt know that existed. Too late now for my current project, but ill keep it bookmarked for the future
π
hmmm π€
Iβm new to dusk mapping, and I canβt figure out how to get a door to play a sound. Can someone help me out? Using trenchbroom.
do keys not work??
i forgot about dusk mods existing
god yes now i know what to do tomorrow
Can someone help me with adding music to Maps that I've downloaded? I found a really cool port of a custom Quake map and I wanted to put some music over it but for some reason the music isn't playing. The map is The Underworld by Matt Sefton, and my directory is as follows:
C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\the_underworld_by_matt_sefton\music
I have the songs I added as .ogg but they're still not playing when I open the map
Did you add the music property to your map
How do I do that?
to worldspawn, add a property "music"
As the value type music\songname.ogg
If you have the .map file for that is
Yeah no I just have the bsp and .lit
Ah then yea might as well just play it in the background lol
Well damn
Thanks anyway!
Yeah I didn't know you had to go through the map editor
I thought you could just toss the files in and be on your merry way lol
I feel like there should be a more comprehensive modding guide than what's already out there
Well modding custom maps would require knowledge of making them, and we got a guide on that in the pinned messages
Also i think the devs are making documentation for it
That's great to know honestly
It'd be cool to get the .map files for custom quake maps
Usually it's a good gesture for quake modders to leave a .map in their mod
Just so others can learn
Ah, yeah forgive me if I'm bringing up points that are kinda moot, I'm dead new to Dusk modding
Btw do you know that you can play any quake map like that? No porting needed
I read that much, I'm waiting to buy Quake and Doom on Black Friday so I can try it, it sounds like a ton of fun
I've never played Quake but I've played all the way through Ultimate Doom and a little of Doom II
If you ever want to play random quake maps in dusk, quaddicted is a good site for em
Including the first couple levels of Sigil
For some reason none of the ones I've downloaded show up
my Quake Maps folder shows up, but not the maps themselves
I've downloaded all of Matt Sefton's ones that are on quaddicted
What's the path to the .bsp?
Maybe the structure isn't right so they arent showing up in the menu
Steam\steamapps\common\Dusk\SDK\mnt\local\Quake Maps\maps\arcane
That's for one of them but yeah they're all like that
Basically it should be quake maps\maps\map.bsp
π
Okay it works but there's no weapons at all in the maps π
Like the guns don't spawn at all
Thank you though! I'm gonna have to try some other maps
No it's just ones I downloaded from Quaddicted, it's all Matt Sefton's maps
Can you send a link to it
Yeah
This is the most comprehensive archive of singleplayer maps for Quake.
I downloaded all of them save for underworld because someone updated that one and put it on Dusk's mod.io
Yeah this person added the weapons himself because of this issue
I'll try some other maps though
Weird, quake guns should be replaced by dusk guns when the map is loaded
I wonder if they're modded
I wonder if maybe they're spawning under the map or something
Did you try noclipping into the ground and seeing if the weapons are spawning under the map?
Cause like Zombie said that can happen
I did not try that, gimme a sec
Okay so I just went through and noclipped, on the map I checked, only one gun spawned at all, the rest just straight up weren't there
Which gun spawned?
weird stuff
lemme see if there are .map files included
maybe i'll diagnose what's wrong
1 moment
Yeah, I had other issues like doors not opening and shit
damn, no .maps
If you did I'd really appreciate it! There's always the possibility I'm doing something wrong or something on my end is just having fuckery
Well that blows
hmm
Dude would be in his 50's by now, I wonder if he still cares about Quake at all π
even if he does, i assume the .maps are long gone by now
i wonder how the guy ported the maps over
It's all good π
it's my evening for me so I'm pretty jazzed
I like playing through some of these old maps though, it feels like I'm playing someone elses nostalgia
Pickups in DUSK have this sort of simulated gravity that doesn't work like the normal physics
Where they fall in "steps"
So I'm thinking they might be falling through the floor
and then into the void
That makes sense actually
Well I've enjoyed our chat, and thanks for the help! I post here as soon as I hear back from the poster of that port of The Underworld
have fun
how does the "sound" function work???
bruhhhhh
hey so i started playing QC:DE and since than my maps dont compile anymore any help?
Those two events don't seem related
My wife left me and all of the sudden my maps aren't compiling
Zombie help me out π₯Ί
it stops compiling after i did that idk
It should spit out a text file when it compiles
it just doesnt make anything anymore
It'll usually say what's wrong with it inside there
like it opens the console and than it outputs nothing and closes it
Like maybe you changed the location of certain folders and now it's confused
You sure it doesn't produce any text file?
Can you set it so it pauses after compiling?
You can even do the pauses for qbsp and light as well
I remember I was having some trouble like this a while back
Seems the problem has to do with the path to the ericw tools directory
At least from what I can tell
Maybe it isn't looking in the right place?
Basically it seems like the compiling tools can't be found so everything gets messed up
Hated setting up the compiler. Im so pissed off at it that I never change the directory no matter what im working on so I have a folder with literal hundreds of files from TB that Ive compiled
Dont be like me kids. Organize your folders.
hmmm should work π€
Ummm idk maybe remove the \ after bin inside the compiling gui???
What's inside the bin folder? I'm guessing it' all the tools?
and it's inside THIS field?
ye
Haunted pc
Hey
Put the whole folder path in quotes
Ah fuck wrong responsd
You talkin to me
π³
π
Putthe folder path in quotes
Its not compiling because of the dots in the folder path
You can either rename any folders with dots or put the whole path in quotes
feelsbadman
also what the fuck is a mook? sounds like an Italian insult. whered my rank go π¦
well isnt ultrakill also only a demo?
ultrakill is early access with a lot of content
ohhhhh well ultrakill rocks too
hell ye
func_vehicle
i tried to create some sort of jank diet func_vehicle by making a car out of brushes then making it a func pushable
but when you create a func pushable out of multipe brushes, it seems that they join together to create an invisible convex shape so i cant enter the car
make one func_pushable brush (like the wheel inside) and then have the other brushes be individual func_wall or something, each of those brushes having a "parentname" key-value pointing to the targetname of the pushable
idk seems like it could work
photo spam to flex terrain
also, might screw around with func pushable this weekend and see if I can emulate func vehicle in some rigged manner
Im a big man (not really). I need the tri soup to survive.
amazing terrain dude!
So turns out this is opening doom now... think this may cause some issues with compiling
any help?
youd be surprized what QC:DE does to ones computer
oh i didnt see that leme try
"E:\aDUSKmapping\Tools\ericw-tools-v0.18.1-32-g6660c5f-win64\bin" so like that?
Yea
didnt do anything
If that doesn't work - rename the Ericw's folder to not have any dots
Just name it Ericw and its good
k so that did fix some thins but im still left with this
Lets see
Hm
Can you show me whats inside the bin folder with the path to it
And screenshot the GUI interface too
Both folder setup and the main window
Show the GUI too plz
There should be a .bsp now in your working folder
I assume u know what to do from here lol
Hmm
Alright can you send me the .Map?
Im in bed so it'll take me a bit to turn ony laptop
U can dm it
so i'm not sure how oyou did it but these support brushes are so hyper fucked that they break your compiling
so i removed them and replaced with fixed ones
whatever you did to make those
dont do it lol
hope you have a great sleep
madlad gets out of bed to help fix a dumb bug
Story of my life
wtf how
im just too powerfull man
dude the terrain tools are insane
tfw
MFW
my grid when 510 x 510
"export as .map"
holy fuck it worked
from heightmap to nems tools to trenchbroom
fuck yes, look at the file size

what the fuck
you're going to make the compiler and dusk explode with that map probably lmao
if the game manages to actually load that without OOMing I'll be impressed
in reality im gonna delete like 50% of those triangles but the map is gonna have other stuff
most of those triangles will probably get merged by the compiler
so they won't be in the bsp
@crimson patrol you can also make them detail so they won't slow down the compilation process

That's approaching 1/4th of the limits of BSP2
Potentially half of the limits actually, I think BSP2 uses signed offsets
I'm impressed qbsp isn't OOMing
its stuck at 98% 
I wonder how big the bsp will be
If it's bigger than 2GB it's probably invalid and won't load properly
(offsets would likely overflow)
Can it even reach 2GB?
In BSP2 it can potentially reach 4GB
I always assumed lightmaps could be the only thing that could increase a BSP file's size significantly
Embedded textures can too
98% csgfaces really is the dark souls of compiling
You have over a million faces lmao
There's probably some final few steps that need to go over all of them again
even if dusk loads this its just gonna be slideshow
Possibly
Depends on how well the compiler optimized it
If it's not lightmapped it might be ok
It'll take forever to load though
I wonder if we can handle large terrains better with bezier patches
Maybe, but those are a can of worms at the moment
Only supported in Q3BSP (and variants)
and DUSK doesn't load them
I got sidetracked, but I think I have an idea how they are calculated
But calculating the lerping between control points in 3d froze my brain for a long while
What game is even that?
it looks like fear or stalker
Looks like a random benchmark
its actually just lower2
ive been compiling for an hour now
Hold on. Gotta find a screenshot.
When I compiled my map with Vis to test it in quake:
its been 4 hours
and that was 3 months ago. maps bigger now
anyone remember when I said I was going to try and have the map done by Halloween?
Pepperidge Farm remembers
Lmao
Any way to play maps in multiplayer? Guessing not
Not yet
qbsp always takes barely any time for me thankfully
It's lightmapping that fucks me sideways
did it finish compiling lol
Neato, i like it
installing this iron rods is pian
has anyone made a dusk ultra grafix mod
That looks dope @blissful lion. Love the Outlast vibes
any way to make walls that you can shoot trough?
also make that "texture flow" like water
func_clip?
Apply any texture that starts with * and it'll have water properties, including "wobbliness"
any wads with those? cause i dont have any
also Func_clip makes the textures dissapearingame
Use a func_illusionary for the part you want to be seen then use a func_clip so players can't walk through it then. I think this should work.
Unless they still eat bullets
Pretty sure illusionary eats bullets
Default quake wad
yea it's a clip brush
so enemies (and you) cant walk through it
but sadly it removes textures yea
also
i'll send you the quake wad in a moment
this one has some water textures with a *
had a dream today that i finally released my map which i've been working on for months and it got 30 dislikes
without anyone liking it
No such thing as bad publicity
Dare I risk sounding like the Lord John Carmack, but is there a way to make text trigger by looking at something? Im thinking of making something like a noir detective type map, and expanding on my func_worktable map.
Dang. Well, thats not the end of the world. I can still do what I want. Just slightly inconvenienced is all.
what the "need silver / gold key" spawnflags do?
which entity
door
i think it does, because that's the way dusk converts key-locked doors in quake maps
so silver is blue i think. gold is yellow
same thing as a "key" property
huh
ok in theory i may have a batshit idea
maybe if you set an entity's parentname key-value to be !player you can parent its position AND rotation to be relative to the player? that way if theyre at a specific point and the player looks at a certain angle the trigger could be activated by the parented object???
literally no idea if brush entities could even activate triggers though or if you can parent anything to the player yet though !player is supposed to be the automatic targetname for the player entity
though i imagine rotation wouldnt be affected if it's parented to the player object since itd probably have to be parented relative to the actual camera object which has all the rotation youd need for actually looking at stuff
so maybe not so much batshit but more just "yeah probably not feasible rn"
I dont know if that would work but that sounds genius. I was thinking of work-arounds that I know work in quake but none of them work in Dusk. But im making my map for DUSK goddamnit so ill figure it out!
So how are your maps going in general
i dont think you've shown off any stuff lately
aside from the terrain screenshots
any juicy in-game pics?
henlo
back to ask for things cause I google doesn't help xd
how do I make a entity that when touched exits the level
or anything akin that doesn't require pressing E
trigger_changelevel
thank
Sorry for asking a dumb question but my trigger_changelevel didnt work at first, after some more tries I managed to make it work
Decided to load a .prt file just to see what it did ποΈ
what does it do?
every option i know for optimizing this so it compiles at all is either really fucking slow or crashes trenchbroom
Are you gonna keep it?
oh no im talking about an export from some terrain tools
im planning to use that for my map but it doesnt want to be optimized in any way
no func_detailing the grid, crashes trenchbroom
best i can do is select small portions and func detail them, for a very long time
for scale
@ancient depot is there an easier way to do this
here's a quick tip to optimisie your map
π
Ive done a but since I last showed it off but havent posted anything. Maybe I will this weekend. Works been slow because im doing foliage still and hate how it looks so ive changed it several times.
Im dumb and responded to the wrong person lmaooo
LMAO. I don't want to crush your dreams but surely this pursuit is folly
Realistic terrain won't make a better map
Yea like
You basically have 2-3 maps worth of brushes in terrain alone, and if this is your exodus map them that count is multiplied
if i spend the time and func detail it all would it compile
Any side that isnt visible slap a skip texture on.
I dont think it would help that much tbh
You still have lightmapping to go through and it has to calculate light for ALL of that
For real. That might take literal days
What is the scale of the terrain? Like how big of an area am I looking at?
from corner to corner of tb limits
β οΈ

Oh jesus christ
i should probably not go that big lmfao
Even a quarter of that with these terrain tools is overkill lol
corner to corner its 4km squared
Elder scrolls 6 perhaps?
since 16 units is 1 meter afaik
But dont let me stop u in your dreams lol
I just dont think there's a way for you to make it work
Sometimes less is more
I don't see quake maps being designed for anything like that
Maybe you should try half life bsp?
I'd Imagine that might be a little better?
lmao no im just gonna scale it down
Jesus fucking christ 30k brushes
no this is magnitudes better, previous one was 200k
qbsp? How bout light
thats a different conversation
cant wait to nearly finish work on this and find out that light hates me and wont work
Is there a limit on lightmap size actually???
when icarus flew too close to the sun, his wings failed to compile and he fell in the massive func_water under him and drowned
how do you make a light sun?
_sun "1" on your light entity
Then control the direction of sunlight by targeting an info_null entity
Dont forget sky brushes obviously
recompiled after adding the light stuff aaand its stuck on merge all
ignore that, found fix
i speedran a couple of games for fun and now, going out of my own bounds is a very wierd and somewhat satisfying expirience
@crimson patrol how did you generate that terrain though? What texture is used on invisible faces? And how many faces does each brush have?
I also hope those brushes are not part of worldspawn
Sorry to be that kind of new person but I have a question about replacing sounds?
I've made a sound pack for the game which replaces the player's voice lines, I've tried replacing them in the in game files but I'm still getting the original voice lines? Is it possible to replace the player's voice?
how exactly did you set up the mod? what format are the audio files you're using?
me uploaded bad map
T_T
I was making a quake map and then converted it to a Dusk map half-trough it
Β―_(γ)_/Β―
you'll find it as the last uploaded one, it's called "worst dusk map"
Will give it a shot when i wake up
yey
.flac files
I just replaced the sounds located in the sounds folder
Give me a sec I'll find the directory exactly where Im replacing the sounds
C:\Program Files (x86)\Steam\steamapps\common\Dusk\SDK\mnt\local\dusk\sounds
Lmao what
i think u need the quake pallete?
Yea you might be missing the palette
Im using an halflife wad
I was tryint to make a map on trenchboom using the halflife preset, everything, textures included worked fine.
But with this specific wad they turn white.
Do I need to bring some Half Life files in?
if I had the quake palette ofc doesnt work as intended cause it's an half life map
Apologies to the spam you're all about to receive, but I must flex what little map progress I have made. I hope Dave tells me how shit it looks.
Based
AS I WAS SAYING
amazing
heeeelll yeah
lookin sick, altho the lighting is a little bit flat imo?
are you using a minimal light level?
Dude.
3 months on landscape thats not even done yet.
I spent a week on the current lighting and put it off. Thats gonna be the LAST thing I do. This is just for me to get a general feel for the map.
ah aight
Also, I have it in low spec mode because I have a low spec pc and it lags, but with low spec off the lighting looks better still imo
Right, but like ambient glow from burning barrels and stuff just isnt there with it off
yea that's dynamic
Believe me though, lighting has a ways to go.
Trying to nail moonlight without the map looking terribly dark but also liking how it looks is the current struggle.
Part of it has to do with the skybox Im using, because its got so many bright colors, but Ive based my lighting off the position of the skyboxes moon so If I switch it, im losing even more progress on lighting.
And inside the map, I know what I need to do but dont remember how to do it, because its been awhile since I did lighting, but I want dark areas like corners and such to be darker than areas not cloaked in shadow. I think its light bounce settings
without bounce they will be pretty much pitch black yes
unless there's a minimum light level
just played your map
that was neat for a first time attempt, i wouldnt even tell this was a first time map tbh
i think you intended to have secrets, but none of them have a trigger_secret so maybe that's something that could be added
also i couldnt find 3 more enemies, but i heard leathernecks near the end level trigger
found them lmao
u should probably seal your maps
oh wait did you hide a trigger_hurt out of bounds lol
i get instakilled if i noclip to a ceratin spot
any way to play music / sounds / voice lines during gameplay?
trigger_changemusic trigger brush entity with a music key-value set to the filepath of the music you want to play; the filepath being relative to the root folder of your mod
it can play .ogg, .mp3 and .flac files i believe
so music/awesome.ogg as the key-value pair content would play a song named "awesome" located in the "music" folder of the mod
obviously folder structure and organization is entirely up to you, you could just stick everything in the same folder and call it a day lol
oh there they are!
yeah is that a good idea?
also vriska did you see my most recent screenshot?
I added it in case someone falls out somehow
what does func_detail and func_plat do?
func_detail, to skip details (haha) helps with optimisation
and lowers the compiling time
it should basically be used for anything that isnt used for map sealing
func_plat isnt supported yet but it works like a lift that activates when u stand on it
hey guys, can I somehow make so that a func_breakable spawns or teleports an item when destroyed
unrelated question: can you upload nintendo assets on mod.io
you can if they don't find out about it
Depends on which item are you talking about
i guess pickups
entity or prop?
entity
pickups?
tecnically they are tainted in the quake palette so they are loosely resembling them
like a weapon or ammo
from my old ass testing i'm pretty positive that those are still not affected by trigger_teleport
the best you can do is a very,,, interesting setup with parenting
so whichever entity you want appearing pops out of the ground
cant you just put a pickup in thhe brush?
that too, if the breakable is big enough
and you'd have to hollow them out iirc because otherwise they might spawn on top
I see
yeah i just need to make the "?" blocks bigger
right now they are only 64 grid
I think a super shotgun might phase trougth
64 grid actually sounds more than enough to fit most of the guns
i think the hunting rifle would be long, maybe the assault rifle too?
alright so
about that
when i was making the fgd, the guns were the first thing i imported along with monsters
but the files i had for guns were.... weird?
just kinda weird let's put it that way
so i may or may not have fucked the scaling of them in tb
they may be bigger or smaller in-game
ooooh I see
the rest of the models should be 1:1 however
how do I put it inside tho
wait
it's either too below or too above
you dont have the fgd
nop
pronto
i just kind of assumed you already had the fgd without even looking at the pic
it shows a blue cube instead of the shotgun sprite
that's because you should have all the actual dusk entities and their names
the ssg is named weapon_ssg i think
should look like that
i was wrong it should still be named supershotgun lol
maybe u installed it wrong?
Oh I see
@haughty slate i cant extract or even open the .zip file of your mod
wait really?
weird i got it without issue
which one btw
Worst dusk map?
Worst Dusk Map (not sarcasm DO NOT PLAY THIS) for DUSK
weird, uh
I'll be honest with you guys, that's a .7z and I changed the extension to zip
maybe that's the issue
Β―_(γ)_/Β―
lol
it was a .rar tho
should I just keep it as 7z?
no
reupload as zip so people can open it up without issue
you can add versions to ur mod
right on the page
isnt .7z used for windows xp or something
No I dont think so
white mesa map does the same
and the underworld too
what are some good maps on dusk.io?
fixed btw
pretty much all of torii's maps
now I'll do the same fix for the other 2 mods
oh hey i made that one
anyway the map i'm actually proud of is called trespasser
little egyptian themed melee-only map
sword specifically
I wanted to make a props-only map
anyways the thing im working right now is rocket jumping / platforming
since there arent many
yea only 2 i think
fixed @blissful lion
can you check if the 3 maps zip files work now
thank you so much
so did you figure out the fgd yet?
No I'm dumb
but is it a problem if I use quake entities?
I had no issues with it
and besides you can't see where objects and props from dusk go if you use them
I cant see it but it works as normal
the fgd provides you with exact info on their placement
oooh
I see
that is indeed useful
especialy with the super mario blocks im using
so why can't I see them I think you mentioned it but I already forgot, im senile
there is quite often trouble while isntalling the fgd and every time it's a different thing lol
so let's go from the top
i'm assuming you're using the quake preset?
yes
for your map
yep
alright so do you own quake or did you grab a .pak file
alright so in your quake folder there should be a folder named id1 right
yeah i placed the file there
I just checked something: that's not my gamepath on trenchboom tho
it should be pointing to any folder that has id1
inside
and inside of id1 is the fgd
quake not required
c:\quakedev
yea so here it should be that
im now trying to kill Ivan the crocodile
that map wasnt made by me but I have permission from the author
to reupload it
it was an half life map I found on game banana
it shows only a couple of entities now
which ones
lights
try adding the fgd again in the entities tab
entity definitions that is
so just to confirm
c:\quakedev\id1\ is the location of the fgd?
fixed but
and c:\quakedev is the game path
they show as squares
is that above correct
yes
alright so on the bottom in the console it should show error messages if the models arent loaded
can you show those?
and again, just to be sure
alongside the fgd you got the dusk.pak file?
from the archive
ye
aight imma need to brainstorm this a bit
for now can you try doing this
try making a new map, but in the generic preset
and set the game path of generic to quakedev
and loading the fgd there
see if it works or not
ok
i'll go see some other solutions i had for this
still same errors
Shit hm
Whats the top error message above all these
i just can't think of what causes this
it MAY be a palette problem but that's very very unlikely
that's a shot in the dark lol
it should be clear if i can see the error messages aside from these
well actually one thing that happened once that caused this was a capilatization issue in the game path
so a guy set Id1 in the game path while the actual folder was id1
maybe something similar?
at the start is like
Unknown entity definition header properties 'flags' (line 50, column 30)
Unknown entity definition header properties 'offset' (line 50, column 71)
Unknown entity definition header properties 'offset' (line 78, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
Unknown entity definition header properties 'offset' (line 3, column 41)
keeps going like this for several lines
then the first red line is
Could not load model progs\ssg.mdl: File not found: 'progs\ssg.mdl'
Could not load model progs\cardb.mdl: File not found: 'progs\cardb.mdl'
Could not load model progs\keyb.mdl: File not found: 'progs\keyb.mdl'
are*
Β―_(γ)_/Β―
anything specifically after this?
I'm assuming that's the issue
it should be fine actually
oh
since you have quake it pulls the palette from the quake .pak
so let's ignore that
what's next
the quake entities work as normal
anything that stands out?
wdym
also did you check the capitalisation problem by any chance?
im super lost at this point lol
it should have 100% worked wit h the generic preset test
unless capitalisation is the problem
only the quake pak files are capitalized
I mean the game path
could it be that there is a mismatch between that and the actual folder in terms of capitalised letters
quakedev
likely not lol
so this might be dumb but
could you try making a different folder and setting the game path to that
like iunno C;\12\id1
game path would be C:\12 then
I want objects
oh hey you got the image perms
no more need for links
well if you mean entity props like the stuff in the fgd, then no - not yet at least
oh
Hey brush props have their benefits
You can do a lot with them in terms of functions
And they cast shadows properly lol
hey i made a few brush trees you should check those out
Oh i know ALLLLLL about that
How to make custom boss battle in dusk
you can only rename bosses and chance their health
change*
maybe some of the models too
but they way they act and attack wont change
Big leech time
@ancient depot i keep forgetting to ask something about some of the boss models
for example big rat and big fish
are they separate models or does dusk just take the base enemy model and scale it up
In the SDK they're supposed to be separate (at least eventually)
But in the main game it's the same model scaled up
for now they are the same u mean?
Yeah
aight got it
Except chomper
Because the scaling there is non uniform
Little chomper is stretched to be longer
for a custom boss i had the idea to replace the chomper model with a helicopter and parent a bunch of turrets to it
i placed little chomper in my map out of the water and it had boneball texture
also can i have littleneck in my map?
bad game, 0/10
is there any way to not make the map look like this?
or
is it just
better lighting and all looks nice?
I think better lights will just fix this
try turning off pixelization
ooh
u tell me
this is without pixelation, is it eye straining or is it just me
idk if it's because of lighting or because of the textures
yea i get that with far-away textures
what's your goal with these walls?
would it be better to have a skybox and clip brushes?
box in the map
I think that I will fix this by just filling the map with other buildings
can you make brushes just dissapear instead of moving them?
breakables?
can i break them with a trigger?
yes
just a targetname on them
and target on the trigger or button
wait have you used a targetname-target pair before
yeah i have a map with 4 buttons
ye it's same with breakables
the neat part is that they won't break from damage once they have a targetname
so you dont have to worry about that
button-trigger only
wut
i can still break it
yeah
brain explosion
i could swear on my heart that giving a breakable a targetname would prevent it from being broken
what does parenting do
makes the child move the same way as the parented thing
so like an entity moving up because it;s parented to a door that's moving up
ok thanks
Theres an option you can enable to make it so its only broken when triggered
@blissful lion @honest stag
how
I mean I just give it like 9999999 health and give it a targetname so it can be triggered
Im in denial rn
Every single map of mine with triggerable breakables has no additional options
And i could SWEAR they don't break
I don't even do that lol
I think they just lack a health property
I'll need to check
Damn that wall sounds really big
that's the wall in trespasser that gets smashed through by a truck if ur curious
does this have bounce lights
yeeees
man i wish i could toggle specific light entities to not have bounce
so i could have harsher shadows in certain areas
well you can ADD bounce to specifc ones
hell thatd be annoying
just would be cooler to have a flag that just ignores bounce instead lmao
like why have one and not the other smh
god i wish the lighting chart was pinned here
took me a bit to find it to get the values right
hey
we got it pinned in the beer books discord
in the mapping tips channel
u didnt know?
oh my god i forgot about that
as well as the insanely useful curve chart