#dusk-modding
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congratulations
you're part of the "why does fuck does x spawn above the room i need it to spawn in" club
a.k.a 80% of mappers
no real specific way to fix that, just try making the teleport bigger and sealing the map
or remaking a monster closet from scratch
Or put it in a place that doesn't hace a roof
a whole arena monster closet broke on my map once cuz I never sealed the map so they all spawned on the roof for some odd reason
took me a couple days to figure that out
sealing maps in general is good practice
i placed it up the way on top of the map and it still spawned in the same place
then i place the teleporter out of the literal monster closet and it worked?
if you dont want to seal the map - try just putting the monster closet on a platform somewhere in the void
again, no roof
also may be stupid but
i once fixed that by raising the teleport off the floor
Even the main game suffers from this problem a bit, it's because of how the navmesh is generated
also kinda a weird bug
so i have the horror in the map, and first time you load it (after launching the game) he makes idle noises, but when loading the map every other time, he just makes that idle noise once right after player spawning in, then goes silent till alerted
he is in a sealed teleporter box
That wont cut it since there are entities outside iirc
Gonna download all your maps and unseal them
any tips on enemy encounters?
shore
maybe a little unbalanced
the gate is opened at the start for now, just jump down the stairs
but land on the lower stairs, not void
i'll give it a shot when i can
thanks
Why don't you like cowgirls
they just spam rockets
too much damage, too spongy (fixable, but a lot of the time people who use them dont lower their hp), hard to tell them apart from background sometimes, too thin to hit
or to hit consistently i guess
welders are a way better enemy imo
What if you just use mamas with lower health
They aren't as thin
A bit more meat on the bone
still doesnt solve the problem of them dealing way too much damage for no reason
and then you'd have to deal with the bossnames appearing each time u use one
any other boss imo
that's really the only one i actively dislike tbh
bosses are mostly fine but the intoxigator can be a pain in the ass
except jakob and big john, if you place them correctly
jakob is unkillable rn so that's a bust
Do any custom maps have intoxigator
i think a couple did
dont remember tho
fork maidens are a bit too bulky as well imo
intoxigator is a really dumb enemy, the guardian spams grenades too much
looks at basically every map that uses a boss, including my own
yea guardian sucks haha
the experimetns spam too, but you can kinda perform a dance with them
if i can rememeber right
i used the guardian twice, big rat twice, experiment once
and big john once
but there were 3 big johns at once
with low hp
ah, like a sequence boss thing?
and there would be other enemies
can you move those fireball shooters?
like using parenting?
maybe, havent tried it but likely possible
do func_train work?
nope
Fiteball shooters can be moved with parenting but cant be toggled on and off
Also for further future reference, entities cant trigger anything for you, unless you have it set to trigger something off their deatg
I have fireball launchers on a map of mine that move during one specific part, and I have them parented to a door WAY out of the map, so when you trigger the room, they basically teleport in and start shooting
Theyre far af out so you dont need to hear them
secret doors work?
they do yea but there's not much point to them rn
Secret doors how? Doors that trigger the "secret found" message or doors that have thr crack and break? Or something different that im dumb and dont know?
func_doorsecret or something
in quake when a door is locked by something it says "this door opens elsewhere"
so if you want a secret wall that opens with a button but don't want the player to see that message, you put it as a a secret door
but in dusk they dont show that message anyway iirc
dont secret doors have 2 axis they move on too?
like it goes back and then left
like its part of the wall, then it moves back and opens
oh yea you're right they do do that in quake
i havent tried if they replicate that tho
no one used it ever iirc
what's the format and bitrate etc
yea you can
ah I see, asian
russian to be exact, anyway about music
My condolences
you can set music in the maps from the start and change it with trigger_changemusic
format is .ogg, .flac, .wav
i use .ogg personally
any bitrate and frequency works?
cant tell you anything there
yea, this is what you need on worldspawn for it to work
this "music" folder is relative to your root mod folder
so
local\mycoolmod\music\whatever
:0
there is already a bunch of dusk music present, and you can use any of it
See I helped you
it's in the folders for mods
well
in the dusk folder
you saw the look of my map
so I need something that fits
im putting this on:
FREE BACKGROUND MUSIC FOR YOUR VIDEOS | http://tiny.cc/yf4qpz
BGMD is an audio library that shares free-to-download music with no copyright from different sources online. We publish various background music which you can use in your Youtube videos.
This cute, happy, and fun music compilation is available for download in below links:
โถ 0:00:0...
sorry
im ruining dusk
xD
lol
what's the name atomas
im mean playtest this
i was actually right about to
i liked the literal monster closet lol
so about this encounter
it suffers from the age-old door problem
simply put i can take shots at things that can't touch me from this hallway
if you were dropped into this arena somehow it would be better
or if the enemies could actually follow you into the hallway
idk i could maybe close the door behind you?
yea but i can see the enemies before i even go in
maybe a small little stone "ramp" for them to actually follow you?
to where?
into the hallway
yeah so theres this door bug
oh yea i forgot about it
there are 2 ways to go around it
first is removing the door lol
like making it broken or smth
second is the "starts open" trick
wait
that doesnt doesnt open in the first place
what door bug do you mean?
that enemies dont want to walk where there was a door before
nah i just didnt think about it
I think I was right the music doesn't work, and im assuming it's because of bitrate or some other audio mumbo jumbo
i could place the enemies differently so they kinda attack you from the sides
anyway here's what i mean
this but with like rocks or rubble
because they cant cross that ledge
too high for them
can you send the file?
i'll try using it in a test map, see if it works
yea or clip even better
maybe it's too long
can't be
this server is boosted to shit so it should fit
great
it's royalty free music
no copyright
I could trim it to be shorter
if that's the issue
i'll se if it works in a moment
it works
see for yourself
actually why would u need the bsp
oops
try the other slash symbol?
maybe i was actually right the first time about it
since it works here
did u get the music working btw
nice
I think im done with that map
A lot of people in the community are into quality
I'll provide some quantity
They're probably spawning below the floor. Make sure they aren't floating above the ground. Delete and replace them just to be safe
thanks a bunch
any guides out there that are like dusk only?
also any idea if u can make enemies spawn in?
you can place them somewhere else and then teleport them in
yeah trying that out
unrelated to what im making but i drew a heightmap and used it to make this shoddy mountain
made a smoother one
Reminds me of the planets from the first Mass Effect
What tool did you use?
i wanted to make a yt vid showing off the gameplay but the video file is 1 fucking gb
added some enemies and stuff that makes the map interesting, have a try the gameplay is quite unique
its a bit laggy at the start though so be warned
u like big things huh
I used the terrain generator a few days ago, but holy shit the amount of triangles.
I don't know if Nem's terrain generator has an option for that, but it's always for the best to apply textures only on brush faces that will be seen by the player
The rest of them should be null or skip
Or whatever texture your compiler is programmed to ignore
Considering Dusk SDK does not do visibility culling yet, that's a very necessary optimization for the terrain
Hey, its still dope, and I ended up adding skip textures to all the other faces. Glad you linked it here.
It's not that hard
Get a brush with a skip texture, select the texture, hold alt and m1
Yeah but thats still a very large amount of brushes
I guess its a matter of time tho
It is worth it I think
For sure
Do you have to skip texture the faces between brushes too, I'm guessing those get cut out when you compile
I was just thinking bout that
I had to do that with mine but i'm assuming that's because i fucked uo a bit
The faces in-between would be a major pain in the ass to skip texture
Is there any place i can check out these fan made mods?
Hey, thanks a lot
So, this quesrion is dumb as shit, but is there a way to have 2 skyboxes? Like the player starts with the nighttime skybox but teleports to a different area and have the skybox change to a different one? Is there some worldspawn magic I can work to achieve this or no?
i don't think that's possible
There should be a trigger_changesky
Guess not though, I could've sworn that was implemented
raw terrain for map
play my maps! :d
Bro if that was a thing i would have abused it to shit
Oops ping
pinging me is always allowed
otherwise I miss messages
I guess I mandela effect'd myself
since I swear I remember implementing it
Allowed but i do feel bad when its accidental about about som minor like that
Is it in the new update?
yeah
i've also been wonderin
did you change the folder structure in the next upd8
do i have to back up my stuff before it just in case lol
ah aight
Did NOT have to crucify him like that
So, i know I can for boss enemies, but can I edit the health of regular enemies?
Was it one of toriis maps that had a rat with an insane amount of health
Nah that was Skade's unreleased joke version of Black Industrial Misery
Rat industrial misery
Cradius
Or craidus
The guy never made any more iirc cuz everyone hated it
Ecen tho he purposefully made it super hard
Should be drip goku in textures
Missing pixels
whitenames were forbidden from texting here for a while it seems
hows everyones maps goin
Made terrain, currently adding stuff
mine is bad
Well, I have a notebook at work that I write in every time I get a minute, and my map has about 3 pages worth of stuff that I have to implement still, so its going good, but has a long way til its done. Getting all the holiday stuff out of the way now, so ill have the whole weekend hopefully ti work in the map.
i never plan out my maps
if anything i just plan out some arenas or more intricate parts here and therer
otherwise i just totally wing it
I couldnt do that because im not an arbiter of chaos
i have to intricately plan everything and if something doesnt want to work, I figure out how to MAKE it work
hi, what's the program u use for make dusk mods
You can probably find the answer you want and the future questions you haven't ask yet.... in the pins.
in that case, it's trenchbroom
a quake mapping tool
well, you can actually use something like hammer or J.A.C.K too if you're comfortable with them
but trenchbroom is the officially supported tool
ok thanks
if you want to get the general hang of it, i suggest dumptruck_ds on youtube
he describes mapping for quake but we're basically doing the same thing
there's also plenty of info in the pinned messages on how to set it up and stuff
thanks
so is there any way to make the nyarlathoth...???? the narator voice say something in game with like trenchbroom or i gotta use custom music?
Uhhh rn we can only set music to loop (trigger_changemusic). So you can have Nyarlathotep say the same line over and over again like it's a sample in some house music ๐ โ๏ธ
But you can't have a voice line play once
nice
You might be able to rig a super hacky way of doing it but I'm really not sure about that
also any "the fall broke your flashlight trigger?
No
heh i guess your right
also is there any complete wad for this game
like, EVERY texture? Sparks, door colour indicators etc?
The door indicators aren't part of any wad. I made this wad for door indicators. The blue in off, possibly due to the quake palette not having the right shade.
There IS a wad with all the dusk textures but I don't have it on me rn
Some of the older maps might have the wad included
Oh curse you Dave. I bought another goddamn poster today.
any way to make coloured lights?
Yea
Add a _color property to your light and click it (or the parameter line)
There should be a color picker below
After you've compiled your map, alongside the .bsp in the working folder you'll find a .lit file
It needs to go in the mod folder with the .bsp
imagine not setting the compiler to automatically put those files in the mod folder
probably should
i've seen the new gui window and was a bit stunned with how much more shit there is
The one built-in to Trenchbroom?
nah old ass version of necro's
There are newer versions?
fellow neanderthal
Everyone knows the Neanderthals had bigger brains ๐
But does the output folder field actually work ๐ ๐
Report back what you find soldier
๐
Im guess that one in the above pic just had a lot of arguments added
Like by hand
Y'know what I mean?
hm let me try smth real quick
i tried adding new ones to the config file and it didnt work
oh
i just did
i guess it's that easy lol
well now my settings are gone
not yet
I don't do modding, ever, but I had this amazing idea to make a Castlevania mod for Dusk. Like Simon's Destiny with DOOM
but you can probably make the model and animations for it beforehand and use it when custom models are supported
you can currently replace enemy models, make custom levels, add custom sounds/music
and textures
If- lets say I wanted to start out. What would be simple?
I need a project for the month, I'll go crazy if I'm not fiddling with something
Shweet, I suppose I'll do something like that. that mod-io site has a tutorial for level making right?
and the learning curve is infinite too lol

there is a guide pinned on how to start out, but a lot of things go wrong usually for different reasons so dont worry about asking stuff here
basically we're using a quake mapping tool to make levels, so it may be not very intuitive at first
but the editor is so good and easy to use itself that's it's worth the hassle of setup
Ooh, "Trenchboom" right? I saw a vid on that a few months back.
yea, trenchbroom
I'll fiddle with it this week and see what I come up with
aight good luck
fanks!
Another Cult Member has joined the Mod Basement! Good luck on your journey Cranberry
Where
straight up in game, like doom
I never played doom
What key button
that's the cheat combination
you press that in sequence
then when you get back into the map press it again in sequence
I see u want to help me but I dont get it
press n, b, c, l, i, p buttons on your keyboard
I just did nothing happened
it gives you flight through walls
I'm playing single player btw
are you on the moddable build or the original?
Original
im not sure if they have the noclip cheat in the OG, which map are you stuck on?
GHOST TOWN
guessing you jumped over the wall?
Ye kinda there is like lava square
try going into it
I cant jump that high
if you walk around the buildings there should be a big pink texture "you're not supposed to be here" and a teleporter
Oww
go into the alley between the grey and the red building
Didn't see that
there ya go
np, but you should probably ask #dusk-duskworld-dungeonsofdusk next time lol since this is the modding channel
I did kill enemies trough walls
more people check that place
any way to make an enemys hp pop up on screen like a boss battle thingy?
thx as always
can you make them smaller/bigger too?
how do scarecrow posts work???
i cant get them to spawn
You can't spawn them
Thank you!!
is duskmare considered deathmatch or are there anyway to change spawns for just duskmare?
wait the item spawns are different on the difficulties in main campaign?
Duskmare = nightmare
If you're talking about the spawnflags in TB
yup
spawnflags
soo wich one is nightmare?
bit confused seems it only goes up to hard
Oh they didn't include it in the FGD (be sure to yell at Vriska and Veven)
One sec
hmmmmm
I guess I was remembering wrong
It seems there isn't a spawnflag for nightmare even in the quake preset
Vriska and Veven are great guys ๐ ๐
Hello! Me and a friend just got into dusk
Has anyone modded the campaign to be coop yet?
Im not familiar with how moddable the game is yet
Google gave me 2019 news that there will be coop at some point
It is not possible to do so.
The game is not very moddable yet
was gonna use this dead tree i drew but the transparency color mixes with the semi opaque pixels, which is really annoying
Pixel art time
@honest stag
soo, what does the lava suit actualy do??
you can now walk on lava
Im pretty sure it does nothing in the SDK
yup very cool, i see literaly no use for it as far as im aware but il dabble in a bit of testing just to make sure
Can't you add lava triggers?
Or doesn't the lava texture damage the player in any way?
Maybe you need some sort of trigger_damage entity for that, but I can't say anything without a dev confirming that
hmm, maybe the lava suit could be made functional if you had a trigger where the suit is that makes a bunch of parented trigger_hurt s move under the map for the lava suit duration
the suit itself is a placebo but it gives the feeling of wearing it
There IS a trigger_hurt already in TB but the lava suit has no effect on it.
Acid pool protection
Object_anomaly i mean
Also what's up y ping
In what way is your lighting broken
If you just want general advice
Bounce lighting is based and improves the look if your map 90% if the time
You don't need a lot of lights to light up a big area, just use delay/wait properties to adjust light distance and dissipation
Outside areas are easily perfectly lit with sunlight + ambient light
You can control the shadows by literally using light sources as lighbulbs in a projector
If you want additional info about any of these or something else - ask away
@sharp nest
k this is helpfull
Heres a reference image on delay/wait
But i'd recommend watching dumptruck_ds on this first
Just so you have a clearer picture about this stuff
il go ahead and watch that
"you dont want a map too dark"
every dusk developer ever:
doubt
We got flashlights
the fall broke your flashlight
what kind of windows should i have?
The left one
yeah i feel it fits more
do they actually look in place
i was not thinking about them but buildings usually have windows
Yeah it looks in place
thanks
I prefer right ones, fits the tiles better imo
Imo right ones for anything over the ground floor
but the left for ground floor windows
i'm late but
regardless of your choice some frames would be great
what do you mean
well like window frames made out of brushes
the brushes are currently on the wal and not in it
make the bars betwen them?
nah i mean around
lemme show
1 moment
like this, but more concrete-like
the border around the window
depends if it's a psych hospital lol
so is there any way to make sparks?
im heartbroken
Yea ur starting to see why its the alpha version of the sdk lol
so when was the last update we got...? guessing like a loooong time ago
Over a year ago
yup
But theres a good reason for it
i belive so
tho they making 2d pixel game instead of superchad mapmaking tool ๐ฆ
i need more dusk man
The current version of the sdk is, as the devs described it, "a tumor on the main game"
They're pretty much reworking the whole thing
Which is why it's taking so long
thats super kul so im gonna have to relearn everything once it drops
Not really
danggg that sounds good
You'll still be using the same tools, you'll just have more features to use
So yea keep going at it
Refining what we currently got
I uh get that a lot
But no
I just like dusk mods and want more people to make them
And have an smooth experience doing so
Tryin my best
||I'm hoping to turn the update into a Christmas gift maybe||
Assuming nothing gets in the way again lol
Summer 2067 obviously
"Get up Aqua you'll finish your bingo game later we got an sdk update"
"Sir please lay down it's bedtime"
any new features coming?
B r o
If i were to collect all the features I've only heard of the list would be quite hefty
And i assune they have a lot more
tbh i just need ai fix so they can walk trough doorways
custom sound effects on maps?
QUAKE SKYBOX SUPPORT ๐ ๐ฆ
u mean sky brushes?
Same way they work in quake yes
Sky brushes already exist and do sone stuff they're supposed to do
But not the visual part
by some stuff you mean sealing
Sealing sunlight and some other thing i forgot
also can you make a brush just straight up appear and dissapear?
Npt that i know of, but you could make a very fast toggle door i guess
Which goes into the ground
Yeah there's a lot of new stuff, I'm not sure if all of it will be in the patch at first, but there's still a hefty chunk of new features
Cant wait for an all-caps dave tweet and an influx of people here
"x reacted with
"
it is hilarious to watch them bail whenever there's a ping
Totally will
Workshop will def get a bunch of people in
At least at first
Workshop is the "big" thing for a bunch of people
dusk fans def
most of the people that want to try mapping are gonna get filtered by the installation process imo
I remember what this channel was like when the first version of sdk dropoed
Lots and lots of ppl
Throwback to when I did a stream in here before the release showing the game loading maps upon request
"download 3 random programs, dont forget to follow the EXACT folder strukture"
3?
Not much more complicated than the process for Source or Quake really tbh
There are just less tailored guides for it
In fact that kind of exactly the quake process
so trenchbroom, cgui, erics tools
Yeah the idea was to mimic the Quake/Source workflow as much as possible
Kinda like how with Aces we're trying to mimic doom's workflow
(But to a lesser extent)
Gui isn't exactly required tbh
I'm open to the idea of creating our own GUI of sorts that automates a lot of this process
by doing this ?https://www.youtube.com/watch?v=SlefvnZUQEk
Trenchbroom can be found here:
https://kristianduske.com/trenchbroom/
Tool to generate texture wads (there is a dusk.wad pinned in discord.gg/newblood):
https://github.com/NewBloodInteractive/MakeWad/releases
EricW Tools can be found here:
https://ericwa.github.io/ericw-tools/
Quake Palete can be found here:
https://quakewiki.org/wiki/File:qu...
I originally also didn't want to create a custom mapping tool but I'm less opposed to it than I was previously, definitely not until 1.0 though
You can just drag ur .map into qbsp then drag the bsp into light.exe
is it needed though?
None of the complicated stuff is needed
All you really have to do is drag the file onto the compiler like Vriska said
cgui seems faster to me
Its more convenient yes
(The downside being you don't get finer grained configuration)
And that
I wonder if the compiler supports response files
If not, I might make a wrapper program to do that
a response file is basically just a list of arguments
also you have to put the files in the mod folder manually at the end
Not a big deal i think, all modders have to deal with making sure theur files are in the the right place so it works for the player
Yeah there's always going to be a bit of manual effort there
That's the nature of it really
The compiling gui does have the output folder which never works
Would be even more convenient
So in general i don't see people getting filtered that much
If theyre willing to ask questions here it'll be smooth sailing
There were people here who had literally everything go wrong and still make maps in the end
i had some windows .dll files missing that were needed for erics tools
Thats a new one lol
i downloaded them from the net (instead of installing, which isnt recommended) and put them in the folder with the tools
Downloading random dlls to make dusk maps
Respectable
Anyway it's 1 am and i have classes tomorrow
Gn gl hf
gn
"ess dee kay? heh i havent heard that name in yeaaaars"
gonna be like that one scene in titanic
an update to revive lower
and my strives for creativity that aren't music

I've seen lower 2 with my own one eye
it's beautiful
got those half life vibes, mwah
Lower 2 is the hall life of lowers
So then where the fuck is Lower 3 Gabe?
if this happens i will grind out a map pack so fucking hard i stg
when the update happens we should document what works and what doesnt (so things that arent yet implemented), and all known glitches/problems that can occur because of dusk SDK
The devs are making documentation
is good so far
a
where is it?
it's not done yet
the guy who had a doom SSG as his pfp
he made the guide for dusk mapping if you remember
participated in a couple jams
Would anyone be interested in porting OG Doom maps to Dusk SDK if I made a tool that does that?
some people would for sure, but i dunno if they're still around
From what I learned about 3d maths and Quake's map format, it looks like I could make a simple tool in a few weeks
Maybe even shorter than that
Hmm
I'll just port E1M1 and share it as an example then if I manage to manage my time properly and make the tool
da dentist
the second and third floor are almost done
wanna playtest?
i have no idead about combat balance
im about to go to bed, and i have a very busy day tomorrow
so it'll be a while before that
thanks
One day i'll drop my next map for playtest, but it'll take months before it's playable
do you have any enemies in it or functionality?
in fact it sounds like the next SDK update will drop b then
none at all yet
literally 0
or just architecture
do you know how is it gonna flow?
like where r u gonna go first, where are the big battles
it's more of an open map
exploration based
like a bunch of buildings you can go into and check for keys/guns
and unlock more parts of town with those keys
all to open the big bad door
maybe like collect all keys, not in any specific order
i intend for keys to unlock some areas, because i dont want to confuse the player with dropping the whole open map on them right off the bat
yeah thats cool
it's not that big to care about it, but still
do you have any story/lore
that way i know the player won't just accidentally find the final switch/key without doing anything else
yes
but it'll be more in my head than told
try to tell it trough enviroment
i do
bit just a lil bit
basically local priest is sick and tired of this whack ass cult taking over and ruining the historical value of his little town
so he goes on a lil rampage
so you see like a church being converted to some satanic stuff
with old icons and crosses tossed out
cool
Local priest kills dozens in very well textured town
im gonna go the dusk way, so "lore" and a twist at the end
and very well lit too
while listening to some nice beats
the CEO of evil wont know what hit em
i'm just gonna use dusk ambience
nothin crazy
maybe i'll grab some of the pretty AE tracks tho
but i do LOVE the lighting and texturing i've done so far
easily my best work
i just hope i can make it play well in the end
Ask kreuz to make music hes pretty good
object_machine_1 is incorrectly orientated
Which one is that
the one with spikes
Can you show it in both TB and in gane
in a shape of a doge house
Also have you turned it
tb
yeah i did
so first i place it correctly in the next room
and in the game it looked like this pic
then i just turned it 180 like in the pic, and it was placed correctly ingame
Due to how i ported them i legit had no way of knowing that some symmetrical objects are in fact wrongly oriented
So some are a pain in the ass lile that
ig its just 180 degrees
I think the lightbulb fixture thing has the same problem
the long light?
Single lightbulb
i think its just on its head
Covered with armature
what's the best mod one can have?
this is the best mod
why you all have to make this big laggy maps
The future is now old man
ok terrain boy
i agree
Im a simple man
get home from work at 5
Kiss wife, hug child
play vanilla style dusk maps
I approve this message
I saw someone mentioning to hit up KREUZERMAN aka igrasimon to make some music for your map ๐ Know this, if it isn't drum and bass that you want ๐ He's not interested ๐
I heard that igracsimon can do synthwave and cyberpunk style music to
Can he make slurpcore?
Omg I love clowncore
The end of an era ๐ข
Definitely. I know that people have previously tried, but the terrain gets all kinds of messed up when ported into TB or jack editor.
god i forgot about the clowncore
I have no idea what kind of method those people used, so I can't comment on that, but the method I have in mind should make things easy
But we'll end up with brushes that look like what you get from the terrain generator I shared a while ago
Im not exactly sure of the method that was used either, but it resulted in alot of areas of the map all smashed together like it couldnt differentiate 3 dimensional plains, such as stairs or raised areas on the maps due to how OG Doom functioned (e.g "Up and Down" not really existing in a sense)
And that terrain editor is a godsend, and will save me SOOO much time on future Dusk/Quake projects
god clowncore is so good
forget which song it is but theres this gorgeous sax solo in the middle of it and it goes so hard
oh its computers
best song
Toilet's sax solo is much better
love how they just burst into complex rhythms after a long pause
IKR
i actually dont like the editor part of the terrain editor so i just kinda make heightmaps manually in photoshop
This is a nice start
I haven't done anything with texture alignments yet
But now I know it's not impossible to convert the geo to spike brushes
very nice
Neat stuff
Thanks
I don't know how to compile for Dusk, so I'll have to ask you guys to test a few maps when I manage to make the texture alignments work
Its quake compiling
I know, but I've never been able to get my BSPs work in Dusk ๐คทโโ๏ธ
Odd
There's probably something I overlook
Maybe you set the folders wrong so they didn't show up innthe menu
But I'll have to install Dusk again if I want to try it out myself
You don't want to know ๐
||I just take triangles and create pyramid-like brushes like the terrain generator does||
@vast palm when you get those texture alignments done, shoot me the files and Ill run it in Dusk when i get a chance. Thats awesome!
As you can see from the screenshots, I've already done that
I'll just make some adjustments and send a test map to you when that's done
Im blind, and didnt read chat

Does this look any good? ๐
I created a wad with the wad maker, but it does not load my textures :/
Isn't this where palette.lmp is supposed to be?
yes
Any ideas why my textures won't load then?
No idea. I've never encountered this problem before
That's strange
Are you sure the paleete of your wad is the same as the quake palette
You may need the palette of your wad specifically
Just a guess
Probably wrong
I used the Quake palette while generating the wad
If that's a Quake 3 BSP it'll load raw PNG/JPG textures instead
From the textures folder
It's a Quake BSP, but I'll try what you said to see if Radiant tries using q3map2 to compile Q1 maps. I'll start using some GUI for eric-w tools if that's the case
Easy way to tell: open it in a hex editor and look at the first four bytes
If you see IBSP in plain text, it's a Quake 3 BSP
lmao
Is it a WAD2 or WAD3? DUSK should support both but Quake would probably only load WAD2
I packed the textures into a wad using the tool that was shared here
I also just tried compiling it as a Quake 3 BSP and copied the textures in a folder, but the game didn't load the textures for that one either
it looks for the textures based on the paths in the bsp itself
if you open the bsp in a hex editor you could look for the texture names
typically they'll be like textures/sometexture
the game will look for textures/sometexture.png, textures/sometexture.jpg, etc
yeah
At this point, I'm starting to think the game does not like me 
aight done
i like the little dopefish room
and the dude breaking out of the box lol
i still think there's way too much ammo for now
did you die?
nope
i basically cornerpeeked my way through the level
which is a shitty way to paly but that's what seemed the most efficient
and i guess that's unavoidable in a corridor design
Unless the enemies can actually chase you, which they can't do most of the time cuz of the door bug
so not really your fault
yea there's just a little bit too much
i always feel like i have 4x the actual needed amount, which isnt bad but
dunno, felt like i could spam with no consequence
is the dopefish room too derpy?
it's cute, i like it
i didnt put the clouds on every wall
also the sword is absolutely busted in cramped levels
so i'd suggest replacing it with some armor
which the level actually quite lacks
sure
Eventually the door issue won't be a thing
its just a really hard to find secret
Eventually
well it would be concerning if you said "deal with it forever" lol
i guess so, but still
even if you run out of ammo fully it's not an issue at all
which wont happen anyway
so my main complaint would be that it's too easy for now
Would anyone like to test the Doom map I ported to see if the textures load?
just played through the level sword-only too
sure, might as well since i have dusk booted up
@honest stag
Then why doesn't it load on my computer? ๐ซ
All other custom maps work just fine
cursed pc
It's obvious I should scale it up though yeah
try to just remake the mod folder
Try this
Well if it worked on my end then its gotta be all good right
Yeah
Judt something with folders maybe iunno
I'll uninstall Dusk and reinstall it
Ehhhh
With 8mbps connection ๐ซ
Yeah?
Try putting your map into a different mod
Like some that already work
Drop your wad in the mod folder too
See what happens
Okay
Just make sure to disable the old unfunctional one
Huh weird
Imma think this over for a moment
Just to be sure
Is your map fullbright for you
No
So its dark and textureless
The game loads the lightmaps with no problem
Baked shadows and stuff are still there
It's just the map's textures that won't load
I even tried it with enemies
Fuck i wish i didnt turn off my laptop to try out more things
Wait my version of that test map was fully dark
No light sources
Are you certain its the same map as the one you're testing? Maybe you have a different version somewhere that keeps being loaded
I placed only one light in the spawn room in that version
Maybe backup all the content you need from "local" and use the archive you sent me?
I placed more lights and compiled it, the other places in the map stopped being dark after that
And it loads on your end


