#dusk-modding
1 messages ยท Page 100 of 1
.7z ๐คฎ
7z is superior
7z is superior
Seriously though, if no one has an idea why the textures on the map I compiled don't show up even though other maps work just fine and the said map also works fine on other people's computers, I'll try uninstalling Dusk and reinstalling it
i doubt reinstalling would do much if other maps work fine
๐ซ
do you have palette.lmp in your mod folder
I do
oh wait yeah thats probably not the issue if it loads for others
lemme take a quick look lol
I sent the files to Vriska and it loaded just fine on his computer
Download the last file I shared and try it yourself
yeah ok the actual structure looks fine
I even copied the palette in maps to see if that's the issue ๐
try it with some other palette
oh uhhh doesnt work with me lol
lemme see if putting the dusk base content on a higher load priority will do anything
uhhhh weird
so it works fine for vriska wtf
๐
I downloaded that same file and pasted it
I got full dark geo and clipped through the floor ๐
Restarted the game and it worked
I have no idea how
probably something with reloading the whole game when you restart
Maybe
im not zombie or a similar interstellar genius so i dunno for sure ll
but yeah restarting does the trick sometimes
But the same map refused to load the textures several times
pain in the ass to have to do it to see new mod folders after drag and dropping
lol thats so weird
Yeah
Gonna try compiling the map again with lights this time and see if it does the same
Nopperino
๐คฆโโ๏ธ
I thought map editors would the name of the wad files used by the map to the worldspawn automatically
Adding the name of the wad to worldspawn fixed the issue
So here's Doom 2's E1M1 in Dusk for everyone's viewing pleasure
Thanks
And no
I just export the geometry to a readable format and then turn it into brushes
Maybe if I learn how to parse wads then that might be possible
But I don't want to go that far (yet)
Still pretty cool regardless
You wouldn't happen to have a program that automatically finishes my levels? ๐ซ
Thank you ๐
Unfortunately, no ๐ฆ
But I can give people map files if they want to work on Doom ports
What texture should I use for the skybox though?
looking for dusk map jam discord invite, anybody got it?
can you at least DM me
There's a Dusk mapping server?
It's for map jams
lmfao
๐
How do you even know about that server?
didnt igrac tell you?
?
is this mashed potatos ghost
the guy who made the pirate ship map?
the guy who vanished like 2 years ago after making 1 really good map
I think mashed potatoes map was only on moddb
currently trying to make contact with mashedpotato
can i get invited to beer books i need to see his messages
The format is super simple so that probably wouldn't be hard
Or should I say... dead simple
Nah bro trust me
We made a lot kf attempts
He's disappeared off the face of the earth
did you ever message his moddb account?
could i somehow find his email
That's going a bit too far imo
Already at his house where are y'all at?
If he didnt show up in 2 years then he prolly just didn't want to
yea if he left he probably doesnt want to be bothered
And if something happened then you won't reach him
I've never tried parsing raw binary files before though. That's why I'm kinda reluctant ๐
It's way easier than parsing text imo
I try my hardest to not disappear

I'll give it a try later then. I hope I can find enough documentation on the format.
Even though it's empty, it feels really fun running around ๐
Failed Experiment ๐ข
I put pretty much every monster in the map ๐
Surprised nobody made this sooner https://steamcommunity.com/sharedfiles/filedetails/?id=2675662809
@scenic gull that sounds horrible

Playing At Dusk's Gate in the background ๐
does anyone know how to work obj2map?
thinking of using it for once since putting models in maps sounds neat
The Blender plugin called io_export_qmap does the same thing
why, is it better?
It does the same job
If you're making the models yourself, this addon is what you're looking for imho
embed fail
pretend theres a pepe and its got tri soup
1672 brushes... now i gotta find out how to keep the brush count down
Holy moly. The triangles
Yeah I remember seeing this image when I first tried obj2map
Lmao
Make your models less detailed
getting tb set up for dusk was a piece of piss
luckily i already had it set up for quake so it took all of 5 min to suss
real excited to start making some dusk maps
any jams coming up?
xmas 2021 or something?
No idea
also, any dusk mapping/modding discords other than this one and I guess the Quake Mapping one?
Sorry, got another question, have the map sources for the vanilla maps been released?
Vanilla maps were not made with Quake mapping tools
They were made directly inside Unity with Probuilder afaik
ah ok, sweet thanks
๐
Theres also a Trenchbroom Discord that functions similarly to the Quake Discord Im pretty sure
It never ever worked for me
Not once
Do not expect a Jam any time soon. At least not until the SDK is updated.
wht
how did you make the motorcycle
manually in trenchbroom? no exporting?
cursed
nothin cursed about having a tiny amount of clean brushes and not an auto-generated mess
same with the blender qmap exporter
if you make a model simple enoigh to be cleanly exported as .map, then you can make the same one out of brushes manually in seconds
superhot map?
-dirtdebug with white concrete, good lighting and red models for monsters

cool idea, it'd be super easy to retexture the enemies to be red which would make it feel like a much more comprehensive mod
you could also do really cool stuff with using props as weapons just like superhot
just need people to put in nbhot and duskmare
nbhot ?
infinite superhot powerup
Nope
Best thing you can do is a 99 damage trigger_hurt
Enemies sometimes drop health tho
god i cant wait for trigger spawn
there's no trigger spawn? D:
dang it bobby
so the vanilla maps use monster closets for tele traps?
The current version of the sdk lacks quite a lot of features, but it's enough for basic maps and a bit more
staying true to the retro shooter roots eh
is the SDK still being developed?
yea
ive only just set up dusk in tb today so im way out of the loop
if you check the zdoom server you can see zombie talking about it sometimes
ah yep
maybe you could have a trigger message at the start of each level to ask the player to turn on nbhot
does nbhot save through levels?
Don't think so
just got an idea that i could test out rq 
im working on my first dusk map atm, its so fun
workshop support will be so mint
would be good to have a few maps ready to go when the workshop drops
yeah def will do when its done eventually
blocking out architecture first
idea for map is start at home > walk through woods > enter small town
probs do non-linear 3 key exit
i like the idea of exploring a town like silent hill
Eyyy that's my current map
I've been chipping at it for months now
Will be a while before that but ill drop u a message
It's good you haven't seen any screenshots yet cuz I've pretty much shown off the whole map here
ah yeah, dont really check this disc but i will do moreso now
feels good mapping after taking an extended break
hm, I think kingpin textures might work together with vanilla dusk
ill check it out when i start texturing
little test for that superhot idea
https://cdn.discordapp.com/attachments/917534437472882720/917978269050097714/unknown.png
not sure what im gonna put for the ceiling though
maybe ill just leave it open sealing's overrated anyways 
I used these in an unreleased map of mine
They are absolutely wonderful
That's what i was thinking, you could extend those 2x2 blocks at the top of the pillars and cross them in the middle
so you'd have sky showing through the grid
ah great to know, cheers
they work perfectly
Ikr
I'm going to use them for the city portion of this map
i had a feeling the grungyness would mesh really well with dusk's palette
@honest stag got any released maps I can check out?
I really like that last screenshot
ive only played the vanilla dusk maps
Trespasser, some jam maps
I recommend trespasser especially
My bud veven did those
the opening shot is really cool too
you can change the health of an enemy with the health key right?
Yes
got damn this superhot thing could work
Is there a way to get fullbright?
Yea
Dont compile light.exe
Or slap light 500 on worldspawn
yeah i was thinking to just skip light
Actually the light.exe trick may be broken but give it a try
cool ez
thanks guys
dang, skipping light.exe doesnt work, I'll just use a big light
Yea i always just use big light on worldspawn cuz i keep forgetting that skipping light doesn't work
is there anywhere i can see some info about mapping for endless mode? Namely, which entities to use to control enemy spawn locations, weapon spawns etc ?
Cant be done yet
Yeah currently you can only do singleplayer campaign maps
ahh ok, thanks again
Does Dusk use the Skip texture? If it does, is it worth setting sides that can never be seen to skip like you may do in Quake?
I know it runs on Unity so I'm assuming not
link
used to think i sucked at trenchbroom
i still do but now i realize i can blame lighting now ๐
did we ever get an updated dusk FGD with the stuff missing from quake fgd
I downloaed the latest one I could find yesterday and the filename is dusk4.fgd
i followed some stean tutorial and it linked an older one but I found this, presumably, newer one (cant remember where)
can flick it to ya in a pm if u need
Ive got yet another question, is there a way to force func_breakable to require explosives? I couldn't see a flag for it, do I just need to increase the HP?
There's no way for it to require explosives
Skip is still useful since the BSP compiler skips those brush faces, so the game will not render them since they are not compiled
If the map is sealed it automatically skips all outside faces
sweet, thanks guys
wtf
my trigger_teleports are targeting a teleport_destination
yet they keep teleporting to 0,0,0
nevermind
it's info_teleport_destination
no fog in sdk yet
It doesnt seem to be working,
dang it bobby
ok
WTB SDK update
i hope a solid sized SDK update comes out before workshop support does
because I dont wanna wait that long lol
christmas is possible
plot twist: actually 2022 christmas
i think i'm done with the proof of concept superhot in dusk
ive got the start area blocked out for the most part, now there's a small outdoor bit and then I can start working on the town
mean
want me to test?
in a little
lol my map is called poc too ; p
i wasnt planning on actually making it a proper map, just a poc but i got carried away
@mild juniper
can't actually exit the map
make sure you start with duskmare and type in nbhot as soon as you start
you spawn with a hunting rifle
sweet ill give it a blat
the start needs to be changed imo, trying to type nbhot before getting obliterated is really frustrating
im well aware
maybe put up 4 walls/plats around the player with a trigger to lower them as soon as theymove?
its unplayable without it tbh
i died 10 times within 1.5 seconds and just quit
how about putting a superhot powerup on top of the player start?
i know quake doesnt like entities intersecting but idk if that holds true for dusk
Mod
Like what?
just a few point & trigger entities
Can you name the specific things?
If u dont know then theyre not important eh 

I'll add counter today
Today 
I didn't add it cuz asking zombie to re-pin felt unnecessary over just 1 change
And i was hoping we'd get an update so i could add more changes
I may keep waiting actually
Yeah might be the better move
@honest stag i may or may not have deleted some stuff from quake fgd while working on dusks

If you texture it white super hot style that could be sick
Easily identifiable architecture from cabins/farm + white texture
I'm posting this here cause idk wtf is going on in the general channel
Hi guys! I have a generic question, but where can i find a 3d-models from dusk? Want to make some papercraft and share that with you
Vriska mentioned that the models were in iqm format so I'd look into that format
I can send you the .blend files when i can
You can probably find some unity tool to open the dusk data files and then something else to view the iqms
Ah well there you go
Shot
You can also ask me for any other models that aren't easily available
The shed
The angled one?

that would be great!
I'll do it in like 10 mins
We've got some stuff coming for the anniversary (it's not the update, if you were wondering)
'Tis a surprise
You can guess but it's not going to get a response 
Will I finish my map for the anniversary I wonder? (No, in case you were wondering)
Im just gonna make a bet with myself and say it has something to do with those enemies we saw
But im excite
You will all get christmas screenshots of progress, so feel blessed
If i remember. Maybe Ill even let someone playtest to just look at the map. No enemies, invisible walls, or actual gameplay mechanics, but walking simulator. 
Okay that one I'll answer. https://twitter.com/DaveOshry/status/1468863039994679296
I just hope it's not a base game update thing cuz i won't be able to experience it
Damn
Can i just say tho
This sucker is straight outta dementium 2
lmao
Also im still aiming to get at least one of my maps shown off at one of these trailers u guys make
Guess it needs a big shooty section for that
I'll remind myself to suggest it whenever we do
And i'll try to release an actual decent map by then lol
So in order to create a health regen mod for Dusk, would I make that in Unity's scripting language (C# im assuming)? @ancient depot. (Sorry for the ping).
There is currently no official support for mods involving scripting (it's planned for later), but you can do that currently with third party Unity game modding tools, yes
For example, you could do that with BepInEx. Though it'd be difficult to find a nice way to package such a mod (but I think the game would actually successfully load any custom entities you programmed in that way)
Since the internal code structure is changing significantly though, pretty much all mods doing that will break with the next update (hence why it's not officially supported right now)
Okay, then Ill probably just wait until all the internal stuff is changed so I dont have to do it twice after it breaks.
Prepare for Phase DUSK 2
๐ ฑ๏ธusk HD pack
cant wait for it to be the default option like in half life
This is the first I'm hearing of new models, I'm excited to see them in action
But then you realize all the models are Ugly Tables, Vacuums, and Big Chungus ๐ญ

why do faces for the enemies only get shaded when the flashlight's on in the SDK
looks completely flat
look at them curves
@crimson patrol
@mild juniper I posted these a few days ago in chat.
shit dude, those look sick
gives me an rtcw vibe
the way the outdoor areas are done is really good, looks very natural
another superhot in dusk concept, this time a barn
ambient occlusion might be a little too much
i should have it ready by the weekend
the ways of the CZG
I'll chuck my stuff up to, starting on a egyptian map, blocking out architecture to get the flow right
hard to see whats what in screenshots without texturing
all the shapes are placeholder and will get changed a lot when i start detailing
Nothing going on, busy this week
ayo more egyptian maps??? lets fucking GOOOOO
Makes sense for a treasure hunter to rootin around dusty old egyptian tombs eh
"how many tombs have you raided today in the name of the Queen chap"
thanks, another map that will lag like shit for me
pretty sure he used plain minlight on that map of his temporarly cuz compiling lighting would take a long time
and he was still in the process of making the layout
but hey ask em im just guessing off memory
Yea that's what i did
I'm wondering, is it laggy for a few seconds when you first enter the level?
Just a problem I've been noticing with one of my maps
It's laggy when I face a certain direction, but no lag when I start a map
lower?
2
Where is this lower 3
New map jam idea where everyone has to make their own interpretation of what Lower 2 will be like
That's not a bad idea
Does it lag when you play it in low spec mode?
i havent tested
Are there any fire barrels on your map? Or anything with effects like the flames? Because I have a map with a barrel secrion and on spawn, if you look in that direction it lags unless you play in low spec mode
nope, i take special care to not use dynamic lights
could probably be the 128 teleport entities to simulate the bridge explosion, and the 64 barrels under the map
TIL trenchbroom has a built in compiling interface
about to set it up right now and move away from the necros gui
main benefit i've heard is that it works with Trenchbroom's hiding layers thing
Those look sweet, for some reason I get a Blood vibe from them
So it's a railway station?
what? the SDK?
you guys gonna watch the stream?
Wish i could
Im in class
Is it going to be a lot of unreleased content?
Because if yes im fucking ecstatic
It sounds like the old builds are already out?
apparently theres a dropbox link with old builds
here come the old builds
you won't be disappointed
Fuuuuck yeah
if you've been here long enough, that shouldn't be new info 
my third day here and im stoked
Having the m16 model as an alt assault rifle will be so fkn sweet
Wait. Im at work right now. Anyone got a list of all the shit coming to the SDK? Cant watch the stream
Basically any cut content from the game we still have
That's the plan
Watch out y'all he's playing community maps ๐
cant wait for one of my maps to destroy david's computer
instantly load in and boom you got yourself a campfire goin
There is a guide in pinned messages on how to make custom maps
and we'll tell you more if you have any questions
awesome, ty!
welcome to our domain, weary traveler
howdy
yeah the pins should tell you everything you need to know about the basic gist of making and installing mods n stuff
otherwise we all have no lives so we'll be glad to help at any time lol
lol alrighty
might give it a crack after I finish this Prodeus map I've been messing with
ooh nice
ill probs pick up prodeus when the winter sale hits, always wanted to try out the mapping tools
they're pretty good I think, but to be fair they're all I've really tried so far
still new to the whole boomer shooter stuff tbh, let alone mapping
word of advice: run while you still can
once you fall down the boomer shooter rabbit hole theres no escape
have they shown the official mods coming to workshop on stream yet?
nah
mods time!
dude holy shit
i reckon this will attract a whole bunch of people
when they see footage iwth HD models
the assault rifle my GOD
ALL THE MODELS ARE SO WOW
imma dive head first into the fukin modding again with this shit
problem is that custom models are gonna have a waaayyyyy higher bar to clear if someone uses the new models as well
i dont even know if that counts as a problem with the models tho even they're SO GOOD
SEX.
yeah true, thats a good point. It does mean though that more models will fit if taking into account stuff made for HL
so if there's a way to get hl models into the right format they could look pretty good
im sure peopel ripped the HL models a million times over
so as long as you can get them into blender, you can get them out as dusk models
damn, the models are revealed
now I can't be mean and act like it's some secret dusk 2 thing
I gotta thank dave for constantly leaking stuff very early
you guys took the dementium docs head and stuck him on kleiner
explain
lmao
bleesed image
I wish he would have seen the ending
His reaction to the train was priceless
he like, physically jumped back in surprise
no wonder lmao
with the limited tools we have that train is very fresh to see
I remember the reason I added it was because the start of the song I usez had that sweeping air sound
sounds like a train passing by in a forest
i thought you timed it lol
Yeah but SDK lag makes it not sync sometimes
like a separate thing
Still need to finish 2-3 maps for this โepisodeโ of maps to be done
Iโll also redo a lot of the stuff to be a bit more streamlined then
and maybe add custom enermies, particles and fog once thats supported
Nice, how many have you got so far?
3
Started on a fourth but it has some issues that killed my motivation
some of which are unfixable
Might redo the entire map and just copy some things I really liked
Cause the concept of the map is really good if I do say so myself
oh wicked, thats a good amount
almost finished the layout for my egyptian map, just got final arena to do
sorry for ping, but prodeus has never went on sale yet
i dont believe this will change, maybe at full release
i told vriska i was gonna bribe u with some nugs to release the SDK update sooner since you live in NZ too
damn, then the wait for the SDK continues
tbh ive only been waiting for a few days so im just whinging for fun
damn :(
Yea
explosive props can self-telefrag
all you need to do is send 2 barrels/gas cans in the same point at the same time
can be done by putting 2 barrels into a single big trigger_teleport
like they dont do weird stuff like enemies
they shouldnt, but then again you dont have to set them inside of a wall
does it look good?
can you see the barrels before they explode?
i can't lol
is that a bad eyes joke or bad framerate joke
ok imma try to blow up some rubble
i'm not sure if explosions can trigger breakables actually
even if they can't, you can still trigger them with the same trigger
just make sure to use multi_manager if you do
give them a health of either -1 or 0 lemme check
ive seen that tresspasser breakables dont have the health tag
but in the fgd you cant remove that property
just 0?
Oh hey Soldier David was included in the goodies folder.
Whoever decided to include it has good taste.
Also never forget.
hey
if you had a func_breakable
and something invisible to block any gunshots from hitting it
and an explosion
shouldn't the explosion pass through and break the breakable
i do thing ilusionary walls stop the bullets
They do
and you can get a transparent texture
You can walk through but it stops bullets
func_clip does the opposite
how can you make bars that you can shoot trough then?
like those in doom or somethin
g
You can't
sucks
any chance we get func_rotate and custom sound effects?
in the next update
hm
Hm I see. It's implemented in the current SDK build, but it's a "no-op"
It only exists so that the entity will actually spawn, but it doesn't have any functionality
if you made a func_breakable as a point entity, could it still be destroyed by a crossbow?
if it is destroyed by explosions but not crossbow, you could use it as explosion only destructible environment
any chance we're getting more light functionality and that door pathfinding thing fixed?
The door thing will be fixed yeah
There's a bunch of lighting features planned but I dunno how when they'll be coming
Light styles is a big one, but it's really complicated to do properly
id settle for func plat * _ *
nah func_plat works fine
yeah
basically Unity doesn't have support for navmeshes with moving platforms
so we need to come up with our own solution
Interesting, sounds like that would be a common issue, I'm surprised it hasn't been addressed at the engine level before
That's a running theme with this engine lol
what
vriska
do you have dementia
are you feeling OK
i thought this was known
you said you preferred func_door and we've been using quake.fgd for so long
We've had plat since almost the very beginning
If it wasn't there day one it was one of the first patches
Jeez
Well good to know
No clue why i thought it didn't work
Probably because nobody used it ever
I see on duskmods page that there's been a few map jams
are there any regular ones or any planned or anything?
We've had several but rn people arent as eager to participate as they used to
Amd people domt play custom maps much these days lol
It wont be an issue when workshop rolls arpund im sure
money and/or prizes would be good incentives to join the jams but I'm pretty sure everyone here is broke so yeah lol
I don't think its a great idea to make it a competition
Or have a monetary incentive
Just workshop would be enough for a big surge of ppl
christmas (allegedly) ((hypothetically))
I've waited long enough for a new half life game so I can wait another eon for a game update lol
I've waited long enough for a new stalker game so I can wait another eon for a game update lol
pfft lmao
If I gotta pay people to make maps then we're already lost. ||also I'm extremely cheap >_>||
posting this here in case theres anyone not using texmex to open their wad files
i.e me
I'm out here still going strong with makewad the Crustiest Program on Earth
can open multiple wads in multiple windows and copy across easy as pie
ive got windows set to open wads with tex and it works mint
oh i posted link already
welp
At some point we should throw together some more modern GUI tools for this stuff
With proper PNG support, palette generation, etc
I just use makewad and that works fine lol
MakeWad "works" but isn't customizable enough
Its been a long ass time since I looked at this old map, but this was an early concept for an exploding barrel idea I had. Hopefully one day I will return and finish the map.
shit. too big for discord. give me a sec
remind me how you did those blinking eyes lol
i know its probably the same thing what people do for ''switching'' button textures
but how did u get it to repeat?
invisible triggers that you walk through on the floor set to delays so that its consistent. if you stand still after about 3 or 4 seconds it stops blinking if i remember correctly
oh right
I learned alot from this map, got burned out, and then never finished it. I fatigued myself learning all the weird tricks that I find pretty easy to use now
Im looking at all my projects right now. Unreal 4 and Trenchbroom. Ive definitely improved in the past year 
This Eldritch creature that I never made a map around.
sirenhead's younger brother
traffic light cranium
@mild juniper recommended read for making curves with brushes in trenchbroom
https://www.quakewiki.net/curves-for-quake-tips-and-tricks/
This is a tutorial by czg: Tutorial for making QBSP curves in WorldCraft First off, I guess a lot of you have already tried out making curves yourselves, and done so mostly by making a cylinder template, and building your architecture around that. Thatโs fair enough, but lets have a look at how we can [โฆ]
if you haven't seen it before
woah, I actually needed to find something like this soon
cheers dude, bookmarked
starting on texturing finally wooo
bal is a curve wizard
especially considering how many arch and trim textures we're using to use in the egypt maps
the what
it's tricky to texture arches right, but it's worth it
so heres something for you guys to look at. The map that I had that tnt barrel section on, that never got finished. Excuse all the shit floating in the sky off in the distance. in a decade whenever its finished, ill clean up the sky. practically no lighting whatsoever, and I forgot my mic was on so If you crank your volume you can hear me hammer my keys. Ambitious for a first map, but I had such big plans for it.
and your arches are so damn sexy. and your bricks
i luv bricks
maaan this reminds me of the mashedpotato map
so cool
i know the feel of having a great concept but never finishing the map
i have one huge map i've spent over a month on and never finished it
it took so long to compile light on it that i just gave up
Vriska goodies folder when?
and i had no feel of gameplay for it
i could honestly just shove all my dead maps in a .zip tbh
none are really playable gameplay-wise
i would have released like 4-5 maps in the past year if i didnt get stuck on these huge concepts
Is it better to spend time on a map only to decide it's terrible and never release it? Or is it better to release the map and have the thought that people can play it at any time haunt you forever?
These are the big questions
1, that's why i delisted bunker
That's why I downloaded a copy for safe keeping
Before I got into trenchbroom, I was working on a remake of Nacht der untoten in Unreal Engine 4, but it was right around the time that Unreal 5 was announced, so I shelved it because I was waiting for a stable release of UE5. I played DUSK and got super invested and decided to start mapping while waiting for UE5..... I havent touched the project in over a year, especially since I decided to AGAIN remake nacht der untoten in TB, so I just have these beautiful screenshots from in-game that look better than anything activision is putting out these days.
use layers
you can omit certain parts of the map with layers so that you don't need to bother compiling them again
then there's this absolute abomination
also mega janky animations
and here's the custom weapon I worked on
uv mapping on the blade is also shit
lol
i love this guy
its HUGE
I'm intending on making him at least twice as tall as the player or so
like a cowgirl roughly
daaamn sick
crazy how you go so far in just what, 4 months?
I use blender in school too so that helps
ooooh that makes sense
i was wondering how you got the hang of living creature/humanoid shapes so fast
i'm still struggling bad with them
practice makes perfect huh
i do use mirror modifier since i was a little baby
but i guess living things just arent for me
i've been making guns and shit
Is that cannon ๐๏ธ
haven't used blender much last 1-2 months
actually yes
๐๏ธ
i still have my dusk gun replacement pack laying around
just sitting there with nothing to do
thats cool
I was thinking crimson cesspool should end with two paths that each lead to two different levels
god i cant wait to use my pipe crossbow thing
E2M4a and E2M4b
i'm fucking ITCHING to do it
it was inspired by some half life 2 concept art yea
i wish i could dive back into blender and mapping and all that stuff
damn uni :(
same im pretty busy
but man your models are super cool
cant wait to see your progress in like a year
shit will slap
.wad
if I get particles and fog
and also localized audio and stuff
so when doors open by buttons they make noise like in vanilla
The possibilities
moody slow elevators with chains and mechanisms audible
and hopefully we can get properly lightmapped objects like forklifts and sinks
idk how but
it would be so sick
that would be asking too much imo
it's would be WONDERFUL, but damn
sounds like a big endeavour
I just never find the objects to really fit any lighting
since they just have a colour overlay basically
in green lit rooms they become neon green lol
i guess they fit in a dark room with no baked lighting
or with dynamic lights from dusk
dynamic lights? more like help my laptop is on fire
ah got it
and also it would only be bad for performance if the engine isn't made to support non baked lighting (I think) but I think the SDK has its own engine right?
idk if it supports it though
flickering lamps would still be baked lighting
I remember I wanted the power switch inside the factory at the end of cannibal ridge to turn the lights off
and I tried to make it so you teleport to a new version of the room without lights
teleport the player to the identical, but dark version of the map
but it was so jank
and didnt work cause I had to use parenting and it comepletely broke a bunch of stuff
- you can't really make it seamless because you'll see how you get teleported
since your position in the new room is predefined by the info player teleport destination thingie
put the player in a fully dark room first, then drop them out after a second in the new map?
or new room rather
so like going through the warp or smth
its supposed to turn the lights off tho
not on
ohh
wait I see what you mean
like a "loading" room
yea yea i mean
player stands in the room with lights, flips switch
gets sent to a void
then out into the room with lights off
yea
thats a good idea
problem with the thing was that once you activated the switch the teleport region became permanently active
so if you walk near the switch inside the original factory it will teleport you again
but how would you get to the original factory?
well idk
I think the lights were supposed to turn on too
cant remember
or maybe I just didnt think about that
I tried to parent the tp triggers
didnt work as far as I remember
at least not as intended
I also wanna play around with the idea of adding little "cutscenes" where the player gets teleported to a location to see what happens when they flick a switch or something
and then get tp:ed back
shame we dont have camera control orstuff like that yet
yeah but if you make the player face the switch in the same direction that the focus point is then it works
they can still look around freely but
how
just if you stand there and walk around with your gun out seeing a door open
and sent back
Nice work, Vriska!
oh thanks
I know I could make it work but it has to be done in a good area thats spacey
I really dig your modelling skills, as they do fit in Dusk's style
thanks
they're definetly a bit rusty by this point
holy fuck
i parented a teleport trigger
it works
i thought triggers didnt work with parenting
that's absolutely crazy
oh, but trigger_hurt doesnt work
that's why i thought they didnt work as a whole
wait, now it does
i'm confused, but excited
holy fuck that opens up so many possibilities
mannn that pipe crossbow still kicks ass
Missing the most important: A1M6
it's like a dismembered map
I might be misremembering but there's SOMETHING like that
i havent really went oob in base maps tbh
well outside of what's possible in-game sometimes
time to put the nbclip to use finally
actually i remember finding a ton of monster closets and a random door beneath e2m1
found it
Yeah all the lighting is gone from it
there's also an end level trigger just floating around
Some real GTA San Andreas hidden interior universe shit
i gotta ask
whenever i was flying around the maps i kept finding these out of bounds half-doors on basically every map
wtf are these for
Triggers
oh shit really? huh
And timers
wtf is this texture
I think there might also be an unused room or two in other maps
Probably episode 3
I don't know if those rooms are actually enabled though, they exist but are invisible
Some of the beta builds we just released have like entire areas like that
One of those areas is the map from the First Look at Dusk video
Could probably mess around with enabling them if you use the Runtime Unity Inspector thing
oh, like the entity "layer" of that room is disabled?
Yeah kinda
Basically the objects are set to disabled
So you can find them in the map with that and re enable them
that actually sounds really cool
any specific levels you know for sure have that stuff?
peellar
Probably a remnant from an earlier iteration of the map
We have the entire development history of episodes 2 and 3 so we could probably do a deep dive one day
i love all these random bits and pieces floating around, very relatable stuff
like a big asset that's used several times is just sitting there to be copy-pasted
