#dusk-modding
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but isnt that alreay an issue considering you break the glass before getting to the heart?
or do you just want to avoid piling more of this
this is fucking insane
good job man
thanks
Happy Valentine's day y'all ๐ข
why is it breakable
i thought our bond was forever
at least it's not illusionary
Damn
Release a map already and we can be together ๐ค
is this lighting ok?
Looks pretty flat
Better ๐
Better ๐ ๐
Is this a boss for the hospital??
yes
This is a Flesh prison from ULTRAKILL?
what exactly occurs in this Hospital themed map that results in a boos fight inside of a flesh room
had a tiny little bit of time to work on the map more, and began making little bits to seem like the tomb is falling apart as you're walking through it
the fps is dogshit sry
ya know this reminds me of a game from 1997, it had something to do with chasms and rifts
i think it was called....shadow warrior
why the fuck does this look so cool
i think the lighting looks great
The lights in the first hallway intersect in the middle creating a near-white cicrle
Which i dont want lol
And the room with statues has a fully dark wall
oh no
Max Payne 1 nightmare
Met with a terrible fate
Lรฉ back rooms
the first "real" map i've made in a while
very unfinished, will probably stay that way; i'd rather start a 2wk speedmap then go through what would basically be an entire reconstruction of this map
first attempt at a texture edit
Which texture is this replacing?
sickle
huh?
If you just carry over the sdk files somewhere else, you can have both the sdk and the most recent vanilla version at the same time
i combined the boss with the gore part of the map, if anyone wants to playtest
trigger_sound
what
dusk
dusk
soon

๐ ฑ๏ธusk
ok i combined all the parts of the map
that means this is the full map
i would really like if someone playtested this
woah looks great
the boss is probably the most impressive stuff ive seen done with the sdk so far
the map is pretty much finished except adding good music and few custom wall scribbles
thanks
gonna check this out rn fuck yeah
@blissful lion oh my fucking god
how
HOW
that was one of the coolest things ive ever played in a game
My thoughts:
Suffers a lot from the door problemโข๏ธ. Further, I wonder if even barring that there are too many enemies packed into some of the rooms (the cafeteria comes to mind). With the door problem there's not a chance of walking in.
Without the door problem I can see the player just hanging back while enemies spill out into the waiting room. Though it seems like this level is built around these problems being fixed in future updates. Which is quite reasonable.
The parking garage felt a little unpolished, as I wasn't sure why so many enemies were flooding into the room out of thin air. Furthermore I couldn't quite appreciate the car crash after picking up the yellow key, as I was being chased by like ten dudes.
It initially confused me.
Lack of feedback from breakables. I have to hit something for a long time to tell whether it's breakable or not as there is no damage feedback.
This was especially apparent in the later half of the level on the eyes and the flesh doors, could I not break them or did they just have lots of health? I had to whack them with my sickles for a while to be sure.
Jump pad in flesh arena with the fast fire is far too high powered. I would recommend reducing its amount. Right now it feels like your head is being drilled into the ceiling.
I could hear the hallowed health you use for proxy lighting I assume. Put it farther away from the map so players won't be able to hear it as it is inaccessible.
I feel strange saying this but maybe the beds could be made to look betting. They look very thin and roughly made. This was mostly a problem because they are very common in the level.
Good amount of health and ammo. Both were on the high side but not too much. In my opinion a little too easy is better than a little too hard for Custom maps
The boss fight was sick. As was the room getting meatified
If you kill the Grand Wizard inside Dr. Vriska's office does that mean Vriska is cannonically dead in the SDK Expanded Universe? ๐ณ
Also you owe Skade 50 Nbucks for using a stronger red tinted variation of an enemy
๐
why cus he invented that?
first to use it in a map
also its actually purple
iirc it was black industrial misery?? the one that starts with a train
Yeah red Wendigos
He's seeing fog up in heaven rn
ok so the hallowed health is a secret
idk what to do about the breakables, theyre like that in sdk
the jump pad has an amount of 1, it cant go lower
Yeah you can make then 0.x
maybe you could lower the hp of breakables & layer them
so that it breaks off tiny layers and then smashes entire main part
Yeah Vriska taught me this trick
neat
i had this conversation with vriska
Stack like 5 low hp breakables on top of each other
i could make them all be active at the same time, but that would mean being weak to explosions
but if one gets active right after the one before gets destroyed some damage you dealt gets lost
did anyone find out what the jumppad amount corresponds to in quake units
I tried the thing that zombie suggested but it was still way too high, like something supposed to be 128u jump would reach up to 192 or something
Idk mang ๐จ
oh god
But yeah Atomas you can set jump pads to decimals, so like 0.5 etc
For the door I guess just wait for an update to solve it ๐คท For the garage maybe have slightly less enemies. I still lived but it was quite cramped
idk i want it to be chaotic
do you think when saving becomes possible it wont be a big deal?
Perhaps
does anyone have some recommendations for music to put in my map?
A performance by William Marx of John Cage's 4'33.
Filmed at McCallum Theatre, Palm Desert, CA.
Composer John Adams wrote the following in The New York Times review of Mr. Cage's new biography, "The Zen of Silence" :
"John Cage....prodded us to reevaluate how we define not only music but the entire experience of encountering art."
Read the co...
haha
stalker shadow of chernobyl ost for the first portion of the map (not the menu theme, not cordon theme), something from the dusk ost for the bossfight? dunno
maybe ill just put Chaos from uk for the boss to fully embrace the similarities
Okay I need you all to see this. I downloaded makkon3.wad and the archive also included multiple really nice usage guides. Also some example maps.
I'm going to misuse them anyway, but it's such a nice thought! https://t.co/IbVgXedpMJ
maybe this one? https://youtu.be/bHgTBE6_E5Y?list=PLE8F092CA00AE6649
ok so i have a bit of a gripe with these tex
not the first time i see them but i do remember talking about this somewhere
i feel like that texture wad has the biggest amount of the most generic possible sci-fi-ish tex ever
they're high quality and they make things look high-quality, but they're so... man
it's like im playing doom 3 or smth
or quake 2
also good pick
thanks
im gonna go with e2m4 action loop for the part after the car crash and the miniboss
and maybe guts from uk for gore part
very cool map (sarcasm) https://dusk.mod.io/backrooms-test-map
lol
searching for sound effects is just ugh
Can't wait for "Cartoon slime, raspy fart, wet bubbling, could be diarrhea 15"
There are mods
func_illusionarys are part of the navmesh
name needs a bit of work
tell me a better one then
what do you think of: Unethical Treatment
cringe
nah
Saint Jakob's Infirmary
sounds too specific
Trauma Center
lmao
Map1
thanks for trying
Doctor's Appointment
nah
also i fixed the door problem
just parent every door to a func_wall_toggle with spawnflags 1 and trigger it with trigger_auto
One more idea:
Health Hazard
sounds like half life
what because it has hazard in the name?
yeah prob
any suggestions for the music for the gore part?
something like guts from ultrakill
Painkiller ost
thanks
beloved
Family Guy Theme Song
make the boss part be the flesh prison theme from ultrakill
lol
it'd be fitting that's for sure
yeah i already have it
niiiiiiice
God I'd hate to see the logic involved in making that thing work
literal black magic
have to embrace the similarities
its basically a bunch of brushes parented to doors and wall_toggles
and a lot of multi managers in between
the part that threw me off is that you made it loop
like even for the moving gore bits around the part of the map before that
yep
i forgot to make them stop at the end since the creature is dead
i stole the picking up mechanic from strissel
but then learned about wall_toggles and realised it could be made much simpler
defo gonna take some inspiration from this and do a cool speedmap tomorrow lmao
ggwp
I think the biggest thing with the map is that it's really cramped and claustrophobic, which works well for some enemies and works less for others
and also a lack of health pickups lol
had to barely scrape by until I got into the gore part
maybe I'm just bad lol
didnt vriska say its too muh, or maybe it was just about the ammo
I'll replay it tomorrow now that I know what to expect
where was it too little of health?
i think ammo was pretty good, maybe a tad bit much but idk
by the time I got to the parking lot I was on 9hp on my first run
I died trying to cheese them by hiding in the corner
all those crowded desks let the faster melee guys just rush up and deal a ton of damage fast
scientists and priestesses were super ruthless lol
some times it's better to sacrifice realism for gameplay
i think it works nicely
it's a cool twist to flip upside down the usual open environments with cramped spaces I fucking adore it
I think its the lack of preparation when the enemies just instantly beeline at you right as you walk through a doorway
you don't get a chance to respond until its too late and a good chunk of your health gets chipped off
add 53 health packs in every room
something i forgot to ask: how was the performance in my map?
maps with that many enemies usually run like shit for me, but i can play this map with no problems
ok, new version
added music and custom wall scribbles
fixed the door problem(tm)
changed the after car crash combat encounter
this is prolly the final version
pls i wanna release this today
ok, its released: https://dusk.mod.io/bad-hospital
no problem
I'll drop a like when im home lol
thanks
damn just realized it was gonna be 7 months since a proper original dusk map being released
I haven't released anything in a year ;(
Anything that I worked on* >.>
yeah im kidding
also, do you guys know about this guy? https://www.youtube.com/c/PieceofPieSoftware/videos
Another one of those Let's Players that plague YouTube, with commentary focused on random, stupid, often juvenile humor.
WARNING: Expect mature content, such as violence, cursing, and adult themes!
- Main playthroughs uploaded on weekdays, starting on the soonest Monday after previous playthrough ends. (1...
a maniac that plays all dusk maps
So long as he doesn't play with bilinear filtering ๐ณ
bloom is good
filtering got me like ๐คฎ
textures are wayyyy too low res to benefit at all from filtering lol
Yeah im sure it did it in a much more difficult manner. Ill learn the wall toggle way eventually
Hell yeah this looks great dude!
Super athmospheric
Hey look it's Manniacc
It me
We still waiting on the update
What update
The update for the SDK
Oh yeah I guessed as much
Dusk modding community is perpetually punished
I got tired of sdk limitations so I started making my own game
How is that going?
Yeah to both
there's some shit that breaks when reloading a scene so you guys still have that going lmao
Nah shit breaks when you load saves in the SDK ;(
Might have to start mapping for your game tbh
It's coming I promise lol, other things just happen to get in the way every now and then which delays it
Dw I understand. Just teasing ๐
god gonna send a hurricane to stop sdk update
blood tornado
And you'll run right into it thinking you'll progress ๐
got some awesome ideas for a remake of handguns in perfect harmony
itll have to wait for after the SDK update though, doubt ill be able to make anything past geometry rn
is there an autosave mod?
No
damn
The SDK is still in too early a state to support a mod like that
why autosave anyways
because i forget to save and then when i die i have to start everything over
we're considering adding automatic saves as a built-in feature at some point
probably when you collect keys etc
trigger_autosave
points the game should autosave:
picking up a key
opening a key door
killing a boss
collecting a power-up
Autohotkey scrpt that presses f6 every 30 seconns
autosaves right before a mages fireball hits me when i'm at 4 health
makewad not working
An assembly specified in the application dependencies manifest (makewad.deps.json) was not found: package: 'runtimepack.Microsoft.NETCore.App.Runtime.win-x64', version: '3.1.0' path: 'System.Diagnostics.Tools.dll'
It was built with .NET 5 which had some oddities with single-file apps which were fixed in .NET 6
you should be able to delete the makewad folder in your temp directory to fix it
%Temp%\.net\makewad
thanks
I wonder how much smaller makewad would be if I AOT'd it, hmm
85mb
okay, nevermind
oh it wasn't trimming ImageSharp lol, it's 8mb after that
even smaller
new mod idea:
everything is the same
but it's reversed
like mirror mode in mario kart
New mod idea:
It's Rainbow Road
Dusk Kart
ksuD
idk what im doing
Based crus textures
muted. forever, perhaps
Anyone know the fix for all black climberthings?
Furthermore, this map is ready to be playtested if anyone is feeling keen. It would be much appreciated ๐
yo im down ๐
Send it ovah, i'll do it when free
this looks like an indie horror game from 2013-2015
i wanna
I think you mean the Illustrious Fallout 3. the piss green tint on all the '08 games was mint if I do say so myself
Having trouble uploading it to you ๐
why?
Not sure
Maybe something in your Discord settings that prevents randoms from uploading files to you ๐ณ
i have dms on for this server
ill dm you first
maybe itโs because you have it on
mat_fullbright 1 moment
Nice
I've always found making something outside the normal DUSK aesthetics is much harder
With vanilla DUSK textures at least
Thats why you reject purism and embrace custom tex
This should still look alright with proper lighting
yeah ik
Heretic
i think it should be just a tad brighter
For a split second i thought you posted a screenshot from my jam map
Neat tho
what are those yellow things
lights
Very nice!
wait
what does this look like with the quask color pallete
all textures are already in quake color palette
it looks more boring with it
way better and more quake-looking imo
quake doesnt look like that
more quake looking, not exactly quake looking lol
i like this one the most
im a sucker for that colored lighting lol
and also immense saturation of color
has a cool mood to it, the orange makes it feel super industrial and gritty
maybe you could have some smaller lights sprinkled toward the edges in the darker areas as like, a middle ground between the two looks
i dunno lighting is tricky lol
i think this is better
fuck
screw that i want equal parts macaroni and cheese
macaroni is just kind of ok without cheese
is there any way to get The Palace level for Endless on PC?
ive even bought the Switch (and even the GoG) versions
just playing the game on gamepad was pretty unbearable for me personally
no
looks lit
what are some dusk maps with really good lighting?
Vriska's map Insomnia from spring 2021 map jam
i had some cool lighting in one of my old maps, found this old screenshot of it at least
i can send over the bsp cuz im probably not gonna do anything with it for a while anyways lol
unfortunately ran out of steam so i havent touched this in at least half a year lol
one more for good measure
ill upload the map files after work lol
should have everything in it aside from the actual source .map file lol
ill do the .map later cuz i need to find the texture wads that it uses
should be playable on cero miedo though it's a bit cramped for that as is lol
encounters get a little sloppier toward the "end" but yeah it was a decent start
if i ever go back to it im chopping off the latter half cuz i dont like how it flows
It would be quite appropriate to release a Cyberpunk inspired map in a half finished state ๐
i think something is broken when you get in the room that locks you and plays some talking
how do you play custom sounds?
I'm p sure you can only do custom music so that's probably what it is
take me
Now I'm pacing through the backroads starting at the asphalt thinking bout the nights we used to spend. Tell me baby was it all just pretend?
So baby baby please remember, im not stronger, stronger than youuu
I've been waiting, for you to arrive. I've been waiting, darling please tell me why, it's been so hard to sleep, tell me where have you been all my life?
the wall should explode after the dialogue ends, woops lol
use a "trigger_changemusic" brush and then have the "music" key value target a file path to whatever music file is in your mod folder
can be ogg, mp3 or flac files
I like ogg cuz you can compress the fuck out of it and it can still sound good
help
Can you show this spot in the editor
My first course of action would be to either move the brush and test again or just make it again
can you make enemies in maps infight automatically or through map triggers
nah I don't think so
you could use those fireball shooter entities but the enemies would only infight the fireball cannons not other enemy types
Maybe set up a teleport to telefrag a crystal of madness
then how does it occur in e1m8
I dunno it's probably just a setting we can't use easily right now unless we had direct unity editor access
which is usually the case for a lot of things not included in the SDK
the setup for that would be uhhhh
quite convoluted
it's possible
but man the work is not worth it
It would also be really hard to distribute a mod made that way
if enemies agro when they get hit by the crystal without first seeing you, you could just telefrag the crystal in a room with them and then teleport them all where you need them at the right time so you dont have the smoke
yeah that was my thought too
Having a way to specifically aggro enemies at spawn is something I didn't think about before
I might add a brush entity for an "aggro zone" or something
Sweet
Epic
nice 
An improved version of the transparent tree texture edited by @devout eagle to match the one used in the dusk campaign.
yoooo
i cant see the difference
the part in between trees which was transparent before is now dark, preventing the tex from showing the skybox and instead actually imitating the forest like it was supposed to
they dont feel like cardboard cutouts as much
oh right
Not sure if anyone needs this but I made perfectly aligned and on grid versions of the I-beam and Rivet beam textures.
Bless
๐
dusk horror mod ๐
anybody knows where I can get this font color? It looks so cool
imagine if someone made a gloomwood dusk mod
go ahead
no
that's red
it's the color red
I mean the white font
that's gray
my man you color blind
tbh, gray is basically a slight darker white, almost the same shit
it just has another name
Slate?
or......is it a very light black?..........
.......
@cobalt atlas how do you get dusk mods
check the pins in this chat?
ok
Ive had the thought but life is too damn busy
we would prob need some more of gloomwood first
;(
There are so many though
Cardboard tho
Just 2 intersecting ones would do good imo
Or 4 if you're feeling fancy
I forget, do func_doors give off shadows?
Because what you could do is have a bunch of brushes in the shape of the trees in their positions as one big func_door that lowers deep under the map right at the start, In such a way that the map is compiled with their shadows looking like the tree objects'
Without the brushes being there
no
Damn
After more than a year in development my custom campaign The American Nightmare is finally ready for playtesting. If you're interested in providing feedback let me know and I'll give you access to the page on Mods.io.
(You must have a mods.io account in order to view it). The campaign is 9 levels so expect an hour maybe more of play time.
Eyyyy hell yea
give
Much appreciated
Both are possible
Though I would consider non-intruder to be the default way to play just like in regular DUSK
But either way is doable
Im pretty sure ๐
difficulty?
As it is still in beta it might be unbalanced. Though I've gotten it to a decent state I like to think
no message when interacting with pictures, 0/10
les goo
Another on the other side of that room. Also a hole in the corner on the right
I want
Open your dms and I'll send the link
I was a fool who didn't know proper construction techniques ๐ญ
The SDK is still in an Alpha state
Those features are planned to be added at a later date
https://dusk.mod.io/chungus-welder-model you tell me ๐
@crisp raven weapon models too?
Weapon textures not models
yet sdk is still in alpha?
The SDK was released in an Alpha state in February of 2020
lol id love to see leatherhead as pinky...
@crisp raven how complex can we get with enemy anims?
as in can we make a new skeleton?
That is not doable yet either ;(
You can only change textures and enemie models so far
ok no pinky for leatherhead then.
In the future perhaps
You can change animations at will
New skeleton and stuff
Problem is that hitboxes remain the same
The leatherneck model cant be chabged tho right now
maybe im gonna change the walls on the top
Wow
How did you manage that
If its literally just targeting then imma lose my mibd
Mind*
lmao
I thought this was how you were supposed to do it??
they never actually worked and just sent you to 0, 0, 0 for me and others
yeah that's how I always intended object_teleporter to be used
im getting the feeling that i'm getting gaslighted
i tried using an object_teleport like that in someone's map and it just kept sending us to 0, 0, 0
Skill issue
Im feeling the same. I swear Ive tried this before and it went to 0,0,0
From my tests the way it works is really weird
Sometimes they wouldnt go to the destination they would go to the players spawn point
Without targeting anything they would send the player a little bit up and to the side
Not to the center of the world
Im really not sure why it sometimes goes to the spawn instead of what it is targeting
SEE IM NOT INSANE
I was literally just putting trigger teleports around them ๐ญ
Why do they not work sometimes???
in my expirence they worked
Been wanting to do dusk mods for a while, is there a proper way to use sounds/the soundtrack in trenchbroom yet? Is trenchbroom still the standard? Do all the quake platform / door types work properly? I assume there's still stuff that's way beyond the scope of trenchbroom, like the level changes in Escher labs or the spinning parts from I forget which level
Sounds no, soundtrack yes. Trenchbroom is still the standard. Doors and platforms work (but not all Quake functions do). Level changes like in Escher Labs can be achieved with a little creativity. The spinning parts are not doable
i think TECHNICALLY you could do the thresher's spinning blades with the rotating door brush entity but that is pure misery to figure out lol
most recent level on the duskmods page had a boss with spinning laser shit which was pretty fucking cool
itd just be the timing to get it to work
two multi's should be enough- just target the second multi after how long the entity moves/rotates/whatever it does
then the second multi would activate after the same time so it loops
though actually itd make more sense to have the wait on a door be 0 so it starts moving back instantly for that looping effect to actually work
cuz idk if you can even toggle doors between their "open" and "close" positions
so in THAT case youd double the amount of time on the second multimanager so itd have enough time to actually go back into position etc
i really hope this makes any amount of sense i genuinely have no fucking clue lmao
its alllll theories
oh sick nvm bad hospital includes the source .map
alright time to datamine i really need to figure this out lol
i-
im gonna be here all day
atomas youre a maniac and i love you
You could also use a wall toggle for a full circle spin and not just back/forth
Continuous
SAME DUDE
Literally func_wall_toggle
So i guess you have to parent that to rotating doors
Its doable just why
wtf
where the fuck is any of this documented anyways lol
theres like no quake modding wiki at all
ok that works
a little tip:
use toggle on doors, if theyre not togglable they can somehow close too quickly
and yes, you could probably even make a moving train level with doors and wall toggles
also, the rotating doors i used in that map are on 0 0 to avoid problems
just the door placement is probably consistent, but if you want to parent anything to it it can get funky
I implemented func_wall_toggle and I still didn't know it existed
Lmao
nothing important, but if anyone's interested, this is what a creation from a man who thinks he can do coding in trenchbroom looks like
Thanks aqua, vriska and princess
Give this man quakeC already
33 multi_manager
38 trigger_multiple
well some of them arent used
still a lot for what could be replaced by 1 trigger_random if it existed
Dude. Rng machines are a NIGHTMARE to make in trenchbroom. I shudder thinking of the days I messed with that black magic.
ballz
is the new SDK gonna be out this year?
yes
Will it be before December 31st?
They release on it 2022-12-31 11:59:59 UTC
The same time I used to submit homework online with a midnight deadline
lul
what, a boot prop in dusk?
Does this mean there is a barefooted leatherneck somewhere?? Is this some mythological creature in dusk?? ๐ฅต
yes
what is so mind blowing about a boot
it's literally just a custom model
This prop was not known to exist among the Dusk mapping community prior to Skade posting this image
That's about as exciting as it gets around here
nothing but I have never seen them and I've played this game to death
is there a mod that lets you dual weild ALL the weapons
not just the pistol and shotgun
Dual wield? #ultrakill .
No. Such a mod cannot be created yet as the SDK is still in a very early state
stop it
I dont recall seeing a boot prop anywhere
i ported all the current prop and object models to the fgd and never ever seen one
i think its in e1m2?
check the wiki and pacth notes and maybe somewhere else if sdk supports it
Wiki has jack shit and patch notes wouldn't include adding more props/objects from vanilla dusk
besides, i finished the fgd way after we had our last patch
the boot is not in the entities.txt in sdk folder
if any1 wants to check ingame with prop_boot (or object_boot)
Defo not object_
Toilet or TP?
tp
Eh probably a fuckup
as a rule of thumb all the objects are static and props are movable
mostly
cant have consistency in dusk mods ๐
Im surprised no one has called me out on the fucked model in the fgd
like actually straight up obviously wrong
lmao which one
if you count weird textures it would be every object prob
Nope
Nah
object_bad?
Why is it wrong lol
its spelled bed
Ok imma head to object_bad while you know there's something really wrong wuth 1 model
pew is a bench
can i get a hint?
object or prop or ...?
object anomaly?
ok it took to long for me to realize you went to sleep
Im sure Ive used all the objects at one point or another. I dont really like any of them because of lighting issues so Ive removed them.
Is it anomaly being a black square?
hey people, can i ask of a favor?
i need the most random sentence you can think of (preferably less than 6 words)
The space tank crabs appeared violently
Are you going to add it to a Dusk mod?
yeah, im replacing all the wall text with random shit
Nice
i might make the mod public eventually, but its mainly for a friend
like i added "No Bitches?" to replace the "A cowards way out" for one of the secrets in E3
แหฌแ
I'm not sure if this was what you were talking about but I knew I had to make it
๐
I know it
itโs the fishie
the smol one :D
Nope
I probably tried it at some point
Ok tell me




model in the definition file, right?
Yes
Should have made the cult symbol a cool s smh
updated the texture pack with 3 new exploding barrel textures and 2 low effort monster textures
I have a question about the broom software
I tried downloading after downloading the needed visual studios applocation
but after I downloaded it it dissapperad
like How to I run the broom application
I can find it on search
lo sorry I most native mac user
I got windows on bootcamp
also quick question how do i reset the view of downloads folder
it looks weird I can't see the side I used to anymore.\
I need some help with lighting, im not sure how to actually... make them work? I just go into Trenchbroom and use global light, but then all my shadows are pitch black. Any help with this?
What do you mean by global lighting?
From what I know if you use global lighting there aren't any shadows
Show what kind if light are you using
Shadows being very dark is standard practice for simple lights
you'll need to do some more stuff to make them more realistic
i am using the light_globe entity
well i got some shadows :(
id show you guys but it doesnt let me send pics here
what can i do? This is my first time actually trying to build something :(
the only previous experience i have is is the Hammer Editor
try just using a plain light entity idk if light_globe is even a thing lol
also you can post images to something like imgur and then just post the link to it here
Yeah we don't have light_globe
That's not an actual light as far as I know, just a sprite entity
(from Quake)
I think it'd be like env_global if I'm remembering source entities right
wait na that doesn't sound right at all lol
but yeah just use light, there's a sun entity thing you can also use though that requires having skybox brushes boxed around where you want the sunlight to cast
anything that starts with sky in the textures will be a valid skybox texture I learned that the hard way lol
"wtf half of my textures are literally vanishing why is it- oh wait it's only the ones named sky goddamnit"
I've been tempted to change that functionality in a way that is less compatible with Quake but more customizable
So you can define which texture names are sky textures, water textures, etc
Rather than the hacky "haha we have magic symbols in names to signify this"
I really really hate how that system works
let's just use unity and probuilder for our maps ez pz

no need for an sdk its right there already
I'm still genuinely shocked unity has integrated PB officially as a package and as its OFFICIAL LEVEL EDITOR TOOL of all things
it is NOT made for making levels or maps by any means
It is also still barely functional
and full of bugs
I don't even think it's been updated in ages
it's so fucking unintuitive
no shortcuts or anything
realtime csg has those and is probably already infinitely better
Other than it being dead 
:(
https://github.com/RadicalCSG/Chisel.Prototype is the RealtimeCSG replacement by the same developer
but it's still early
oh yeah I heard about that one
fingers crossed lol
if RCSG is anything like trenchbroom I really ought to give it a shot for my game
I tried using it once and just kinda gave up after a bit dunno why lol
RCSG is what's being used for Gloomwood
My main problem with RCSG is it has some rather unintuitive binds
yoooo
Like, toggling RCSG is Ctrl+F3
oh yeah some are definitely whacky I remember that much
God I wanna make an unreal styled map now I'm so addicted to it rn
doesnt ShareX like do that?
oh?
hmm alright well il look for a way to upload pics onto here
aight sure thing
what
by 1mp did he try setting the grid to like 0.01 or something
what even is mp?
also what are errors he mentions?
i always ignore theโnew portal was clipped away at โฆโ
That's like a vis thing
first thing is see
ok ill just report
penis church penis church penis church
Lol what map is that
the new one
Lol i wanna play this
report it for missinformation and rude content
cruelty squad type beat
currently playing and oh my god that's ADORABLE
it's like lego island or smth
HE MADE A WATER SLIDE
holuy shit
THIS FUCKING MADLAD USED TRENCHBROOM TO MAKE A MINECRAFT CREATIVE BUILD IN DUSK
im in love
oh my god this map is massive
it's super childish with the swearing everywhere but it's adorable
WAFWAWFA
BRUSH GUN BRUSH GUN
im giggling looking around this map
bruh how can i get blood gui
๐ฟ
You need to be at least 13 years old to use Discord
He wants blood gui
small child in search of roblox hacks
s
Time for my yearly check-in. How's it going, lads? We have custom model support yet?
nah
well for some enemies yeah actually
not all of them though iirc
most enemies you can replace but it's a bitch and a half to do
ah I was hoping for custom models for environment props
welp, see you guys in 2023
jk. how's the scene been?
pretty good I'm about to get back into the mapping scene after grinding the original Unreal for like 9 hours straight
i have Inspiration
how's mapping in Unreal 1? mapping in UE4/5 is terrible so I wonder how it is there lol
idk lol
ive only ever mapped for dusk but im sure its not too different from quake mapping
bet you could probably use trenchbroom for unreal honestly
I love to see the older and newer works I see people make in Unreal 1.
Somebody went through and recompiled all the Dusk models as quake MDLs for JACK/TB right? Where's that at? Don't see it in the pins
BREAD HI
Thats the fgd
dusk_fgd
HEYA
oh so it's in the zip with that? okie
iunno if the fgd will work in J.A.C.K
as i obviously only use tb
but hey maybe it will
even if it doest work, it's probably easy to convert it to be jack-compatible
I have two files in my duskdev directory, one named dusk.fgd.bak, and another named dusk_qmdl.fgd, so I think I had already done that last time I looked at Dusk lol
as in, made your fgd work with JACK
will do if the mdls play nice
also wait
dusk_qmdl sounds like an old fgd
i think i remember
can you quickly jump into jack and check if it's the one with models or not
my map is compiling I'll let you know once HLRAD finishes suffering over my brush rocks lol
aighty
oh weird I can't post images here
Anyway yeah I remember now, JACK doesn't like some of the Quake MDLs from this zip
I remember now wasting a couple hours on trying to decompile and recompile these but they were just malformed somehow
btw, how do I force fullbright so I don't have to run RAD every time?
No clue other than light on worldspawn
the compiler didnt like my sewer section cus i used scale tool for its basic shape so i had to remake it completely
Did u try snap to grid?
In case something like this happens again
palastaystion faiv
god planning out this map makes me really wish for that like 3d dev note text entity from source
I forget, can we trigger music with target_cdaudio?
use a trigger_changemusic brush entity
then have a music key-value pair on that brush with the value being the filepath to the music in your mod folder
like this
the music/ being a folder of course
music can play in .flac, .mp3 or .ogg formats
hyper eckes eckes eckes
ogg and mp3 are the ones ive seen used the most, i personally use ogg cuz you can compress it a LOT though it can make the audio a little low quality if you compress it too much
never used flac and never even seen it used by anyone until dusk but it reminds me of ducks so its cool in my books
sweet thx. any way to play the original dusk tracks without having to rip them?
i believe you can use the music paths right from the dusk mod folder thats built into the sdk install
iirc the game looks for the music first inside of that dusk/music folder
and then if it cant find it it looks in the local mod directory
actually it might be the other way around idk
but yeah you should be able to just yoink it right from the dusk filepath without a problem
so music/e1m1_action.ogg would point to dusk/music/e1m1_action.ogg if its not present in the local mod folder
oh right yeah the brush entity itself doesnt work lol
you need a second trigger to target the actual music trigger
which would be the actual brush entity you use
yeee I figured
i can't comment meme factory
You need rat role to post in there
I have a theory that people new to the server think #dusk-modding means Dusk Moderators
no one cares
holy shit
what
it looks good
thanks
@blissful lion for the love of god, share some of your goddamn inspiration with me.
I can't speak for Atomas but for me 99% of my inspiration comes from google images








