#dusk-modding
1 messages · Page 107 of 1
ok so that map is basically quake + hrot
Is it possible to mod unique enemies with unique animations and attacks in dusk
As In like new and unique
Only models/anim/some sounds can be replaced
you cant make entirely new ones just yet
I just look at silent hill and the suffering and think "woah neat"
Is it possible mod new guns to the game
Nope
Yea later
Later™️
oh holy fuck you can parent shit to func_pushable
Wow holy shit indeed
oh but theres no collision
unless the thing youre parenting is a ladder then it kinda acts like its a part of the pushable?
vehicle in dusk 😳
FUNC VEHICLE!!!!!
func_vehicle
func_vehicle
func_vehicle
lmao if you did that how I think you did, that is extremely cursed
parent a bunch of ladders as "walls" to a pushable base? 
yep
DUSK cart in DUSK
Are the func_pushables rigidbodies with locked rotations?
Can I drift in it?
it doesnt feature turning yet
Worthless, delete the whole thing.
Show some love to his new DUSK mapper
im in need for short story for a mod im making. someting to some up in 1.5 hours of gameplay and fit half life, quake, dusk type of game. blood and gore recommnded. DM me
Hell yeah!!! New dusk creators ❤❤
no way dark rp in dusk
Its hard to concentrate on both commemtating and mapping from my experience
- streaming uses quite a bit of resources and slows down compiling
its still fun but yea
I've never been much of an actual commentator anyways so idk but maybe lol
I think the biggest thing stopping me from streaming is that i can never get obs settings right at all
audio always sounds like shit, like you're trying to smother it with a pillow lol
Duskworld modding is the future
I didn't know there were mods for this game, any recommendations?
Check out maps by aqua, map jams, maps by maniacc, bad hospital, lower
as a starter
also maps by Torii
i think he means TransRightsForever
Yea oops that nickname
Just check the authors of maps and youll find them all
Sort by popular, high rated
works too
In terns of mods other than maps
there's a cool (not perfect, but neat) gun sound replacement mod
bunch of tex mods (mostky jokes but some are neat)
man, do maps from outside look stupid
Unity added proper support for loading external fonts in a preview release of TextMeshPro 🙏
So I can finally make that work now
The SDK sort of supports custom fonts already but it's super busted
since I had to hack it in
but now I can make it work properly
Yey, proper implementation
but now I can make it work properly
sdk update in a nutshell
thank god its not source where you need to manually texture each culled face with nodraw textures
Update delayed by another 2 months 😫
*years 
like skip?
all I want is custom model support so I don't have to make brush rocks anymore
my map compilers are screaming for mercy
really?
i think you havent heard of this little trick: "ignore the errors"
or do you have leaks?
he makes quite a lot of landscape and terrain using brushes
big ones and a lot of them
ah
new version I made recently
neato im playin
like couple days ago
last time i played i struggled with frames
I think I made a few updates after I uploaded that but just minor stuff
not surprised 
this map was Ambitious™️ for what is possible in the SDK
every map i make pushes the sdk's limits youre not alone in its torture lmao
trying to scale back a little bit with my latest maps
lemme check this one out 1sec
as the self proclaimed expert at mapping i will provide Amazing Feedback And Criticism
(self proclaimed to be amazing but we know it is true)
yea you were right not much changed lol
still great tho
so i guess my last feedback app,ies
i dont remember the logs
but they're a nice solution to the endless ranged spam
heyy i think i remember this map lol
i think that yellow key gate should have the yellow crystal textures on it, maybe on the top and bottom
to better distinguish that thats where you use the key lol
oh i accidentally beat it lol
grappled into the thingy lmao
theres no workshop yet anyway
ye mostly I just worked on improving breaking up the big open areas and breaking up the super long lines of sight
you can see the OG with map01 (not v2)
there is no workshop
Wait @lament ore you make brush rocks and trees? Would you ever consider sharing a TB file so we could use them? Making rocks has got to be the most tedious shit for me.
what is your motivation to make maps?
i want to make pretty looking environments
i just want to make the maps that i wanna play
there isnt enough cool industrial shit or wilderness stuff or urban levels
so i simply Make It Myself
im branching out
trying to anyways lmao
but yeah i just make maps primarily for myself, cuz if im not enjoying them then i dont feel motivated to make the rest of it
yeah thats right i admit it youre all just AFTERTHOUGHTS to me get OWNED kids these maps are MINE and for ME alone
im taking them all off mod.io you cant have them anymore
gonna mint the shit out of these bad boys
Map for me, but not for thee
nope its all mine
i was the one who made it why should anyone else get to appreciate it??
i think youre just entittled smh
no rendercolor support?
Guessing the problem is the light?
What if you made a normal brush right next to these buttons? Would it be the same color?
Or is it smth else
i made a new brush and joined it to one of those buttons and it behaved correctly
i just remade the button and it fixed itself
but then i saw some other brush entity have the same problem
so ill just wait
oh fuck now the water is blue
so i'm reading through search results in this server for "radiant", but has anyone actually made a Dusk map in radiant? is it feasible? i've been into BO3 mapping for a short while and i'm very accustomed to radiant, and while TB is quite intuitive, it might would be nice to just be able to use radiant for mapping dusk, seeing as i already am used to it
the main issue seems to be the FGD?
does it output a bsp?
or a .map compiled into a bsp?
quake or half life bsp
not familiar with radiant lol
you can map perfectly fine without an fgd
uhhh not sure actually
i'll figure it out rn hold on
i think GtkRadiant workds with .map files
well essentially
as long as you put out a .map file and compile it with quake or half life tools i think it should be fine?
iunno not an expert here
ah i see
eh i should probably just learn trenchbroom lol it seems way simpler than radiant in the first place
it's really intuitive, all around great
there's certainly less shit on my screen
the only downside is making curves
you have to get quite tricky but it's a skill to learn
other than that it's great
it's mostly a matter of strangely shaped triangles and trapezoids right?
yea pretty much
curves don't really matter much either squares are AWESOME
^ true
the most round thing that would be aesthetically accurate in dusk anyways would only likely have 10 sides at a maximum
where is the FGD for dusk located again?
pins
ye it's pinned in a zip
yea
what do i do about textures? i'm assuming it's something to do with the pak but i'm kinda stupid
any texture wads will do
quake format that is
there's a wad with dusk textures in pins
dusk_transparent.wad
you can load them in the Face tab, at the bottom, click "show" on texture collections
and just add it there
should be Absolute Path for the option cuz it's not too important to keep the directory paths or whatever, textures all get baked into the BSP after compiling anyways
the palette.lmp in the mod's root folder is what makes the magic happen
so your wads could prolly be in the recycle bin for all we care lmao
oh yeah and the makewad.exe in the pins also lets you make wads out of any image you want, just need to point it at the image/folder of images and palette.lmp and give it an output name
magic stuff
little wonky but it works for the most part as far as I can tell
thank you dude this is so helpful
for learning trenchbroom itself, dumptruck_ds on youtube will do
but we have a lil mish-mash of quake and half life features, so dont get suprised if some stuff works and other doesnt
so is there a reason only nyarlathotep has a model? i've reloaded everything
i'll keep this in mind
it should be quite the opposite lol
nyarl should be the only model mossing
hm
there's a console at the bottom, what does it say?
dumptrucks vids r really good for getting started with trenchbroom
oh yeah the console is super important
Could not load model progs\x.mdl
the usual issues with loading the models in the fgd are -
1 - game path problems
2 - folder name shit
so a couple questions
when you boot up tb, it asks you to select a game preset for your map
which did you choose?
Quake 1
got it
so, go into view - preferences
and select whichever folder has the id1 folder inside as the game path
oh yeah you may need to point trenchbroom to the quake folder path right?
yeaah
it's so weird lmao
for example
dunno why it's like, hard-coded to look specifically for that
C:\1234\id1\dusk.pak is your location
so you point the game path as C:\1234
dang ur quake install is at the drive root?? living on the edge bro /s
so i think i made a grave mistake
i had my dusk_transparent.wad inside a folder in the Dusk root and my FGD was in the quake root
and now the textures are no longer working
it doesnt matter where your wads are, dont worry
just load it again
or rather add it again
i got it, i'm an idiot, the path was set to E:\QuakeDev\id1 rather than E:\QuakeDev because i somehow just didn't comprehend any of the messages you both literally just sent about the paths
everything is working now
thank you both
a lil quirk about the models
when placing objects and props, you should refer to their actual model and not the origin point
what i mean by that is some models may be really off-center and rotated weird - that's because you see them exactly how they will appear on your map
i see
for example
notice the origin point way up in the sky
(also the tex are just like that in the editor, it's fine in-game)
ohhhh yeah i understand
a lot of shit like that in BO3 Radiant too
you can drag a model in, and not know where it's at, just to zoom out and realize it's 4096 units away diagonally
then you have 20 of the same model you have to delete
cause you didn't recognize what was happening
jesus lol
man, brushwork is so much more intuitive in TB than it is in radiant
the verts mode is way easier to use
WAIT
be careful with that lmao
it can crash tb on a whim
all the other modes are fine but
vertex mode is just cursed or smth
use caution
will do, thank you lol
most models
i've become a compulsive saver after using game level editors like these before
some are fucked
tb makes a shit ton of autosaves and a crash save if it crashes so no worries
ah cool
that's nice to know
Radiant doesn't come stock with autosaves, i've fucked myself over
so many times
does TB have a texture that doesn't render, so that you don't fill your map with textures you can't actually see?
or is that just the default gray texture
skip is the name
but if your map is sealed then all outside tex should be culled anyway
by the compilers
map looks like this but it's all culled thanks to based compiler
that's fucking amazing
you still have the option to manually cull faces by using a texture named "skip"
lemme send you a wad with one
bunch of dev tex
ah makes sense
are corners like the one on the left fine, or should i always make them like the one on the right? https://imgur.com/a/XcOGIZ7
it's fine
sorry i'll leave you alone now lmao
i didn't know if light bleed was a huge problem or not
i guess you'll have a tiny bit slower compiling time if you keep using the one on the left but it's fine
even better
oh really? i would have never guessed
there's no seams or anything like that?
that's great
is Dusk on Unreal engine?
unity
unity
i see
sorry i keep making comparisons but it's so nice to not have to go through 10 steps to do a 2 step process because of shitty game and engine design
understandable mang
im no expert but i think a lot of this is thanks not only to the trenchbroom devs, but to ericw for making great compiling tools
just dont be let down when you encounter the many feature limitations we currently have lol
to be quite fair, the current sdk is janky as hell
yea pretty much none
you can get tricky with triggers and stuff but it all takes a ton of effort
anything invloving actual scripts is nah
but it's coming later
imo the jankiness is mostly the engine being outdated + rotating door
you shouldnt encounter other jank if you dont treat tb as a game engine
i see
well i'm not very well versed in scripting anyways, so i'm really just excited to put some interesting geo together
all of this just for 10 minutes of gameplay
the mapper's curse
Just pad the run time with bullshit hitscan enemies or invisible wendigos blocking doorways 
dusk doesn't have hitscan enemies
wait a moment is making dusk maps like making source maps
good lord
now i know to never mod du-
jk its probably not as bad as working with hammer (eldritch horror program) but still
Then Rat Spam it is

theres like 4 rats i think and 2 of them are in the arenas
as far as Source goes Hammer++ is your friend. I hope they add GoldSrc support to Hammer++ some day so it can be used in HL and Dusk. That'd be da dream
One day the sdk will be updated again
it's been a while, how are your maps goin fellas
im only going to continue on mine today
ill upload a test build soon
might need to add some secrets and tweak some combat before
i just want the dusk mod gremlins to know youre not forgotten
Thanks dev goblin
we have things cooking
just finished ion fury so map time soon
Man ion fury was cool but way too long
took me 13 hours
how can a game be too long
yea it feels super dragged on
it throws out everything it has to offer ln the first 10-15% of the game
and then the only new things you see are levels and dialogue
so the game isn't too long, it just lacks variety
eh whatever
I mean pacing is one thing and I guess it could be better
as much as I love ion fury I think it's biggest drawback is lack of enemy variety compared to how large the game is
enemy and level look variety, maybe some weapon improvements
and there could be an actual final boss
there probably will be
btw, the level design is awesome
it lacks visual variety but its highly detailed and i never got lots
i didnt even use the map
i wish i had the brain
capacity to make this kind of levels
ok so i really want like mod the weapons in dusk (like the textures) BUT there's a problem... i have no idea how
can somebody help me out
First of all, get the sdk beta branch on steam
aight
Then just look around in the local files of dusk, and navigate like this
Dusk - SDK - mnt - local - dusk - textures
And you should find the base ones there
got ye
To create your own mod, go back into the local folder, make aboy folder with any name and inside of it make a folder named "textures"
Im not sure if guns have their own subfolder but if they do - create one just like in the previous dusk folder where you found thr base tex
Then just shove your edited tex into "textures"
Then boot the game on the sdk version, go into "modding" and checkbox your mod then hit spply
Apply*
Aigh thank you very much
but like one last question
in the current sdk version you cannot like make custom gun models?
ok so i tried to make a map but how do convert my map into a .bsp file?
Do you have ericw's tools?
If you check the pinned comments you should find pretty much everything you need, and if its not updated information feel free to ask here. Vriska is our Defacto know-it-all
I suggest you eatch dunptruck_ds on youtube for in-depth ttenchbroom stuff
Including map compilation
I'll do it with a recording, but it'll take a while
just finished it
hooo boy do i have things to say
i'll set it to upload and comment while it's going
also i fixed the fps
so it wont be miserable to watch
aight it's set
so
i'll start off with the good
the combat felt balanced and fun, which is what a map really needs eh
a little bit easy maybe? since it's really easy to just walk into a room and then backtrack through the corridors while the enemies funnel themselves into a friendly fire mess
the map was consistent in it's style i'll give it that, altho that little sewer bit felt out of place (the bricks and all)
i never really felt lost but that's not all there is to it
uhhh the secrets were too well hidden for me lol i only found one
i guess i'll move on to things i didnt really like now
sooooo first and biggest of all - the general style and look of the map
now, you set out to make a brown base, and you made a brown base
but it's literally a brown base which felt a little boring
there wasnt even much variation in color and i felt like i was walking in circles since every room looked like the last one
what else
oh right, even though the map was really streamlined against getting lost, i felt like i had no idea where to go and generally never felt like i was making progress for some reason
i dont think i have much else to say but i'll rewatch the gameplay rn when i send the vid
it's still processing so if you dont want 360p just wait a lil bit
the little hallway at 1:19 felt weird since it looked like it was mistextured
dunni
dunno
that little fight in the x-shaped platform was nice
but i cheesed it i think
really thank you, ill watch it when its higher res
idk about the brown part
i mean its nice to have variety but i played 24 hours of quake in the recent time
a bigger problem for is me is just that its dark
wdym the 1:19 is a ... thing
with rusty textures...
imo if you replayed dusk youll see a lot of crappy textures like that
I mean it seems misaligned
oh it's up to 720p
i should record more maps now that i have settings all done
shame i played them all already
yea i'd say it was
i just really didnt enjoy the visual side of things
like at all lol
iirc you said it looks cool when i was starting it
you could have stopped me
but idc i think it looks cool
yea it was cool at the start but that screenshot could be strectched out to the whole map with no variation, which is what irked me a little
but hey you do you
a brown military tech base with a bad sewer section
i only made it in an ironic sense, do you get it
oh yeah i just kept thinking of quake 1 all the way for sure
see the thing is
i hate quake 1
i do love hrot
but iunno something about quake 1 just rubs me the wrong way
hrot has the soviet weirdness charm to it
I think this would look better if it were smoothed out
like a ramp
I hit the secret trigger through this door
oh weird
Why he floating 🤨
I crawled up into this and pulled some enemies from the other side. They walked right through it to get me 😳
do i have to add a tiny brush so you wont be bothered?
consequences of door glitch fix
ill block it off better
now crawl back
imo dusk maps need to be a little jank
with a lot of colored lights
just found a cool ass workflow to make textures for dusk and quake
letsgo
I made this rusty thingie
uses quake palette too
Thats hawt 😍😍
Reposting this cuz i found it by accident in my paint folder
very good
ally support when
dec 2021!
that "uhhh" really sells it
Quake/Hexen 2 Map compiling tools - branch of http://disenchant.net/utils - ericwa/ericw-tools
Use this tool
You can now edit the Cart dog model, but only the Cart dog model.
Cart dog models*
iceworld on DUSK anyone? just did it in like an hour or so out of boredom lol https://streamable.com/xh4fgb
no preview, I'm sad...
you can't upload pictures? wtf how can someone showcase something here then lol
You can post images once you reach Rat rank (the first rank)
It's an anti-spam measure
yeah idk what im doing
ah ok thanks
How you doing map fellas
trying to find my way out of a forest but I've forgot how to read a map
Epic
started 10 projects in 3 months for 4 different games
Will port the quake map im working on to Dusk tho cause I love Dusk
question, when we get workshop for dusk will we also get monster spawner entities? Will the monsters be able to pass trought doors finally?
yes
nice, good luck with it
Where are my Dusk 82 mappers at?
🥲
random question: could you add like a button that turns fires on or off
in a dusk map
is that something doable
parent a burnbarrel to a func_wall_toggle
I wonder how particles behave when that's done
no particles prob
i used the spinning blade for sound design in my bossfight so i know the sound is fine
imo the entity just spawns particles and when you send it to the shadow realm it stops
another problem solved with dusk sdk jank ™️
Arguably that's not even jank, just clever use of parenting
yeah
I've been thinking of supporting more advanced targeting in a future update for situations like this
Like if you had a fire barrel called fbarrel
You could target fbarrel:fire with a trigger to toggle just the fire
fire as the value?
Maybe a separate fire entity?
oh right its not mm everytime
Well the idea is you can target individual parts of whole entities, a fire barrel is just an example
For a fire barrel that would just do nothing
Probably not the best example but you get the idea
yeah
Neat as hell
Say we had a particle tint entity
any randomness for triggers?
thats weird
Parent the leatherneck's chainsaw to a door and take it away
Let him run around with hands up
trigger_random is also something I'm thinking about adding yeah
Similar to a multi manager
Entity names as keys, chance as values
just % or
Dunno yet
you could add a value and the trigger would add up all the values to calculate the chance
like
door 2
button 5
That's also a possibility yeah
and like door has 2/7 chance
Probably a more natural solution too
Since there's less room for error
Don't have to make sure all your values cleanly add up to 100
any of you mfers played the new map on mod.io yet?
im jsut about to
review coming
well, "new"
just havent had time to check mod io properly
that was nice :)
lil short and sweet map
did you find the window made out of water?
the one on the top?
that was a neat mix of quake 1 and dusk tex too
reminds me of my first ever maps
yeah its funny cus its actually water because of the compiler
yea it seemed like he just wanted to use a water texture to give the "underwater base" impression
Those textures work so well.
spawning an enemy who's facing directly towards in the area where you spawn seems a bit cheap
Yea i thought that too
Getting shot at right as you spawn is generally not a great idea
also a side note what the fuck is that scientist mod
Oh that's from trespasser, mod made by me and veven
Egyptian map
Im currently making a follow up so i forgot to turn it off
how well does dusk's engine handle large, wide-open fields?
As well as unity does
As long as you dont overload it with various shite like enemies it should be fine
maybe
i still wouldn’t recommend it
like go e1m7 max in horizontal for combat’s sake
concrete I made and used quake color palette on I think
forgor
it also tiles
so
here is a color limited one
are there any custom endless maps
It is not yet possible to make custom endless maps
why
i think one of the dusk maps i played had some kind of wave section
It's very manual for now, there's no actual endless mode
You can manually set enemies to appear but you'll have to pre-spawn them
Then teleport in
can enemies be made to respawn
No
Neither can pick ups
You can make a WALL and spawn a GUN
Maybe you can make the wall MOVE but don't or the map will break
Also don't save load or the wall will break
man you really can't do shit with dusk huh
what is the absolute limit of ambition currently you would say
i remember playing this map that had a train in it, i didn't think much of it when i saw it, but when david and dave saw it they seemed to have a pretty big reaction to it
Its the fact that it had a sound
thats just a door
We can't do ambient sound yet but the guy timed thd music track just tright
So that was unexpected
i was gonna make the half life controllable train but because of how it works it shakes when you stop it which makes the vision blurry
holy shit you can't even make ambient sounds?
except if you use existing entities
So its not like its impossible, just not an intended feature
honestly i can't wait for that sdk update, workshop integration, presumably custom maps not running at like 12 fps and hopefully just more things that can be done is going to give me so much more reason to revisit the game
Yeah with how the TumorSDK (what we call the current public build) is set up, we couldn't add sound/model entities yet since the code wasn't set up to handle them
If they were added, the game would stall every time they were triggered
It's not a problem in the upcoming update
@vital plover, please do not discuss politics.
@wet marlin i was discussing guns not politics
Idea just popped into my head for something to add much later, wanted to hear mappers' thoughts on it
So, when we have in-map skyboxes with camera entities, it might get annoying to have to copy them around constantly to share them between maps
What if I added an entity that "spawns" another map where that entity is placed?
So your skybox can be its own map with the camera entity in it, and you just spawn it in your map
Means you could lightmap the skybox separately as well, so a skybox change wouldn't mean a recompile + relight of your whole map
is that the hl2 feature?
i think it would be cool
but i dont see people using the same skyboxes for different maps
HL2 supports it, yeah
Not the "spawn a map here" feature though (afaik)
I could see maps taking place in the same area that are split into several maps reusing a skybox
(Especially when/if we support GoldSrc-style transitions where the state of the level is saved)
well i think that if youre gonna have a map with that kind of skybox its gonna be more horizontal and probably big enough for the skybox being different/moved
I suppose it might also be useful for skybox "prefabs" if people decide to release those
i suggest support for more cameras in 1 skybox map at least
Yeah there wouldn't be any limits on that
like targetname is the name of the map it needs to be used in
You'd be able to reference entities from the map you load in as if they were part of your normal map
so the "skybox" is gonna be solid too?
and would the enemies be able to attack you from it?
You'd be able to configure where it spawns and what behaviour it has
So you could load it as a non-solid map, or disable AI for entities inside it
You'd also be able to trigger the map spawner to "toggle" the map on/off
thats cool
So in theory (not that I'd ever recommend it lol) you could have an empty map with a bunch of enemies in it
And use that to control those enemies as a group
and move it around?
Like, there'd be absolutely no reason to do that because that's how targetnames work already
But you could do it
Moving the map around is a bit of a more complex one
The entity wouldn't refer to the map itself, it's more like a trigger for toggling it
I could make the entity be the map, but it would have a performance cost (quite significant for a big map)
will you be able to scale the map like in hl2?
You'd be able to move it and scale it, but only its initial state
So you couldn't change it after load
yeah, figured
On the fly scaling sounds nightmarish
It's doable, just not something I would implement at first
It's just that the more "dynamic" things are allowed to be, the harder it is to optimize them
oh absolutely
ooooh thats just like what they do in half life alyx
thatd be cool
They do that in Alyx?
I haven't played Alyx and I'm like completely blind on it lol
Interested to hear more if they actually do something like that
i mean i'd assume so since source 2 from what i know is just a better more high tech version of source
well source 1 didnt have skyboxes in separate map files
and source 1 fucking sucks ass
YES
how would that work
The map would be loaded alongside the current map, and placed where the entity is
And since it would mostly be used for skyboxes, it would (by default probably, but you could change it) be treated like a separate "universe" so things wouldn't collide with it and it wouldn't be visible to anything but the skybox camera
Oh thats nice
If you place this entity close to the TB limit can the additional map surpass the limit?
Yes
didn't a newer version of TB get rid of the limit
forgot to suggest this: can you make the makewad turn spaces into _ so nobody runs into that dumb problem? @ancient depot
I can look into adding an option for that, sure
spaces in a .wad are technically valid, trenchbroom just needs to write them properly to the .map
should open a bug report for it sometime
oh so its a bug?
Yeah, it should be writing the texture name in quotes if it contains a space
ok
You can actually manually fix it by adding the quotes yourself and then the map loads again
It's a bit of an annoying issue
Just looked through issues on the repository and someone opened an issue about this just a few weeks ago
oh cool
It appears to have been fixed recently
So the next release of TB should have it working I guess
cool
Can we expect scrolling textures in the coming update?
Can we expect the coming update?
Scrolling textures aren't in at the moment but they're pretty simple to add so probably
If not in the update, in a pretty quick patch
Would basically be a special brush entity that scrolls its texture
Oh no please tell me I didnt just add 3 months to the dev time 😭
jk we love to joke here 😁 ✌️
what about animated textures
Simple frame-by-frame ones, yes
Necessary for switches
At the moment it's just the Quake-style animated textures where you have +0, +1, etc at the start of each texture name, so you're limited to 10 frames of animation
any plans to extend that to 100?
I've got a few ideas for ways to define more complex animation sequences so there'd technically be no limit
The +0, +1, ... system can't really be extended on its own though
Supporting more than 10 would mean a texture called +10hello would suddenly be an 11th frame instead of the second frame of 0hello
(Another reason why I don't like how Quake delegates so much behaviour to texture names...)
Good point
I could theoretically support it with something like ++n+name where n is the frame number
So you could do ++100+0name for the 101st frame of 0name
But I'd rather not rely on names
(Especially because there's a limit on how long names can be -- and it's a very small one)
Add .gif support to wads
Bigbrain
weird idea, but does .bsp store texture names?
like what if you could make the sdk not use those textures but the ones in textures folder (or any other folder in the mod folder) with the same name
Yeah, the BSP stores texture names
And that is indeed how texture overrides work
There is an option you can pass to the BSP compiler that strips out the embedded textures from the BSP too, so it only contains names
it looks into the textures folder in mod folder specifically?
yeah
any way to just use the ones in base dusk folder for instance?
If I remember right, it first tries to use an exact path (so if the map has texture.png as the name, it'll look for texture.png in the root of the mod), and if it can't find it that way, it looks in the textures folder
it already does
all loaded mod folders ('dusk' counts as a mod) are "combined"
so you kinda get like a big folder with base and mod textures?
yeah
because if there is a texture with the same name in two mods
the higher priority one overrides the other
no plans for gif support at the moment
maybe later but definitely not in the update
can it at least be confirmed yet if the update is coming out within this year
It is yes
thank god
trying my hand at sound mods how does this sound
sounds great
Can't wait to hear Zombies ted talk about unity lightmaps
Make a coliseum
this
like i know what its gonna be
a rusted military base abstract circular room
but like idk how to detail it
Shit is getting wacky

195.72.13.254
bro thinks i care
💀

fake anyway
says he doesn't care but responds pings me 3 times
get lost kiddo
nah your just petty
dusk pissing simulator when?
duskdude doesn't have to piss
he doesnt have to
doesnt mean he cant
Nobody HAS to piss, we just do it because it makes things more convenient in the moment
Everybody be talking about leaking about ip addresses
Bruh ip in the bathroom like everyone else
pog
lmao the new "mod" is just some .exes
the windows defender automatically deleted it anyway
why did you download it
its a zip file
I'll investigate it
method 1: see if exe is a self-extracting archive
regardless of what it is, it's not a dusk mod, so it's getting deleted and reported
Trojan:Win32/Wacatac.B!ml apparently
Wait isnt that your map that you released
Forgot the name
The industrial base thing
Ah gotcha
I never realized how silent hill-esque this map is
I never watched or played the games
I only watched the movies recently
well then how do you know it's silent hill-esque
why the hell does dusk use .iqm model files. that is the least common file type imaginable
dusk modding community how do i make a .iqm into a model type anything uses
Hey its a good model format
blender doesnt accept iqm imports, figured it out thi
ill see if i can find the site for the thing i used
http://www.richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 site is uh. a bit sus looking. but it doesnt seem to be a virus and it can convert iqms perfectly fine so
if you ever need to get a model from dusk into a normal format noesis is your best bet i think
oh also noesis
it was a lil funky when i used it
but maybe you'll have better luck
worked fine for me
.fbx was what i used, works fine at least for unity stuff
@ancient depot opinion on fbx
.fbx is a mess, the SDK won't ever be using it
only correct take
(and yes, Noesis is safe, legitimate software)
Just note that it doesn't handle animations in IQM files properly, it will merge them all into a single clip
It also plays all animations with the framerate specified in the first
If you want to import IQE/IQM into Blender directly, there's https://github.com/ccxvii/asstools
im still dumbfounded that dusk sdk can read BSP FILES
we'll release the code eventually so other games can too
there's actually a really cool Half-Life fan game using the BSP code from the SDK
Half-Life: Loop
I have been improving the BSP support for #HalfLifeLoop because is the foundation of the game.
here's a little video showing the Func_TrackTrain entity fully working.
For context: This is a #HalfLife map running in Unity.
#gamedev #madewithunity #roguelike #roguelite
206
thats really cool looking
Maddddd Hexen vibes. Love it
hexen? rly?
Oooooooor, the 2001 scooby doo live action movie. Where they house the little pyramid artifact thing
looks gothic af
Also there's Sugar Ray in that one scene
so i finally got around to testing that sickle texture edit i made, and uh
what should i have done differently
I'd try marking difference places on the blade parts with different colors, then load it in game as a reference for where you should edit the texture
well see i have a bit of a problem now: i forgot to make a backup of the original texture
i don't know if that will work in this case of how i made it
cause i literally just edited the actual file in ms paint
Then delete the file and verify
Or maybe some kind soul will send you the og
Also im really late wow
was just about to do the verify, but thanks
make sure to open original pic from discrod and save that
here's a revised version, mqde with the game's actual blood decals, how does it look
The darker ones imo
whadabout OBJ
bring your white tie and take a seat at the fancy chair, the fancy meeting is about to begin
i love how the dusk trees look but this kinda shit bothers me man, cant even do much about it
well aside from lightproxy
this is what it looks like in game
This is the best looking part in my opinion
would anyone else be interested in taking a stab at this idea?
haha, a stab
cuz it's sharp and covered in blood
i wanna see how other people do it, so i can improve my own version
Teen sickles
the lighting reminds me of the opening scene from saw
OBJ doesn't support animations, skinning, etc, so it's off the table
how's this
I'd have to see how it looks in game
when are we getting a bit crushed sound pack
how's this
thats my custom map. Hes showing off the sickle tho
that's what i'm trying to do but the textures don't make it very clear where evrything is
oh yeah i also did this cause i was bored
Just now realising from looking at this
Did david use a textute brush
Like, drawing with a texture
does it include big john
Isn't dae the obvious choice? supports all that and is an open format
when i figure out how, i might just do it
@blissful lion hey so i'm playing your map but i'm kinda stuck rn
i destroyed both the eyes but the first is still shooting fireballs and nothing seems to be different what am i supposed to do here
Nope, .dae has a myriad of its own issues. Plus like .fbx it's a transport format, not something intended for a game to load (it being text-format also makes it slower to read)
If the SDK were to support any transport format it would be GLTF, but as of right now there are no plans for anything other than IQM and maybe GoldSrc MDL somewhere down the line
Not gonna lie working with IQM kinda sucks.
While FBX and Collada also suck they at least have export tools that aren't poo poo.
Hoping that Alembic and Universal Scene Description become the new standard though.
What's wrong with the IQM exporter for Blender?
Really awful user experience.
How so? You just select the model, hit export, type the animations you want, and bam
I'm genuinely curious because if it's really that bad I'll look into doing our own tools for it
I haven't had any issues myself though
The Collada and FBX exporters are just easier to work with, feels like half of the things in the IQM exporter just, don't work or break the export.
Since Collada and FBX are transport formats they naturally have to support everything, but that makes them unsuitable game model formats (since they encompass an entire scene, not just a model)
Also the derigify button is really dumb, with FBX and Collada I can just export without deform bones, but for some reason the IQM exporter relies on rigify's naming convention.
They're also a massive pain to implement, since there's so much functionality in the format
I mean fair but it's nice being able to change rotation orientation in the exporter.
So what changes would you make to the IQM exporter if you could?
Uhhhhh, biggest one would be having the ability to just export deform bones, then I'd probably make it so you don't need to type out the animations you want exported, then I'd probably have an option to change rotation orientation like in the FBX or Collada exporter.
That seems reasonable
I dunno about the rotation orientation part, but I could look at a rotation offset feature
Like, I get that IQM is a far better built format but to me that doesn't really matter if the export tools are annoying.
Those things you listed should be trivial changes so I'll look at forking the exporter
I want to write a proper plugin for Noesis too, since the built-in one doesn't handle animations properly
Yeah that was pretty trivial, I just made it so it exports all animations if you don't specify any
if self.properties.animspec == "":
self.properties.animspec = ",".join(bpy.data.actions.keys())
ez
@hard pollen this will export all animations when you don't specify any, and I added a deform bones only option, does that work as expected?
Bro
Remember how i was losing my mind over ajdusting rotation of iqms in the fgd
Yea that feature is NEEDED
Will note it down
currently I've got it like this
I'm considering removing de-rigify and bone order
Oh yeah i needed to select the armature each time i needed to export
Not just the model
Sometimes i forgot about that and the model was invisible
That would be great
bone order you can technically hand-tweak by exporting to IQE instead of IQM, which is a text format, and then compiling it to IQM with the compiler included in the IQM SDK
but like, I'm having trouble thinking of a reason to tweak bone order to begin with
I don't really get why it's an option lol
This:
- Exports all animations (it's just a checkbox now)
- Has a
Deform bones onlyfeature - Doesn't require selecting the armature

This guy is crazy!
the door to upper floor didnt open?
and you’re sure both were destroyed?
did you get the sequence complete message?
Very intredasting
That's sex 😩

