#dusk-modding
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Thanky
did both eyes keep shooting?
oh ok 1st
so like the bottom one?
did it look dead (had blood all over it and the effect of following you stopped)?
only one of the eyes was shooting, there was viscera when i shot them but the following effect was still happening
yeah so prob the func_breakable got destroyed but didnt trigger anything
thats game's problem
did you replay?
i might replay it today, i think something broke when i reloaded a save
oh yeah dont do that
play on easy if you dont wanna restart, but dont save
saving is really broken
like you load a save, you get a sword, a lot of breakables functionally break in some way, enemy ai can get fucked too
see i reloaded a save because when i got to the part with the cars i thought something had broken, didn't realize i just had to go back up through the hole (which by the way i think you should have made bigger getting out of it was very difficult)
When is it releasing???!!!
Good question
I relate very hard to this
looks gorgeous
Thanky
dusk's ost is like prince of persia warrior within's ost really rock
[FIRST-TIME PLAYTHROUGHS]
Downloadable here: https://dusk.mod.io/map-made-in-10-minutes
And here: https://dusk.mod.io/bad-hospital
In need of more nonsense?
I live stream sometimes - https://www.twitch.tv/pieceofpiesoftware
Live stream archives - https://www.youtube.com/user/pieceofpielive
Vlogs and stuff - https://www.youtube.com/us...
he definitely doesnt mention being into vore
not at all
what
Oh shit i didnt add that?
Uh oh
Nope
That wasnt ut
It*
Im surprised nobody has mentioned the actual wrong model ONCE
That aint it
I'll add the beaker today if i find the og model
Is it the ribcage?
No
I placed every model I dont usually put and still didnt find it
I mean cob webs are a black square and one sided and so is the anomaly
But does that count???
the small chomper isnt actually small?
nope
nor intoxigator son/small?
nope
nothing in terms of size?
yup
why are there 3 of the same looking light posts?
obsolete dusk stuff as zom said
well one of them emits a light flare, other are dummies
by "emits light" i mean just the flare
Is it scarecrow_post?
Wait so it's not scarecrow post being a hellknight?
so custom models are a thing now right
Nargle is shub
for almost 2 years now, yes
yeah
awesone
hey as a side note, why do the pre-killed soldier corpse map props use a different texture from the normal soldier
Yeah I just looked through the entities twice, still dunno what the wrong model is
wow
There's defo a lot of wrong textures
And I'm still certain the ribcage model is not the same as the game
but yeah idk
yea adapting textures for the damn mdls was a little painful so i thought it's fine
๐ฅบ
Oh
Wendigo?
fuckin finally jezuz
Yeah I was gonna say
yea it's supposed to be upright
but it's doing a cartwheel instead
but i just left it at that
Damn
Still can't script a custom cartwheeling wendy enemy into the game though
That'd be pretty funny
bloodsuckerbicycle.mp4
throwback
do you think jabok listens to kayne
he stole the RGB lighting ๐ฆ
Shkade
i know this might be difficult to see but this stair design is fucking awful
what
the last step is heightened in such a way that you can walk on the stairs for the first few steps but when you get here you have to jump to get to the elevated platform
What map is this from?
An oldie
trenchbroom has a new build introducing an update to groups
you can now make instanced groups
could just make 2-3 different trees, the instance them around the map, and if ever you want to change one it'll update them all
Wtf
๐ป
Reading the changelog of the new pre-release build of tb
"#3783: Make worldspawn's classname property read only"
End of an era
Bro
"#3951: Quote texture names with spaces when writing Valve maps"
YO
@alpine depot
These are some meeeeat changes
lmao
that's a good change
I wonder if it can merge duplicate worldspawns now
"PLEASE stop touching worldspawns classname PLEASE"
and yeah the valve texture fix thing was brought up in here before
I'm surprised it was broken for so long
"Make crash dialog look nicer" how sweet :)
Now i'll feel better when overusing the vertex tool
losing work has never looked so pleasant
omfg finally
I will never break my maps ever again because I fucked up my wads because of a SINGLE space in a name
I'm fucking unstoppable now bros
Well cum back
Also gonna make my own textures more
Since I got a workflow for that figured out while keeping the dusk visual style
You can fix it in notepad
Yea trust me he knows lol
Wheres ur old account
I lost access to it oof
and the mail is expired cause it was part of my ISP and they stopped providing email thingies
Shiet
And I didnt migrate the mail acc
Prestige 
JACK superiority 
Can't crash the vertext tool if they simply refuse to compiled 
It's getting crazy y'all omg.
4est
this mission 6?
This guy gets it
replace one of the tree textures with minecraft tree texture as a joke easter egg to put in "top 10 times dusk mappers pulled a funny"
Number 7 - the bunker
Number 6 lowerer
Number 5: That time like 2 weeks ago a troll uploaded a trojan virus as a dusk map
number 3: the time that skade made a coming out joke when you press E on a closet
loool
number 0 - mower of lawn still in SDK
yo, are there any sites where we can download custom Endless Mode maps?
explain pls
Send the image
nope, endless doesnt have mod support
*yet
big sad โน๏ธ
FULL mod support is the only thing DUSK lacks
what the fuck
thassa lot of fire
I did this before watcing dumps video on lighting lol
On par with the sphere
Thats my twitter banner lmao
damn i only have this
and thsi
and also the compiler warnings for the map i released
do you pay attention to stuff like "new portal was clipped away..."?
make a map thats a blank floor with the entire bee movie script on it
Oh my god youre brilliant
genius.
it is done
ill be surprised if a single person downloads this
absolutely baeutiful
absolute madd lad. Things like this prove once more ALL games should have mod support
lol
make the skybox bee movie script
This isn't even the first time you've suggested that I add MC textures to a map ๐
Hows mappin
Im trying to get started again
im redoing the last map I started on and never finished
wasnt happy with it
may I ask a quick question ?
yea
The dusk sdk isnt a level editor, we use a third party piece of software for that
the dusk sdk LOADS custom maps tho
The recommended thing we use is Trenchbroom, but you can use anything that outputs either a goldsrc or a quake .bsp in the end
to give some context, I have to make a level using a level editor for a game for class, and I've just wondered
good, thanks, I might ask my teacher if it suits de requirements
this is so janky i hate it
found a way to increase lightmap resolution without getting compile errors
if you scale a texture by 0.5 it should also double the size of the lightmap
so I made a .wad thats just double of every texture in dusk_transparent
example of scaled lightmap
if you want to try x2 lightmap size for yourself, add this to your gameconfig.cfg to automatically scale every texture by 0.5
"faceattribs": {
"defaults": {
"scale": [0.5, 0.5]
},
"surfaceflags": [],
"contentflags": []
},
Yeah the lightmap resolution is always 1/16th of the texture resolution
That's weird
I always thought there was a setting to change the lightmap quality
I guess Source made me forget about that kinda details
well there's -soft and -extra4
Source BSP has separate values inside the BSP for lightmaps so they can have a different resolution
heya, does someone know how to add the dusk textures to trenchbroom ?
cause I've been following a guide and I'm trynna add the dusk.wad file to trenchbroom but it doesn't seem to add them
download .wad
yeah, I have the file
click this
face tab -> texture collections show
the path options just change how the wad path in the .map is written, for sharing it or something idk
i just use absolute
ok, that was it
thanks
now everything seems to be working
I wasn't dragging it where I was supposed to
cause it was hidden
thank you
i may be stupid, but does anyone know where the 3d models are kept?
isnt really for modding reasons, but i just want aa closer look for something stupid i have planned
and i figure heres the best place to ask
If you opt into the SDK beta in Steam you'll be able to access the assets
How do I get money with orbit
Also
I have a zip with all .blend files with models
Well not all but 80-90% thanks to zombo
Yikes
how the fuck is the topology so good on that sphere
I did it by creating a circle, then rotating/duplicating it several times
Then hitting ctrl+j
god I can't wait for fog
first thing i'm gonna do is make a silent hill inspired map when it comes out
how do I make shiz glow?
like a regular texture
there is the glow rendermode but it doesnt seem to work for me
You can make certain textures emit light with _surface
But as far as I know glow rendermode doesn't work
As simple as this
You can make it any texture name though
It'll make all faces with that texture emit the same light though
ohh it's for lights
well that works cause the texture I use will only be used for things I wanna make glowy
Using light emitting textures to make custom lanterns/light bulbs has genuinely got to be one of my least favorite things to do in TB. And customizing them is always a hassle.
But it's easy :)
i just never bothered with that
it's too complex compared to just using a light source
saves on resources too i think
Hey, i'm completely new to modding dusk and i just wanted to ask if there are any mods that give more realistic lighting while keeping the low res textures? Kind of like using a high end shader in minecraft
No, that would require shader modding which is rather complicated and probably won't be supported officially (it's a Unity limitation more than anything else)
Once we release the SDK source code you could in theory implement something like that in a custom build however
Alright, ty :)
-soft -extra64
is it that rough?
imo he prob means some real time shadows n shit
maybe better bloom
the current one is an actual meme
No good bloom out there
true
if its subtle
my current map is probably borderline unplayable with bloom turned on
it lights up the terrain like a goddamn christmas tree
Yeah. Whenever my map actually gets finished (maybe this year, maybe when the SDK updates)im going to have the specific settings the player should use so it doesnt look like trash. Bloom off is one of many things.
bloom can actually look pretty nice if it's kept to a certain degree of subtlety and fits the style, for example, i actually think bloom looks pretty decent in Team Fortress 2 especially in the desert themed maps
bad idea
So, when motivated for the umpteenth time to put together a pitch for a Dusk sequel, should I make pitch material in Trenchbroom or Unity, or something entirely different?
Ive worked with Unreal in the past not Unity. What files does Unity work with? Would I be able to export my my map from TB into unity and use it there? Or do I have to make it from the ground up in Unity?
think it would be similar to Trenchbroom to Unreal
you ever played around with HammUEr ?
Well you can export from tb into .obj cant you
And unity can use .obj
Dunno how good it would be though
realtimecsg is a level editor for Unity and it's basically analogus to tb
Never did any Hammer, but if Unity uses .obj then it will work. I figured Id use Unity to make it as close to the source material as possible, because I dont really think Unreal Engine is necessary. Waste of the lighting power UE provides to use Boomer Shooter graphics.
Ill have to check out realtimecsg
you can gut UE's renderer to run like a feather even on mobile
Thats some really good texturing
woooo sdk christmas update
r-right guys?
"A watched teapot never boils" ~Sun Tzu maybe
"a delayed game is better than a rushed game" - sun tzu i think
"vertex tool made TB crash again dude what the fuck. my map is gone" - sun tzu
"guys i used makewad to make my own texture wad but now the map gives me an error and wont start again what do i do" -sun tzu
hahaha
POV: you are making a cave level and have to make it a habit to press CTRL + S every millisecond
"hacked. all my .maps gone."
I just ctrl+ j it down for cave-like things
Works fine
_mirrorinside 1 on func_detail_fence
tbh i just want a way to make multiplayer maps
I have Quake 3 maps remade in the style of dusk sitting in my backlog waiting for the sdk to support duskworld for years now lmao
Campgrounds, aerowalk, longest yard and blood run if I remember correctly
It's the same as campgrounds lmao
Except for a few changes
huge diff
idk I barely played qc
I wanna die.
So, anecdote time. When Toy Story 2 was being made, they managed to completely delete the whole movie on accident, and the only thing that saved them was a woman who had taken her work laptop home that conveniently had the whole movie one it.
and not get the chance to fix whatever happened? nah
tf you mean "fix what happened" the entire movie was deleted there was nothing to fix
And uh. I guess my bsp and .map file were saving to my temp folder, and I cleaned/deleted that before my last pc update and long story short, my map doesnt exist anymore.
The only version I have available is the one I posted on the Dusk mods website.
In december.
not a single emote here can convey the anguish I feel rn.
jeeeesus fuck
sorry to hear that
wait
maybe you sent me a test?
lemme look
nope dont see one
it would have to be after december 19th. That is the most recent version I have. Albiet I took a break from TB for a few months, but Ive been doing shit behind the scenes for the past few weeks.
is that the call of duty zombies map
yep.
if not, I will have to be fine. Ive already done it once, so it shouldn't take a horrible amount of time. And I had fixed the lighting to my liking, added the monster closets and all the func_ bullshittery to make it actually progress through rounds, and was working on windows for the umpteenth time. Pretty sure I also had invis barriers to keep the player from getting on objects/getting out of the map, but I dont know because that layer was always hidden. Could be worse I suppose. I could have not uploaded any versions prior
awww damn
Assuming nothing has written over that portion of your drive yet, you can use some undelete software to recover it
Those tools can view the raw data on the disk, and then you can search for stuff like texture/brush names, etc and you might find the file data
thats currently the option im pursuing. Ive got work in like an hour so I wont be able to test it until tonight. But im not even sure that will work, because I compiled what I believed to be my map, and it just sent a blank folder to the temp file location with nothing in it. If so, thats on me I guess. should have paid more attention to where it was saved. Ill be able to recover. Gotta organize my files better
all the dusk textures are in black and white in jack
- Remove all wads under Options->Game Profiles->Textures
- Select Quake map type under Options->Game Profiles->Game
- Under texture tab, select the quake.pal file from C:\Program Files\Jack\quake as the palette file
- Switch map type back to Half-Life
- Re-add WADs
some guy had this solution
YOO
i know that guy in pins
ty, sorry for not reading pins
@lament ore jackers rise up
he apprears for like 3 days and then he's gone for a year
he talks a lot in the half life modding discord, TWHL
oh nice
I HAVE BEEN SUMMONED TO JACK
also, long ago I converted all the Dusk textures to WAD3
so that fix is unnecessary with the WAD3 dusk.wad
I will upload it when I get home from the gym
oh nice
the alternative is to just use the Quake WAD and the Quake tools and the Quake palette file
I made the WAD3 + half life tools setup because I'm just more familiar and also there were other WAD3s I wanted to use
JACK can handle the Quake stuff just fine
That said, there's really not a good complete FGD for JACK. The one I made (and will upload again) is the closest there is
I've been meaning to go and complete all that stuff and compile HLMDLs of all the models and whatnot but with no custom model support even for static props (apart from some support for custom enemy models iirc) I really haven't been incentivized to do any Dusk stuff in a long time
I don't wanna make a bunch of brush rocks again like last time but that's my only option 
@raven gorge here ya go
the fgd still uses quake mdls so it's all a mess
I just saw the teaser for Dusk HD tho and I see talk of a "real SDK" version of the game we don't have access to yet, so perhaps we'll see something about that soon ๐
ty
will the new SDK come with the workshop update?
Seeing the workshop update wendigo model got me ACTING UP
disagreed
it looks really cool dont get me wrong but it doesnt have the wendigo feel
it has an almost bug like look
I think it should have been paler, more reds utilized for pale/sickly skin and blood strains etc
and the horns could be more chaotic
the green and orange paired w the horns make it look very mystical and not as menacing
so ig it's mostly the textures I care about but it is still a really good model overall nevertheless
okay, I can agree with the texture comment, but the way they have it posed makes it look like the Arch-Vile, and THAT'S what has me acting up. Arch-Vile is by far my favorite demon type from DOOM.
anybody already ripped the dusk 3D models? I wanna make a mod preparing for when the workshop is available
I specifically need Jakob ๐๏ธ ๐๏ธ
๐คจ
HDusk gotta start somewhere
I believe vriska has em
Ill send them over soon
Didmt have to rip anything, devs graciously provided
Idle
The dusk enemy anims generally go :
Idle (a pose, can be a breathing loop or anything)
Walk (their "moving" state anim)
Attack (self explanatory)
Pain (the flinch anim for being hurt)
Death (when they die)
iron lung is just a func_vehicle demo for dusk SDK
iron lung in dusk sdk
Im on switch ๐ฅฒ
i have a meme mod requset: ADD "Ed Edd n' Eddy" sfx to dusk in a way such as this: https://www.youtube.com/watch?v=XfnJB5cnkE8 PLS?
many doors
here's the link to the sound effects i used: https://drive.google.com/file/d/1gN8xNWraDCH-r57B7rpwNWvYN5Jqd1EP/view , and it was made by Andromulus on twitter.
music used:
Track 3 - Ed, Edd n Eddy: The Mis-Edventures
cmon it's fine
there are ppl here who like to make meme sound mods, maybe ask around the creators of other ones
they'll help ou
t
it's easy to do, you can prolly do it yourself as well
as simple as replacing one file with another
i know i just really like using that gif
@tight hedge just noticed a bunch of screenshots on your black industrial misery map are missing/broken
ah aight
I'll add new screenies when I update the map
I prefer the current one
you'd think they would come up with a way to give players multiple mod downloads and not mark only one of them as the prime version
like jam maps
Also im happy to say that I have gotten relatively decent progress on my fourth map
nice, psot pics
I like how they removed the giant pink buttons that get in the way of the posters
the sdk updating means jusk will finally update
ive been working on it on and off but some things not working demotivated me
D O O R
on a scale of 1 to impossible, how hard would it be to port Dusk's particle effects (specifically the explosions) into another game
will we get a key to customize the prompt on buttons & doors in the rewrite? something like this
how do i make a map?
we have an (outdated) guide in the pins
follow it & you can @ me if you have any problems, its really due for an update
For a short answer - we use a tool called Trenchbroom, its a level editor for Quake
ok thanks going to see the guide
hey @gritty forge i already have a problem what does it mean create a folder in your quake game path folder
if you don't have quake just make a folder called id1
the level editor you installed needs to be set up a little beforehand
"quake game path" means whatever is the folder you'll set in View -> Preferences -> quake and then selecting a folder
ok
yeah i dont have the game
as the game needs to know where to pull some content from, like the default fgd files and a palette files
thankfully you dont need quake
oh ok
Trenchbroom is just wired to look for some Quake-related things in specifc folders when you're using the Quake preset
windows says the file is sus
which one? palette?
makewad
gonna try
don't, you're gonna grow massive pecs and a huge beard
I hope you're not wearing a shirt because you'll rip that shit wide open
egg
I downloaded trenchbroom to make maps for Dusk... But I started learning making maps for quake... I keep mapping for it... Hopefully someday I Will try to do some for Dusk.
Thing that sucks is you cant really make a map that works in both without makikg significant changes. Quake Ranger is a little short cutie. DuskDude is Chad height.
ranger is a 5'1 manlet
duskdude is towering at 6 feet
or nearly 200cm for normal ppl
duskdude
-6 ft
-bhops at mach 3
-parries shit with his sickles
-tosses rocks & other props with telekinesis
-rips himself off of meathooks at the start of e1m1, yet starts with 200 hp and armor

Do y'all have a wiki or docs for getting into Dusk Mods?
Not really no
ok
You can ask unlimited questions here however ๐
well where do I start if I wanna mod the game?
Depends on what you want to mod
We're quite limited on features rn
the biggest area rn is custom levels
What type of stuff can I mod?
you can also make custom models for enemies and replace most texutures/sounds
not much beyond that
Am I aloud to modify the files and gameplay itself or nah?
in custom levels - yes, you can modify some elements
ok
thx do I just get the sdk from steam and poke around?
for file replacements yes
for custom levels it takes a bit more as we're using a side program to make levels
name of the program?
Trenchbroom
a level editor for quake
well mostly for quake
it's very easy to use, check Dumptruck_ds
on youtube
Never thought I would see such a line in my entire life.
Ranger is a dwarf
I had no idea trenchbroom was used for dusk level making
I imagine it must be possible to port quake levels to dusk?
You don't even really need to port them, they load as-is
like I said though, while you are able to load them, you would have to somehow scale them up or Dusk Dude cant walk through normal sized doorways on quake maps.
thankfull that's super rare
no reason to make an exactly 56 unit tall doorway
even then crouching is a thing
true. Quak ehas some big ass archways
dusk free???????????
?
How does this sound
it sounds like some dude with a 8$ mic and no headset is playing dusk on stream
this is my first time using audacity ok i don't know what im doing
Honestly reduce the treble a bit and it sound pretty authentic
what's treble
Treble describes tones of high frequency or high pitch, ranging from 6 kHz to 20 kHz, comprising the higher end of the human hearing range. In music, this corresponds to high notes. The treble clef is often used to notate such notes. Treble sound is the counterpart to bass sound. Examples of treble sounds include soprano voices, flute tones, and...
High frequencies basically
Well actually I'm not even sure if it's the treble in this case
Hold I'm gonna check it out in Audacity on my side
Yeah try lowering the treble and mids a bit to make it more like the quake sounds
not seeing an options for "Mids"
i need to emphasize i am an audio idiot
i know nothing of how it works
ok how's this
Sound pretty good to me tbh
well 1 down, god knows how many more to go
the end crusty sound makes it a lil weird imo
yeah but i think that might go unnoticed during gameplay
plus have you heard half-life 1's voice files
shit's crustier than moldy bread left in the sun
anyways i think the issue here comes down to dusk weapons having an echo after firing, something sounds in older game slike quake didn't really have
I think this is more Duke 3D crunchy than Quake crunchy
Does anyone know if the SDK still is on schedule for development (aka will it still release around the end of the year)
There will be an update this year
[x] doubt
nice
Relate
https://dusk.mod.io/the-colossus omg new Dusk map dropped (it's not a shit post either)
so i tried bitcrushing the turret alert sound by lowering it's sample rate and it created...this
bruh
do I qualify as a genius yet
somehow I managed to do this and it looks correct ish
why don't you just follow dumptruck's advanced curves tutorial?
pipe looks fine, wouldnt notice in gameplay but you can get really nice on grid curves with CZG methods
meh
Is there really a reason beside maybe slight lightmapping speed optimisation
Fuck it looks good
looks a little nicer if you use phong
but phong is cring
Phong is like doom 1/2 texture filtering
Or smooth shading in blender without consideration
please, for everyone's sake, never put the words 'doom' and 'texture filtering' together
the only good context
wat
Hey there. New to dusk modding. I've been trying to figure out how to make custom enemy models, but haven't found a tutorial anywhere. I downloaded a custom enemy model replacement mod (SUSK, the among us one) and tried to figure out how it works then imitate what it's doing. I made a test model and exported it as an .iqm file, renamed it to mage.iqm, and placed it in the Susk folder with all the custom enemy models. However, when I ran the game, the enemy that was supposed to have my model was invisible. Does anyone know what could be causing this or how to fix it?
I thought it might be due to the lack of a texture, so I added a texture to the model in Blender then re-exported it. Still invisible. I then downloaded a custom texture model to see how the filepath works, and imitated that, placing my texture file in \Dusk\SDK\mnt\local\ [mod folder] \textures\monsters. Still invisible.
I'm pretty stumped here. if anyone could give me some pointers I would greatly appreciate it. I love this game and really want to contribute to its modding scene.
iqm blender exporter plugin: https://github.com/lsalzman/iqm/
noesis: https://richwhitehouse.com/index.php?content=inc_projects.php
my first guess is the lack of armature in the model
or rather not selecting it when exporting
but could be anything
the vid is a step-by-step so that may help
No lights on atm otherwise I'd chime in
Vriska's tutorial is a blessing
Lack of textures would still make the model show. But it would be fully white
Posting the .blend here could also help, so we can see what is happening
One gotcha I ran into was not having model and armature/skeleton on the same layer
the dumbest way it could be a problem is if the model is really low on the axis and it's just underground
unlikely tho
Lol true that
The geometry, the enemy placement, the balance were all pretty good in general, even if I havent found a couple secrets. The visuals of the map were a little flat because of the lighting, and it's a shame since it could easily be improved by getting rid of worldspawn light and applying some basic sunlight and light sources other than candles. Also the texturework (at least at the start of the level) was a little janky (especially the tree textures).
It could use some invisible walls in a couple areas as you can see me going out of bounsd accidentally while secret hunting. The castle stairs could use an invisible ramp as I was getting stuck on them a couple times. I think I skipped an assault rifle too, as I saw the ammo but not the gun itself. The arsenal could use some variation in general, and while I understand it's a short level it wouldnt hurt to add a pistol and maybe place the AR is a little bit more obvious spot.
Overall the level was fun, short but sweet
you ended up figuring this out? ๐ซ
I hope so fucking bad that we get particle and fog support for the new SDK
fog..........
?
Ok, so I followed this tutorial, selected everything before exporting, etc. Still nothing
^There's the .blend file
^there's the iqm file
I can check today but i'll have to get from work in like 5-6 hours
awesome, no rush lol
The model is literally just a block with an armature. I added those animations and exported with them listed the way you said to, but I didn't actually animate anything.
That should be fine
Before i can check for myself, make sure the model big enough to see and you enabled your mod + moved it above dusk base content in menu
I don't know how to check if it's big enough, but it's all set up and enabled in dusk correctly
Oh fuck sorry
Was distracted so I missed it
I'll test it right now
I observed a couple things in the blend, but I narrowed the cause down -> the mesh not being parented to the Armature
I tested this with some other assets (by removing the parent) and that also had the models show up as invisible once ingame @quick seal
also this is a really dumb thing Blender does, but make sure to clicky this shield to make sure your animations don't get purged if you close the file
exporting without / with the wrong animation names will just have the model tposing
and there's the mage replaced with your cube ๐
glad it got sorted out
it'd be neat if an armature got generated automatically if the model doesnt have one/it's not detected
@ancient depot
or at least if the model still loaded in lol
without one
Thank you so much for your help.
did that fix it? ๐ซ
anyone know how to get around this?
(I'm trying to copy some stuff from an old map into a new one but that map has valve format I think)
The old map is likely not the sake format
Byvthat i mean valve/standard
Oh wait
Oops u said that lol
You can convert map types
With ericw's tools
1 moment i had a guide typed out
HOW TO CONVERT MAP FORMATS if you ever need it
so first of all go into the folder with your qbsp.exe and drop your .map there
in the address bar type cmd
in the command prompt type the following
qbsp.exe mymap.map -convert quake(or valve, quake2 and any other TB supported format)
MymapValve.map
now I wont have to redo these annoying arches I made before
does dusk not support colored lights, or do i just not know the format to input them in trenchbroom?
it supports colored lights
there's a color picker tab in trenchbroom, but you'll have to give the key value tab some room so that it pops up
im fairly new to this, I am trying to utilize class light_environment, property _light and use those color values and it doesn't work. I'm unsure where a value tab/color picker would open. I was just trying to set _light to 255 0 0 200 to show a red light, for instance
you gotta do _color i think
new key called _color
_light only has 1 value and is only used for brightness
thanks!!!! Very excited ๐ is there a list of attributes anywhere that dusk uses? I feel like a lot of the quake ones might be slightly off based on what some stuff comes with
a lot of stuff is used by the compiler
idk if its key values but sdk wiki has some stuff documented
also you should be able to use almost everything from quake
a little less from half life
thanks!
Nice map
Is there a way to currently get duskworld to boot a custom map via the console if I make a maps folder somewhere or something, or no mp map stuff yet?
no mp map support yet
and i dont know what light environment is for
most use ericw tools sunlight, sunlight2, yada yada
okeydoke, thanks again!
For baked lights you need to make sure you use a map compiler that spits out a .lit file, and keep that next to the .bsp when you put it in the maps folder
That's assuming you're building a BSP2, if you're making a GoldSrc-format map using Half-Life tools then coloured lights should just work
Where can I see the latest patch notes?
Thanks, you're right almost nothing's changed since I left.
for good reason lol
Why's that?
since it's being remade from ground up without all the janky bs we've been dealing with
so not much reason to patch the old one
Oh nice, can't wait for that.
Sweet
there is also _sunlight and _sunlight2 as well as _sunlight_color and _sunlight2_color respectively for the skybox settings
That's a little undescriptive lol
They require a lot of nuisance to use
I'll type it out later if needed
thanks everyone for the info, I am crossing my fingers for MP support to come with workshop support
yeah I know I just wanted to mention it
Workshop support
MP support won't be coming with that update
whats MP
Multiplayer
o right
Massive Penis
Vriska: The Chaotic Neutral Dusk mapper
what's cowgirl gonna look like in hd...
hot
heheheheheh
ik youโre tryna be vanilla but consider some other building textures as well
Yes
Vanilla 4ever ๐ฅ
Man it'd look actually mega fire with custom stuff tho lol
i grant you permission to post pics
Thx
i was making a map for dusk mp but then it turned into a quake map, so it'll be a dusk mp map later 
not really map progress, just a setpiece that will never see light of day
i was trying to mess around with bigger lightmaps, grabbed a newer build of ericw tools only to find out dusk sdk hates it
scaled texture jank doesn't seem to work well either
so this'll sit around until i find some use for it
How so?
this is what forced custom lightmap scale looks like
-lmscale 4, looks like modern art
scaling every texture manually looked like it worked at some point? but that was barely noticeable, so I pushed it really high & the lightmaps lost shape and became really buggy
Kinda looks like something Iโm making
Vaguely
Also working on some more episode 3 looking stuff
if u guys ever update that stuff more i prolly will give mapping a try
Is it
yet? ๐ญ
will be 
my god, i've found it
the secret to making trees/outdoor areas in DUSK
it's just copy and pasting czg curves
Now make them not look like cardbord with the skybox behind
My only issue with the default dusk tree tex
They need them layurs
Otherwise they just don't look like a forest
And this kinda stuff becomes a lil harder to make
yeah thats a little annoying
im thinking of extruding inwards just a little bit, adding a void texture ~8u behind the tree textre
but thats a bit of work for a cheap parallax effect
But that doesnt look vanilla
I just do this
what is this
How I do trees + background in my maps
Yea thats what im sayin by multi layering the trees
oh
You could also be based and combine that with the object trees
They're basically free on performance side
Ugly ass no shadows tho
But still usable
Vanilla also looks like legos
I make my treelines like early 2000s vaporware.
But what about the90's quake shovelware
just func_train in quake I think
ohhhhhh this is in quake
i didnt realise
that's why it's lightstyled huh
i can totally see this being done in dusk though
aside from lights
just need to loop a shit ton of managers
and parent lots of things
use doors and walltoggles instead
Yea that would be the optimal way
Im talking about doing that exactly like in the vid lol
Honestly, i dont give a shit about getting alot of features. But lightstyles would really butter my biscuit.
That looks so good. Would be amazing for ambience
Yea lightstyles are seriously great
lightstyles
door noises
fog
ambience
literally any of those. right now maps feel just.. "empty" from the lack of sound besides music
hopefully there will be keys in the style of copper or something for sfx/etc
maybe even expanded limits on light styles ๐ณ
id KILL for the ability to add map ambience
n just extra sounds in general without replacing the music since that totally ruins immersion lol
And uhh and uhhh custom models too!
Lemme make things with ease in blendur
And use them
Instead of brush-fucking
Will save on resources too
while we're at it can we get boobies too
And put a coffee machine in it
yeaaaaaahhhh he gets it
i mean could we put high poly model of boobs in a map then?
And put a coffee machine in it
the question now is could both be interactable?
Breakable
LOOKING FOR PLAYTESTERS
Remake of missions 4 through 6 for my campaign are ready for feedback. The latest version has been uploaded to the mods.io page. If anyone is interested they can downloaded it there.
If you want to playtest but have not been given access to the page let me know.
ooooh
Gon play today
more progress with HD textures. Now adding embossing (as a separate layer in the .psd) so each one will have depth. Here's some examples
I'm tired
fun fact: because I'm an actual psychopath, I hand-made each gray-scale height-map for each texture so the emboss effect is as physically accurate as humanly possible. The fun side-effect is that I can disable the emboss effect to create a flat, evenly shaded Diffuse texture, and easily generate a perfect normal map from the height-map layer.
IF some lunatic was interested in playing DUSK with normal mapped textures. Don't even get me started on metallics.
God daym man
I need this so badly
lmao
i love how yucky the gore textures look
actually fucking putrid you nailed it lol
how does sdk scale textures
like if you put a hd in would it be hd or would a texture look bigger/ took longer to repeat itself
@worldly aspen that rust texture looks sick!!!! Are you doing all the base dusk textures?
The engine is looking for a PNG file matching the name used in the texture. It should have no effect on UV coordinates, and it shouldn't care about resolution
Yep! And items if I can
The HD textures match the old textures aspect ratios. They should appear exactly as they do in-game
If a UV coordinate is stretched or squished in game, That's just how it's going to be
Nope. Photography, layered effects and digital painting by hand. Built from scratch using the old textures as a template
This is correct
UV coordinates inside BSP files are dependent on texture resolution, but the intended resolution is stored within the BSP, so we convert them to normalized coordinates so HD textures work fine
Anyone have that super early dev screenshot with the bump maps?
Because it's becoming a full feature now lol
Hell yeah
30fps gaming
Respectfully Bricked up rn looking at that
duskplaces
ME ME ME ME
You have access to the page just download the latest version
first normal pills, now normal maps??? wtf is going on bros
what next ? normal games ? normal weapons ?!
normal people??
Are we getting gravity flippies too? 
you won't be going cray cray for a while then 
Pag
One of my doors wont open
Works fine if I move it to a different location
It's just that one spot on the map
can you show a screenshot of it in-editor with all the properties
Wat?
i ported all models from dusk into trenchbroom so they could be visible a long time ago
it comes with install instructions
I downloaded it but I don't see models
the one in pins? specifcally that one?
cuz if you dont have models then something is wrong and it's very likely the pathing of your game setup in tb
if you want we could try figuring that out rn
or is the door higher priority
regardless, the first thing i'd do if it behaves like that is to just make it all over again from scratch
Yeah, the one from pins
Already tried that it still didn't work
I didn't follow the instruction exactly
That could be why
weird
do you mind sending me the map or is that too private lol
Like I didn't put it in id1 I put it somewhere else
yea needs to be id1
I can send it
๐
honestly it's time for that place to go private untill documentation is out imo
i dont recall ever needing to refer someone there when ppl just ask things anyway lol
and the answer takes a second
it's constatly botted too
We'll probably decommission that wiki eventually
Keep complaining Vriska, I'm about to start a career as one of the many highly skilled associates committed to client satisfaction ๐
Oh DAMN this one turned out great! A little more complicated than I'm used to, plus the color is a tiny bit off from the original, but I chose to split the difference with the photograph I was using as reference
the original and the reference photo
I painted a simple height map with sloped edges, then used every trick in the book to chew everything up, make it all knarley, layered and colorful.
Good stuff
god you are a WIZARD lmao
how to make mod
levels seem kewl
We're using an editor named trenchbroom to make the level itself, then just compile it and drop it into a folder and boom, it's playable
I have been thinking, I enjoy playing dusk slower at times, peeking around corners, especially in the 2nd episode.
How do you make these?
do you have photoshop? hard to explain without it
if you can import or browse a .psd file, I'll send it your way so you can see the process
I use substance designer for textures
Havent done anything that Iโve imported into dusk yet but Iโve toyed with the idea
y'know how quake mods inspired new games entirely, maybe that could be the case for dusk aswell?
generally speaking mods almost always inspire new games, TTT inspired a dozen of games, Modern battle royales, Dayz, CSGO so on and so on
This ones been bothering me but it's done now. Literally easier to spend a few hours making the chain-linked fencing in blender than trying to fake it in photoshop.
When can we see some in game screenshots? ๐
might be 2 to 3 months. By the time I've done enough of them for the difference to be noticeable, I'll be close to finished
Rong chat
@K3N was here
Because func_clip makes a brush invisible
If you want a brush to stop a player and be visible then... Just use a normal brush lol
but i want bullets to go trough
Not much you can do here, but lemme double check
bruh cant even recreate 1-1 L
I think func_illusionary lets bullets through but i dont remember
it does not
Which section exactly
what does fun detail do?
well there are fences in the back of the house in 1-1
func water with fun clip might work
You'll hit the bars but at least its kinda shoot-through

phong good

