#dusk-modding

1 messages ยท Page 108 of 1

high magnet
#

Very Thief esque

honest stag
#

Thanky

short solar
#

no, yes, no

#

i think i may have broken something

blissful lion
#

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)?

short solar
blissful lion
#

yeah so prob the func_breakable got destroyed but didnt trigger anything

#

thats game's problem

#

did you replay?

short solar
#

i might replay it today, i think something broke when i reloaded a save

blissful lion
#

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

short solar
#

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)

blissful lion
#

yeah ik

#

you have to crouch then crouch jump

crisp raven
#

When is it releasing???!!!

honest stag
#

Good question

muted glacier
mossy epoch
#

looks gorgeous

honest stag
#

Thanky

gritty forge
#

dusk's ost is like prince of persia warrior within's ost really rock

blissful lion
#

[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...
โ–ถ Play video
#

he definitely doesnt mention being into vore

#

not at all

crisp raven
#

Vriska why is prop_beaker missing from the FGD? ๐Ÿฅบ

#

I want to place beakers ๐Ÿฅบ

blissful lion
#

what

crisp raven
#

I want to place beakers

#

It aint in the FGD ๐Ÿฅบ

honest stag
#

Oh shit i didnt add that?

crisp raven
#

Nah

#

So is this the secret wrong model?? ๐Ÿ‘€

gritty forge
#

Uh oh

honest stag
#

Nope

#

That wasnt ut

#

It*

#

Im surprised nobody has mentioned the actual wrong model ONCE

blissful lion
#

maybe it isnt wrong

#

the wooden box is missing textures

honest stag
#

That aint it

honest stag
#

I'll add the beaker today if i find the og model

high magnet
honest stag
#

No

crisp raven
#

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???

honest stag
#

nope

#

it has nothing to do with how the model is textured

blissful lion
#

the small chomper isnt actually small?

honest stag
#

nope

blissful lion
#

nor intoxigator son/small?

honest stag
#

nope

blissful lion
#

nothing in terms of size?

honest stag
#

yup

blissful lion
#

why are there 3 of the same looking light posts?

honest stag
#

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

high magnet
#

Is it scarecrow_post?

crisp raven
#

๐Ÿคจ

#

Oh shit true

#

It was right in front of our faces the whole time

honest stag
#

nope

#

im honestly shocked how nobody has mentioned it yet

crisp raven
#

Wait so it's not scarecrow post being a hellknight?

honest stag
#

oh scarecrow post is unused in-game so i dont count that

#

well unused for now

short solar
#

so custom models are a thing now right

high magnet
#

Nargle is shub

honest stag
#

for almost 2 years now, yes

short solar
#

can you put a hat on the scarecrow

#

as in the enemy

honest stag
#

yeah

short solar
#

awesone

#

hey as a side note, why do the pre-killed soldier corpse map props use a different texture from the normal soldier

high magnet
#

Yeah I just looked through the entities twice, still dunno what the wrong model is

honest stag
#

wow

high magnet
#

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

honest stag
#

yea adapting textures for the damn mdls was a little painful so i thought it's fine

high magnet
#

pls give us hint

#

Homestuck man

crisp raven
#

๐Ÿฅบ

honest stag
#

the model in question is rotated incorrectly

#

visibly so

high magnet
#

Oh

crisp raven
#

Wendigo?

honest stag
#

fuckin finally jezuz

high magnet
#

Yeah I was gonna say

honest stag
#

yea it's supposed to be upright

#

but it's doing a cartwheel instead

#

but i just left it at that

high magnet
#

Damn

#

Still can't script a custom cartwheeling wendy enemy into the game though

#

That'd be pretty funny

honest stag
#

bloodsuckerbicycle.mp4

gritty forge
#

throwback

thorn fog
#

hey guys Jakob from dusk here

#

sodomize

short solar
#

do you think jabok listens to kayne

tight hedge
honest stag
#

Shkade

short solar
#

i know this might be difficult to see but this stair design is fucking awful

gritty forge
#

what

short solar
crisp raven
#

What map is this from?

short solar
crisp raven
#

An oldie

gritty forge
#

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

honest stag
gritty forge
#

๐Ÿ‘ป

honest stag
#

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

ancient depot
#

that's a good change

#

I wonder if it can merge duplicate worldspawns now

honest stag
#

"PLEASE stop touching worldspawns classname PLEASE"

ancient depot
#

and yeah the valve texture fix thing was brought up in here before

#

I'm surprised it was broken for so long

honest stag
#

"Make crash dialog look nicer" how sweet :)

#

Now i'll feel better when overusing the vertex tool

ancient depot
#

losing work has never looked so pleasant

alpine depot
#

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

tight hedge
#

Im gonna return to dusk modding

#

Finally im off school

honest stag
#

Well cum back

tight hedge
#

Also gonna make my own textures more

#

Since I got a workflow for that figured out while keeping the dusk visual style

honest stag
#

Yea trust me he knows lol

tight hedge
#

I lost access to it oof

#

and the mail is expired cause it was part of my ISP and they stopped providing email thingies

honest stag
#

Shiet

tight hedge
#

And I didnt migrate the mail acc

crimson patrol
#

Prestige ChadMike

tight hedge
#

sadge I want my legacy role back

#

๐Ÿ˜ฟ

bold orbit
#

Can't crash the vertext tool if they simply refuse to compiled dying

blissful lion
#

wdym

#

it crashes in trencbroom before its compiled

bold orbit
#

thats where jack comes in baybe

#

it doesn't crash TILL you go to compile it

crisp raven
#

It's getting crazy y'all omg.

crimson patrol
#

4est

blissful lion
#

this mission 6?

crisp raven
#

Ye

#

Then it's on to mission 4 and 5

high magnet
#

Oh shit

#

This looks like the part in Thief 2 with the village of slaughtered pagans

crisp raven
#

This guy gets it

sharp trail
honest stag
#

Number 7 - the bunker

high magnet
#

Number 7

#

Student watches

gritty forge
#

Number 6 lowerer

muted glacier
#

Number 5: That time like 2 weeks ago a troll uploaded a trojan virus as a dusk map

tight hedge
#

number 3: the time that skade made a coming out joke when you press E on a closet

honest stag
#

Number 2 - the "john learns lighting" incident

#

Number 1 - the summer jam

tight hedge
#

number 0 - mower of lawn still in SDK

gilded moss
#

yo, are there any sites where we can download custom Endless Mode maps?

short solar
crimson patrol
#

Send the image

tight hedge
bold orbit
#

*yet

gilded moss
honest stag
#

1 moment

#

@short solar

short solar
#

what the fuck

thorn fog
#

thassa lot of fire

crimson patrol
#

I did this before watcing dumps video on lighting lol

muted glacier
#

Number -1: The triangle incident

honest stag
#

On par with the sphere

alpine depot
#

oh my god

#

my eyes

#

i think im blind now

crimson patrol
honest stag
#

The sun

crimson patrol
#

Thats my twitter banner lmao

blissful lion
#

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..."?

honest stag
#

Nope

#

Only "no filling performed"

pallid herald
#

make a map thats a blank floor with the entire bee movie script on it

muted glacier
#

Oh my god youre brilliant

gritty forge
#

genius.

gritty forge
gritty forge
#

ill be surprised if a single person downloads this

pallid herald
gilded moss
# gritty forge

absolute madd lad. Things like this prove once more ALL games should have mod support

tight hedge
#

lol

crimson patrol
#

make the skybox bee movie script

crisp raven
honest stag
#

Hows mappin

tight hedge
#

Im trying to get started again

#

im redoing the last map I started on and never finished

#

wasnt happy with it

tacit iron
#

may I ask a quick question ?

honest stag
#

yea

tacit iron
#

do you consider the dusk sdk as a level editor ?

#

or could be used as so ?

honest stag
#

The dusk sdk isnt a level editor, we use a third party piece of software for that

#

the dusk sdk LOADS custom maps tho

tacit iron
#

ok, you have to use something external

#

OOOH

#

I see

honest stag
#

The recommended thing we use is Trenchbroom, but you can use anything that outputs either a goldsrc or a quake .bsp in the end

tacit iron
#

to give some context, I have to make a level using a level editor for a game for class, and I've just wondered

honest stag
#

ah

#

trenchbroom is super easy to use

#

it's for quake

tacit iron
#

good, thanks, I might ask my teacher if it suits de requirements

gritty forge
#

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": []
    },
ancient depot
#

Yeah the lightmap resolution is always 1/16th of the texture resolution

vast palm
#

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

honest stag
#

well there's -soft and -extra4

ancient depot
#

Source BSP has separate values inside the BSP for lightmaps so they can have a different resolution

tacit iron
#

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

gritty forge
#

download .wad

tacit iron
#

yeah, I have the file

gritty forge
#

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

tacit iron
#

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

primal gull
#

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

crisp raven
#

If you opt into the SDK beta in Steam you'll be able to access the assets

primal gull
#

oh swag

#

thanks

#

god, i love the austin powers movies

lyric hearth
#

How do I get money with orbit

honest stag
#

I have a zip with all .blend files with models

#

Well not all but 80-90% thanks to zombo

honest stag
#

Good old days

#

Of trying to hollow a shpere

crimson patrol
#

Yikes

tight hedge
#

how the fuck is the topology so good on that sphere

honest stag
#

I did it by creating a circle, then rotating/duplicating it several times

#

Then hitting ctrl+j

tight hedge
#

oh

#

such a stupid cursed thing to make but I approve

#

๐Ÿ˜Ž

gritty forge
#

god I can't wait for fog

#

first thing i'm gonna do is make a silent hill inspired map when it comes out

tight hedge
#

how do I make shiz glow?

#

like a regular texture

#

there is the glow rendermode but it doesnt seem to work for me

crisp raven
#

You can make certain textures emit light with _surface

#

But as far as I know glow rendermode doesn't work

tight hedge
#

oh ok

#

but how does that work

#

@crisp raven

crisp raven
#

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

tight hedge
#

ohh it's for lights

#

well that works cause the texture I use will only be used for things I wanna make glowy

muted glacier
#

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.

crisp raven
#

But it's easy :)

honest stag
#

i just never bothered with that

#

it's too complex compared to just using a light source

#

saves on resources too i think

rain harness
#

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

ancient depot
#

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

rain harness
#

Alright, ty :)

blissful lion
#

-soft -extra64

gritty forge
#

probably meant a mod for throughout game

#

that just softens up the lightmap

blissful lion
#

is it that rough?

#

imo he prob means some real time shadows n shit

#

maybe better bloom

#

the current one is an actual meme

honest stag
#

No good bloom out there

gritty forge
#

true

blissful lion
#

if its subtle

alpine depot
#

my current map is probably borderline unplayable with bloom turned on

#

it lights up the terrain like a goddamn christmas tree

muted glacier
#

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.

short solar
# honest stag No good bloom out there

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

honest stag
#

bad idea

muted glacier
#

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?

honest stag
#

Hey, maps in tb gameplay in unity

#

If possible

muted glacier
#

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?

quaint heath
#

think it would be similar to Trenchbroom to Unreal

#

you ever played around with HammUEr ?

honest stag
#

And unity can use .obj

#

Dunno how good it would be though

high magnet
muted glacier
#

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

quaint heath
#

you can gut UE's renderer to run like a feather even on mobile

gritty forge
#

faces in the bricks

#

red_brick2

crimson patrol
#

Thats some really good texturing

sharp nest
#

soo ummm

#

new sdk?

#

in winter?...

gritty forge
#

woooo sdk christmas update
r-right guys?

blissful lion
#

christmas 2021 sdk update

#

be prepared

muted glacier
#

"A watched teapot never boils" ~Sun Tzu maybe

crimson patrol
#

"a delayed game is better than a rushed game" - sun tzu i think

honest stag
#

"vertex tool made TB crash again dude what the fuck. my map is gone" - sun tzu

crimson patrol
#

"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

tight hedge
#

POV: you are making a cave level and have to make it a habit to press CTRL + S every millisecond

alpine depot
honest stag
#

Works fine

gritty forge
#

_mirrorinside 1 on func_detail_fence

sharp nest
#

tbh i just want a way to make multiplayer maps

high magnet
#

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

sharp nest
#

no blood covenant

#

weak

high magnet
#

It's the same as campgrounds lmao

sharp nest
#

nah

#

big diff

high magnet
#

Except for a few changes

sharp nest
#

huge diff

high magnet
#

idk I barely played qc

sharp nest
#

how can i play the map withownt getting 2 hp back when i touch mid

#

unnaceptable

muted glacier
#

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.

quaint heath
#

and not get the chance to fix whatever happened? nah

short solar
quaint heath
#

was talking about mister triangle soup here

#

or ma'am

#

or ... neither, sorry

muted glacier
#

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.

#

cringejakob not a single emote here can convey the anguish I feel rn.

honest stag
#

jeeeesus fuck

#

sorry to hear that

#

wait

#

maybe you sent me a test?

#

lemme look

#

nope dont see one

muted glacier
#

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.

honest stag
#

is that the call of duty zombies map

muted glacier
#

yep.

honest stag
#

shieeeet

#

how much progress did you make since

muted glacier
#

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

honest stag
#

awww damn

ancient depot
#

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

muted glacier
#

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

raven gorge
#

all the dusk textures are in black and white in jack

honest stag
#
  1. Remove all wads under Options->Game Profiles->Textures
  2. Select Quake map type under Options->Game Profiles->Game
  3. Under texture tab, select the quake.pal file from C:\Program Files\Jack\quake as the palette file
  4. Switch map type back to Half-Life
  5. Re-add WADs
#

some guy had this solution

raven gorge
#

YOO

#

i know that guy in pins

#

ty, sorry for not reading pins

#

@lament ore jackers rise up

honest stag
#

he apprears for like 3 days and then he's gone for a year

raven gorge
#

he talks a lot in the half life modding discord, TWHL

honest stag
#

oh nice

lament ore
#

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

raven gorge
#

oh nice

lament ore
#

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 andrew2

lament ore
#

@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 ๐Ÿ‘€

raven gorge
#

ty

tight hedge
#

will the new SDK come with the workshop update?

muted glacier
#

Seeing the workshop update wendigo model got me ACTING UP

tight hedge
#

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

muted glacier
#

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.

plush hemlock
#

anybody already ripped the dusk 3D models? I wanna make a mod preparing for when the workshop is available

#

I specifically need Jakob ๐Ÿ‘๏ธ ๐Ÿ‘๏ธ

plush hemlock
#

HDusk gotta start somewhere

lament ore
#

I believe vriska has em

honest stag
#

Didmt have to rip anything, devs graciously provided

plush hemlock
#

is this the Idle pose? or the Jacob t-pose

quaint heath
#

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)

tight hedge
#

iron lung is just a func_vehicle demo for dusk SDK

blissful lion
#

iron lung in dusk sdk

sonic spear
#

Im on switch ๐Ÿฅฒ

vital plover
honest stag
#

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

short solar
honest stag
#

@tight hedge just noticed a bunch of screenshots on your black industrial misery map are missing/broken

tight hedge
#

yeah

#

I know

#

I didnt bother fixing it lol

honest stag
#

ah aight

tight hedge
#

there were a bunch of glitches on mod.io when I was doing it

#

so I just gave up xd

honest stag
#

have you guys seen the beta UI of mod.io btw

#

sexy af

tight hedge
#

I'll add new screenies when I update the map

honest stag
tight hedge
#

I prefer the current one

honest stag
#

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

tight hedge
#

Also im happy to say that I have gotten relatively decent progress on my fourth map

honest stag
#

nice, psot pics

tight hedge
#

it's a surprise

#

!

crisp raven
#

I like how they removed the giant pink buttons that get in the way of the posters

tight hedge
#

this is by far the most technically advanced map yes

#

yet*

honest stag
#

neato

#

cant wait to see

supple radish
#

the sdk updating means jusk will finally update

#

ive been working on it on and off but some things not working demotivated me

hallow basin
gritty forge
#

the func_wall_toggle is gone but the navmesh remains ๐Ÿ‘ป

blissful lion
#

yeah no shit

#

funny tho

short solar
#

on a scale of 1 to impossible, how hard would it be to port Dusk's particle effects (specifically the explosions) into another game

gritty forge
#

will we get a key to customize the prompt on buttons & doors in the rewrite? something like this

tight hedge
#

Probably

#

I feel like itโ€™s an almost essential feature

primal swan
#

how do i make a map?

gritty forge
#

follow it & you can @ me if you have any problems, its really due for an update

honest stag
#

For a short answer - we use a tool called Trenchbroom, its a level editor for Quake

primal swan
#

ok thanks going to see the guide

primal swan
#

hey @gritty forge i already have a problem what does it mean create a folder in your quake game path folder

gritty forge
#

if you don't have quake just make a folder called id1

honest stag
#

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

primal swan
#

ok

primal swan
honest stag
#

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

primal swan
#

oh ok

honest stag
#

Trenchbroom is just wired to look for some Quake-related things in specifc folders when you're using the Quake preset

primal swan
#

windows says the file is sus

honest stag
#

which one? palette?

primal swan
#

makewad

honest stag
#

a new blood dev made that tool, so it's up to you to trust it

#

had no issues so far

primal swan
#

gonna try

quaint heath
#

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

tight hedge
#

egg

civic holly
#

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.

muted glacier
#

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.

blissful lion
#

really?

#

dusk dude is exactly 64 units tall

#

oh ok ranger is 56

honest stag
#

ranger is a 5'1 manlet

#

duskdude is towering at 6 feet

#

or nearly 200cm for normal ppl

gritty forge
#

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

blissful lion
#

ranger is 5'3 if duskdude is 6 feet

#

and 6 feet is like 180cm

serene delta
#

Do y'all have a wiki or docs for getting into Dusk Mods?

crisp raven
#

Not really no

serene delta
#

ok

crisp raven
#

You can ask unlimited questions here however ๐Ÿ˜ƒ

serene delta
#

well where do I start if I wanna mod the game?

honest stag
#

Depends on what you want to mod

#

We're quite limited on features rn

#

the biggest area rn is custom levels

serene delta
#

What type of stuff can I mod?

honest stag
#

you can also make custom models for enemies and replace most texutures/sounds

#

not much beyond that

serene delta
#

Am I aloud to modify the files and gameplay itself or nah?

honest stag
#

in custom levels - yes, you can modify some elements

serene delta
#

ok

honest stag
#

to a degree

#

not much freedom tho

serene delta
#

thx do I just get the sdk from steam and poke around?

honest stag
#

for file replacements yes

#

for custom levels it takes a bit more as we're using a side program to make levels

serene delta
#

name of the program?

honest stag
#

Trenchbroom

#

a level editor for quake

#

well mostly for quake

#

it's very easy to use, check Dumptruck_ds

#

on youtube

muted glacier
crimson patrol
#

Ranger is a dwarf

dusky yoke
#

I had no idea trenchbroom was used for dusk level making

#

I imagine it must be possible to port quake levels to dusk?

ancient depot
#

You don't even really need to port them, they load as-is

muted glacier
#

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.

honest stag
#

thankfull that's super rare

#

no reason to make an exactly 56 unit tall doorway

#

even then crouching is a thing

muted glacier
#

true. Quak ehas some big ass archways

honest stag
#

and super narrow doorways arent a thing either

#

enemies do need to pass

feral granite
#

dusk free???????????

honest stag
#

?

short solar
honest stag
#

it sounds like some dude with a 8$ mic and no headset is playing dusk on stream

short solar
#

this is my first time using audacity ok i don't know what im doing

high magnet
#

Honestly reduce the treble a bit and it sound pretty authentic

short solar
#

what's treble

high magnet
#

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

short solar
#

not seeing an options for "Mids"

#

i need to emphasize i am an audio idiot

#

i know nothing of how it works

high magnet
#

Sound pretty good to me tbh

short solar
#

well 1 down, god knows how many more to go

honest stag
#

the end crusty sound makes it a lil weird imo

short solar
#

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

quaint heath
short solar
short solar
tight hedge
#

Does anyone know if the SDK still is on schedule for development (aka will it still release around the end of the year)

crisp raven
#

There will be an update this year

nimble prawn
short solar
quaint heath
#

nice

short solar
short solar
short solar
sharp nest
crisp raven
honest stag
#

Neat

#

Another author who isn't here lol

#

Gonna play later

short solar
#

so i tried bitcrushing the turret alert sound by lowering it's sample rate and it created...this

tight hedge
#

bruh

#

do I qualify as a genius yet

#

somehow I managed to do this and it looks correct ish

gritty forge
#

pipe looks fine, wouldnt notice in gameplay but you can get really nice on grid curves with CZG methods

tight hedge
#

meh

honest stag
#

Is there really a reason beside maybe slight lightmapping speed optimisation

#

Fuck it looks good

gritty forge
#

looks a little nicer if you use phong

honest stag
#

but phong is cring

gritty forge
#

malicious phong good

#

should be ashamed

honest stag
#

Phong is like doom 1/2 texture filtering

#

Or smooth shading in blender without consideration

gritty forge
#

please, for everyone's sake, never put the words 'doom' and 'texture filtering' together

honest stag
#

Its in the context of making fun of it

#

So its fine

gritty forge
short solar
quick seal
#

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.

honest stag
#

I got a video on it

#

Its a bit bad but gimme a moment

honest stag
#

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

quaint heath
#

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

honest stag
#

yup

#

lack of tex is a non issue

quaint heath
#

One gotcha I ran into was not having model and armature/skeleton on the same layer

honest stag
#

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

quaint heath
#

Lol true that

honest stag
# crisp raven https://dusk.mod.io/the-colossus omg new Dusk map dropped (it's not a shit post ...

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

quaint heath
short solar
tight hedge
#

I hope so fucking bad that we get particle and fog support for the new SDK

gritty forge
#

fog..........

tight hedge
#

?

gritty forge
#

god I cant wait for fog

#

& maybe light styles

tight hedge
#

Yeh

#

But particles mostly for me

#

And fog tbh

#

But also local audio and stuff

quick seal
#

^There's the .blend file

#

^there's the iqm file

honest stag
#

I can check today but i'll have to get from work in like 5-6 hours

quick seal
#

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.

honest stag
#

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

quick seal
#

I don't know how to check if it's big enough, but it's all set up and enabled in dusk correctly

quaint heath
#

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

quaint heath
#

and there's the mage replaced with your cube ๐Ÿ˜„

honest stag
#

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

quick seal
quaint heath
#

did that fix it? ๐Ÿซ‚

tight hedge
#

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)

honest stag
#

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

honest stag
tight hedge
#

oh okay

#

thanks bud

#

I will make a copy just to be sure nothing gets destroyed

honest stag
#

It creates a new file

#

With a format prefix

#

Dw

tight hedge
#

o

#

thanx

honest stag
#

MymapValve.map

tight hedge
#

now I wont have to redo these annoying arches I made before

split sky
#

does dusk not support colored lights, or do i just not know the format to input them in trenchbroom?

gritty forge
#

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

split sky
# gritty forge it supports colored lights

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

blissful lion
#

you gotta do _color i think

#

new key called _color

#

_light only has 1 value and is only used for brightness

split sky
#

thanks!!!! Very excited ๐Ÿ™‚ 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

blissful lion
#

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

split sky
#

thanks!

half dust
split sky
#

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?

gritty forge
#

no mp map support yet

#

and i dont know what light environment is for

#

most use ericw tools sunlight, sunlight2, yada yada

split sky
#

okeydoke, thanks again!

ancient depot
#

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

half dust
#

Where can I see the latest patch notes?

honest stag
#

dw you havent missed much lol

#

but they're in steam discussions

half dust
#

Thanks, you're right almost nothing's changed since I left.

honest stag
#

for good reason lol

half dust
#

Why's that?

honest stag
#

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

half dust
#

Oh nice, can't wait for that.

honest stag
#

yeah
that update also will come with workshop

#

so that's neat

half dust
#

Sweet

tight hedge
# split sky thanks!

there is also _sunlight and _sunlight2 as well as _sunlight_color and _sunlight2_color respectively for the skybox settings

honest stag
#

That's a little undescriptive lol

#

They require a lot of nuisance to use

#

I'll type it out later if needed

split sky
#

thanks everyone for the info, I am crossing my fingers for MP support to come with workshop support

tight hedge
muted glacier
#

Workshop supportsoon

ancient depot
tight hedge
crisp raven
#

Multiplayer

tight hedge
#

o right

honest stag
crisp raven
alpine depot
#

part of a balanced breakfast

vital plover
#

what's cowgirl gonna look like in hd...BigThink

high magnet
#

hot

honest stag
#

Any of u guys have map progress

#

Send pics

crisp raven
honest stag
#

Nice

#

Are those remakes of ur campaign maps

blissful lion
#

ik youโ€™re tryna be vanilla but consider some other building textures as well

crisp raven
#

Yes

honest stag
#

Man it'd look actually mega fire with custom stuff tho lol

tight hedge
#

Man I want image perms

honest stag
#

i grant you permission to post pics

tight hedge
#

Thx

alpine depot
#

post the image elsewhere and just put the link here

#

it should embed

split sky
#

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 dying

gritty forge
#

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

gritty forge
#

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

tight hedge
#

Kinda looks like something Iโ€™m making

#

Vaguely

#

Also working on some more episode 3 looking stuff

gritty forge
#

if u guys ever update that stuff more i prolly will give mapping a try

half dust
#

Is it soon yet? ๐Ÿ˜ญ

honest stag
#

soon will be soon

gritty forge
#

my god, i've found it
the secret to making trees/outdoor areas in DUSK

#

it's just copy and pasting czg curves

honest stag
#

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

gritty forge
#

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

tight hedge
crisp raven
#

I just do this

vagrant yarrow
crisp raven
#

How I do trees + background in my maps

honest stag
#

Yea thats what im sayin by multi layering the trees

crisp raven
#

Oh

#

I thought you were saying two layers of this tree texture

vagrant yarrow
honest stag
#

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

honest stag
muted glacier
#

I make my treelines like early 2000s vaporware.

honest stag
#

But what about the90's quake shovelware

honest stag
#

lol that's sick as hell

#

is this a hellish cycle of parenting and doors

gritty forge
#

just func_train in quake I think

honest stag
#

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

blissful lion
#

use doors and walltoggles instead

honest stag
#

Yea that would be the optimal way

#

Im talking about doing that exactly like in the vid lol

muted glacier
#

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

honest stag
#

Yea lightstyles are seriously great

gritty forge
#

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 ๐Ÿ˜ณ

alpine depot
#

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

honest stag
#

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

alpine depot
#

while we're at it can we get boobies too

honest stag
#

And put a coffee machine in it

alpine depot
#

yeaaaaaahhhh he gets it

blissful lion
#

i mean could we put high poly model of boobs in a map then?

honest stag
#

And put a coffee machine in it

blissful lion
#

the question now is could both be interactable?

honest stag
#

Breakable

crisp raven
#

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.

gritty forge
#

ooooh

alpine depot
#

YOOOOOO

#

this'll be sick to come home to from work lol

honest stag
#

Gon play today

half dust
#

Looks cool

#

Are we allowed to stream it if we do?

blissful lion
#

do it if you can

#

its very helpful if the creator sees how you play

honest stag
#

It's unreleased

#

Limited access

worldly aspen
#

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.

honest stag
#

God daym man

alpine depot
#

I need this so badly

#

lmao

#

i love how yucky the gore textures look

#

actually fucking putrid you nailed it lol

blissful lion
#

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

muted glacier
#

@worldly aspen that rust texture looks sick!!!! Are you doing all the base dusk textures?

worldly aspen
blissful lion
#

but like what if you have a texture with a different aspect ratio

#

is it stretched

worldly aspen
#

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

blissful lion
#

thanks, im just interested in general mechanics

#

are you using some upscaling ai?

worldly aspen
#

Nope. Photography, layered effects and digital painting by hand. Built from scratch using the old textures as a template

ancient depot
#

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

high magnet
#

Anyone have that super early dev screenshot with the bump maps?

#

Because it's becoming a full feature now lol

ancient depot
high magnet
#

Hell yeah

plush hemlock
muted glacier
ancient depot
#

duskplaces

crisp raven
tight hedge
#

Normal maps in dusk????

#

Wtf

honest stag
#

Normal maps? What was wrong with the old custom maps ๐Ÿ™„

#

(Joke)

alpine depot
#

first normal pills, now normal maps??? wtf is going on bros

grave totem
#

what next ? normal games ? normal weapons ?!

gritty forge
#

normal people??

tight hedge
#

Man when the SDK update comes imma go cray cray

#

Coco bananas even

tight hedge
nimble prawn
mystic frigate
#

Pag

half dust
#

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

honest stag
#

can you show a screenshot of it in-editor with all the properties

half dust
honest stag
#

hey uh side note

#

where yo fgd at

#

the one with all models

#

check the pins

half dust
#

Wat?

honest stag
#

i ported all models from dusk into trenchbroom so they could be visible a long time ago

#

it comes with install instructions

half dust
#

I downloaded it but I don't see models

honest stag
#

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

half dust
#

Yeah, the one from pins

#

Already tried that it still didn't work

#

I didn't follow the instruction exactly

#

That could be why

honest stag
#

weird
do you mind sending me the map or is that too private lol

half dust
#

Like I didn't put it in id1 I put it somewhere else

honest stag
#

yea needs to be id1

half dust
#

I can send it

crisp raven
#

๐Ÿ˜ƒ

honest stag
#

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

ancient depot
#

We'll probably decommission that wiki eventually

crisp raven
#

Keep complaining Vriska, I'm about to start a career as one of the many highly skilled associates committed to client satisfaction ๐Ÿ˜Ž

worldly aspen
#

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.

high magnet
#

Good stuffapproved

alpine depot
#

god you are a WIZARD lmao

echo escarp
#

how to make mod

honest stag
#

depends on the mod you'd like the make

#

custom level, texture, whatever

echo escarp
#

levels seem kewl

honest stag
#

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

echo escarp
#

I have been thinking, I enjoy playing dusk slower at times, peeking around corners, especially in the 2nd episode.

worldly aspen
#

if you can import or browse a .psd file, I'll send it your way so you can see the process

tight hedge
#

I use substance designer for textures

#

Havent done anything that Iโ€™ve imported into dusk yet but Iโ€™ve toyed with the idea

echo escarp
#

y'know how quake mods inspired new games entirely, maybe that could be the case for dusk aswell?

sharp trail
worldly aspen
#

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.

crisp raven
#

When can we see some in game screenshots? ๐Ÿ‘€

worldly aspen
#

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

honest stag
#

Rong chat

worthy canopy
#

@K3N was here

sharp nest
#

so umm

#

any idea why my func clip brushes dont have textures?

honest stag
#

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

sharp nest
#

but i want bullets to go trough

honest stag
#

Not much you can do here, but lemme double check

sharp nest
#

bruh cant even recreate 1-1 L

honest stag
#

I think func_illusionary lets bullets through but i dont remember

sharp nest
#

it does not

honest stag
#

Wont have collision tho

#

Yea damn

honest stag
sharp nest
#

what does fun detail do?

honest stag
#

Maybe theres a workaround

#

It doesn't do anything ganeplay-wise

sharp nest
#

well there are fences in the back of the house in 1-1

honest stag
#

Its for compiling and performance

#

You can make a fence out of brushes i guess lol

sharp nest
#

func water with fun clip might work

honest stag
#

You'll hit the bars but at least its kinda shoot-through