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I think there was some mod that makes corpses stay, it also makes them non-solid, because it would be unplayable in some places. But I canīt remember the site.
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Thanks again to talisa and to her kindness but I can't find a way to get Hexen2 the way i like with FTEQW... I'm still with jsHexen.Originally posted by talisa View Posthope the info i gave helps you
May be when i'll spend a little more time I'll find comfortable with FTE. I'ts a pity we cant use your models in other engines, but I read and understood the point
Another few questions to the comunity:
-Is there a way to make the corpse stay? and to have some blood spatters/stains?
I tryed to search for peanuts project but I could'nt find nothig downloadable...
P.S.: Seems that the two download links for the Hexen's LIT files in Ikub0's page are broken.
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Hello Mathuzzz,
There is a saying in Germany:
Even a broken clock is right twice a day
Even a blind chicken finds a corn once in a while

There is not much that I know. Learning and failing are the order of the day.
But together we can make it somehow

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Regarding the "old" partly transparent model issue:
I noticed that Jeank made the flame in his modified engine transparent. Which looks great:

While in other engines it is not (= standard H2):

Please also see this post.
The texture + model in both screens are identical.
So, this must be made engine sided.
Jeank is a kind man, who answers emails in a short time.
As you remember, he implemented the replacement model fix last august.
You should contact him and ask which way is possible for you to have something similar for other models (without modifying the egnine code).
I am also very interested in it.
Best of luck,
Seven
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MF_SPECIAL_TRANS is a model thing, not a QC thing.
if you open the model with a hex editor and find byte 57 (0-based, the second byte of the 14th 'dword'), and set it to 0x80, you should enable the flag in your model without needing an editor that understands hexen2.
but your skin's palette will now be f***ed. I really don't know of any editors that support it properly, but then I've not tried looking.
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Once again I thank you for your exhausting answer, Seven. You always have answer to my endless problems
Of course it worked, though I lost transparency and the glow around the fire, which is jsHexen issue. But nevertheless thank you, I spent my entire yesterday to figure it out, while it was such an easy matter.
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Hello Mathuzz,
I can only answer your question in relationship to Quake.
But I guess it is done the same way in Hexen2.
If not, Spike will surely answer your question correctly.
I always asked the same question myself:
Who tells the torch model to automagically play its animation frames ??
I first thought, these things are hardcoded on the engine side for specific models.
But then I saw this tiny little symbol in QME:
It is a small circle beside the camera symbol:

The feature is called "Group Frames in scene"
You can enable/disable it via right click menu:
(click on thumbnail to see big screenshot)

If you disable / ungroup it, the torch flame will NOT animate in-game.
If you enable / group it, the torch flame will animate in-game.
It even doesnt matter how many frames the animation has.
It will be played in a loop endlessly, as QC does not tell the engine how many frames a model has.
So, be sure to group your custom model and it will most probably animate, if Hexen2 follows this Quake behaviour.
Another important feature for you to know is, if a model shall start its loop always with frame1 or a random frame.
This is declared in "Model properties" here:
(click on thumbnail to see big screenshot)

Best of luck,
Seven
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Hi everybody,
I have this strange problem, whenever I import model with more frames into Hexen, the animation wonīt play. I can set the model into certain frame with map editor, but it will only stay at the frame. Few years back I tried this with Quake and donīt remember having these problems. I imported brazier model and merged it with Hexen fire model manually, so I can scale it properly. However the fire always stays in the first frame. In model editor, it works fine and I tried QME and Quark model editor. And I only replaced the model, havenīt touched the code. I also checked code for other Hexen objects with animations, there is nothing there, only monster animations are defined, the animation is supposed to play automatically I guess. Have tried to import other models with frames, Heretic 2 banners for example. Same results.
spike,
thanks for your answer about the MF_SPECIAL_TRANS 32768, but havenīt had luck with finding anything in the hc.
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just finished making the boots of speed

DOWNLOAD BOOTS OF SPEED
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@gangrel
thanx, i love these games and really enjoy making stuffs in blender
i myself use inkub0's textures, jeank's hires textures for monsters&items,
and inkub0's lits for hexen2, which you can all find here: Hexen 2 Texture Pack
in texture options in FTEQW, i have both 'deluxemapping' and 'specular mapping' enabled
be sure to for particles to work correctly in hexen2 with FTEQW, to open console and type r_particledesc "high h2part"
hope the info i gave helps you
Last edited by talisa; 02-07-2014, 05:34 AM.
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@talisa
Thank you for your amazing work! I'm waiting for other new high poly models, your passion is really admirable.
Meanwhile I'm trying to get FTEQW work the way I like. I'm a happy user of jsHexen just because it give me better results in matching the original look and feel of the game, with FTEQW I cant match it...
I saw your screenies and they look completly different from mine...
can you give me some tips?
Thank you again, for all your works.
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re-made the book, both open and closed versions.

DOWNLOAD BOOK -OPEN

DOWNLOAD BOOK -CLOSED
these are for use in FTEQW, just like the other items ive remade,
and instructions on how to use them are the same
.
starting to think it might be good idea to make a new thread specially for all the items ive made for use in FTEQW,
especially since i might just re-make more hexen2 models in the near future
once im done with everything for drake-mod, which just has a couple models remaining i might start re-making hexen2 stuff
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@duoranger
no afaik there are no hi-poly models made for hexen2 except the couple items i made,
which you can find here:
amulet of protection
quartz-flask
treasure-chest
crossbow & arrows
.
jeank has a long time ago made a whole bunch of hi-res skins for a lot of items though,
and inkub0 has made a near-complete hi-res texture-pack for world,
which you can both find here: Hexen 2 Texture Pack
currently i myself am working on making hi-poly models for a quake-mod called drake
http://quakeone.com/forums/quake-mod...er-ups-hd.html
but i am very close to achieving completion of all models from the mod,
and once i am done i might just start making hi-poly models for hexen2
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guys, there's a High poly mod for hex II?
i mean something closer to QR
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Does Hammer of Thyrion have lerping for animations and player movement?
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just made an alternative 'gritty' version of the amulet
which is made of rusty metal instead and has a simpler string instead of a chain

DOWNLOAD AMULET OF PROTECTION -ALTERNATE GRITTY VERSION
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yeah i can completely understand seven, it would surely be great if they could be mdl for the sake of compatibility with all engines
however the low limits of the format, the inaccuracy of vertex-positions
and the fact it doesnt support a multitude of features like multiple models saved as a single file
make the format insufficient for such detailed models like the ones i make
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