Mathuzzz; how many different textures does the map actually use?
Also, make sure the wad file contains those textures (check the wad file in Wally).
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Is there some documentation for the newest UQE Hexen? Because there are no options in game so I donīt really know how to activate any new engine features.
golden_boy, it works, but for some reason it havenīt found a large number of textures.
Loaded wadfile maps\gfx/QuArK.wad
added 1 texture frames
WARNING: texture ttex137 not found
WARNING: texture ttex029 not found
WARNING: texture rtex253 not found
etc...Last edited by Mathuzzz; 04-19-2013, 10:07 AM.
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Here's a build of UQE v1.16 targeting Windows XP. It still requires the 2012 C++ runtimes, the x86 ones. Also, a build with SSE2 and some other optimization enabled. Seems to work alright, but don't have WinXP to test it
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Other than that, hello~
uqeh2_116_winxp
Visual C++ VS2012 Runtimes Update 1
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@hgdagon
for doomsday there is a pack with a lot of models. although its not nearly all of the game, a lot of items are still missing. but most are remade as models.
and also a lot of people remade most of the textures from hexen
Doomsday Engine User Forums
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@golden_boy I'm doomsick. Are there any engines for Hexen 1 that get rid if sprites? Like, I can only play Doom with Risen 3d...
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See the first page of this thread. Inkub0 made replacement textures, and there are also some new monster skins etc.
Also, if you're new to Hexen, I suggest you try Hexen 1 - the original Hexen - as well! Both Hexen 1 and Hexen 2 are great games.
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Hi. I'm new Hexen (no matter how nonsense it sound). Are any new hi res textures/models for this game? Hi res that doesn't hurt your eyes at high resolutions. Thanks.
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Windows XP 32
I use UQE tools, which I think have higher limits, because with old tools I got this error even sooner.
It would be really nice of you, if you are willing to do it. I would be very grateful.
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Mathuzzz: I use FTEQW. The lighting is Bengt Jardrup's (Quake) light.exe with the max hulls bumped from 4 to 8. The same change also makes WVis work. Spike provided this info.
Talisa: I'll share the map when finished
MAX_MAP_TEXINFO is defined in the compiler source and it's likely just a case of increasing the number from 4096 (this is ridiculously small) to 32767 (this is what Quake TxQBSP uses).
Mathuzzz: what is your operating system? I'll try and compile it for you.
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MAX_MAP_TEXINFO
I was barely able to find any informations about this one. Is it caused by the texture scaling?
By the way the screenshots looks absolutely great. What port do you use? The lightning looks simply great.
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