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  • [QUOTE=golden_boy;73510][IMG]http://
    Also, I wish someone would make .lit files for Portals of Praevus... this tool was used to make the hexen 2 ones: JSH2Colour.exe...
    QUOTE]

    Jeank have .lit files for Portal of Praevus
    Hexen:Edge of Chaos: News - my most awaiting game
    Qtracker - for easy searching of Quake and HeXen II servers
    HeXen II: All Source Ports List - i am collecting everything for HeXen II
    HeXen II Files - under development
    Me at Facebook - want play hexen2 multiplayer write me
    hexen2 ftp
    hexen2 maps, mods, addons, etc, torrent

    Comment



    • it's wonderful that in a month a great part of Hexen 2 worldwide community visited this thread. It's a great chanche to develop better and better engines! It's a great chanche to create something wonderful, and reach the graphic and gampeplay level of Quake 1 today!!!

      I'll add a package with all .lit files on my website soon... I'm thinking to change the title of the project in "Community Hexen 2 Enhancement Pack" or something similar... As we can see, Jeank is a precious resource!

      TEXTURES: Inkub0, Jeank
      NORMALMAPS: Inkub0
      .LIT: Jeank
      .RTLIGHTS: ********somebody?
      ENGINES: Spike, Korax, Jeank


      TODO FOR ENGINES

      External texture support (Both Jpeg and TGA)
      Normalmap Support
      Parallax mapping support
      Fog
      Skyboxes
      pk3 support
      md3 support
      walk and run fixes
      customizable sprites

      @ coders: be smart, copy and paste all the code you need from other opensource software
      Last edited by inkub0; 09-02-2010, 10:27 AM.
      Ia! Ia! Shubb Niggurath!


      "Not dead is what forever can wait" (HPL)

      Comment


      • inkub0: i think soon we be have two compatible texture packs with similar structure and at least 3 engines for it: FTE, UQE, JSHexen II.
        (May be also HoT be useful, but i dont remember HoT graphic features.)

        And some new materials for textures in Egypt and Meso levels now collected, they may be cool.

        P.S. Korax, Spike, i take bloom module from your engines into next JSHexen II build, so thanks for that help, without your sources it may take very long time
        Small jsHexen2 and retex project http://hexen2retex.narod.ru/

        Comment


        • I think, with permission of HoT Guys that is better to take illumination code from HoT, i think is better than others...
          Ia! Ia! Shubb Niggurath!


          "Not dead is what forever can wait" (HPL)

          Comment


          • NewHexen is an older project of mine that was replaced by UQE.

            As for features regarding UQE:
            Q: External texture support (Both Jpeg and TGA)
            A: I'm almost certain UQE supports both TGA and JPEG loading, I'll double-check that tonight.

            Q: Skyboxes
            A: This is already supported by the engine.

            Q: Normalmap Support
            A: I've built that into the upcoming 1.14 release. if you got a texture called abc.tga, to have the bumpmap loaded you just name the bump texture abc_normal.tga ... If we would have to have a standard naming convention for this, I'm open to suggestions.

            Q: pk3 support
            A: That would be an interesting addition.

            Q: walk and run fixes
            A: Whats the problem?


            Things in the planning:
            1. I might completely re-write the blooming code.
            2. Fix the old buggy Quake/Hexen2 water warping. I'm going to check out Quake2's water warping code and implement it in the UQE engine. This should get rid of those ugly stretching issues along funny edges.
            3. Normal maps for MDL?
            4. Maybe adding movement (translation) intrepolation to smooth-out movement.
            http://www.jacqueskrige.com
            http://twitter.com/jacqueskrige
            http://www.facebook.com/jacqueskrige
            https://plus.google.com/112626039826785974740/

            Comment


            • I'll be happy if coders can share ideas on this thread!

              Originally posted by Korax View Post
              Q: walk and run fixes
              A: Whats the problem?
              In other engines sidestep is faster than walk forward...

              Originally posted by Korax View Post
              1. I might completely re-write the blooming code.
              maybe there is something more important to do, blooming is ok in UQE...

              Originally posted by Korax View Post
              2. Fix the old buggy Quake/Hexen2 water warping. I'm going to check out Quake2's water warping code and implement it in the UQE engine. This should get rid of those ugly stretching issues along funny edges.
              Yes quake2 water is better! i like quake2xp water! (and i like much the subwater effect in jshexen, that moving texture on the underwater objects)

              Originally posted by Korax View Post
              3. Normal maps for MDL?
              Why, is it a different texture system?

              Originally posted by Korax View Post
              4. Maybe adding movement (translation) intrepolation to smooth-out movement.
              FTE got goooood interpolation!

              Originally posted by Korax View Post
              you just name the bump texture abc_normal.tga ... If we would have to have a standard naming convention for this, I'm open to suggestions.
              No, use filename_norm.ext ...is more compatible with other engines!
              Last edited by inkub0; 09-03-2010, 09:40 AM.
              Ia! Ia! Shubb Niggurath!


              "Not dead is what forever can wait" (HPL)

              Comment


              • replacement textures:
                textures/foo.tga replaces any world texture named foo
                textures/bar/foo.tga replaces the world texture named foo on map bar (extra map prefix applies to all textures, takes precidence over the general form).
                textures/foo_luma.tga fullbright. drawn over the walls after drawing lightmaps.
                textures/foo_bump.tga heightmap. automagically converted to normals at load time.
                textures/foo_norm.tga normalmap with optional alpha channel containing a heightmap, alpha should be either valid or not present.

                you only want one of _bump or _norm.

                Darkplaces texture replacement mechanism for models (when applied to your average hexen2 model) is this:
                model textures should be models/foo.mdl_0.tga
                models/foo.mdl_0_norm.tga
                The extra .mdl is to distinguish between models and sprites (which is an issue with quake, but I'm not sure it applies to hexen2).

                The walk/run speed issue is pure cvars. cl_forwardspeed/cl_sidespeed/cl_backspeed/(cl_upspeed)/sv_maxspeed. The 'always run' option in the menu only changes forwardspeed, at least in quake, hence why strafe speeds are strange.

                Interpolation: FTE interpolates monsters individually, based upon their last-moved times. Unmodified engines do not interpolate animations, and thus explicitly do not interpolate positions/angles - hence why its normally a bit jerky there.

                I like the under water effect in FTE, and yes, the unmodified hexen2 one is blatently buggy and thus ugly.

                FTE's bloom is ugly. I don't use it myself. Costs too much fps, and typically looks better without, imho.

                pk3 support reduces the need to use lossy jpgs, and also obsoletes pngs for the most part.
                Some Game Thing

                Comment


                • Hi all.

                  I just finished small work with jsHexen and upload 1.18 update (there only new or changed files)

                  I remove specific jsH2 textures to other dir and some add to engine.
                  There also be couple of new textures.

                  Full version (include game files)
                  ??????.?????

                  Light version, only update files for ver 1.17
                  ??????.?????

                  I like in 1.18 simple and sweet bloodshot effect - there available add any cool textures with blood and keeping joy all the time

                  Also 1.18 can load jpeg files, but only 2^ and under 1024 - i still skip that part of resize in code.
                  Small jsHexen2 and retex project http://hexen2retex.narod.ru/

                  Comment


                  • ah yes, I tweaked the the forward/back/stafe movment speeds for UQE.

                    I've finished implementing Quake2 styled waterwarping, but I'm not completely happy with it yet.

                    Should I add the ability to also load a normal/bump map for models?

                    Two kinds of intrepolation I was thinking of checking out three kinds of intrepolation: movement, rotation and shadowing intrepolation on rotating models.

                    I'll use _norm. then for the naming convention.

                    The main goal of the UQE project is not to stray too far away from the original essence of Hexen2, because adding something different or new chips-away at the originality of the game.
                    http://www.jacqueskrige.com
                    http://twitter.com/jacqueskrige
                    http://www.facebook.com/jacqueskrige
                    https://plus.google.com/112626039826785974740/

                    Comment


                    • Originally posted by Korax View Post
                      I've finished implementing Quake2 styled waterwarping, but I'm not completely happy with it yet.
                      You mean shrink/zoom effect? I implemented this and it good working.

                      In R_SetupGL after FoV calc i just put:

                      Code:
                      if ((r_viewleaf->contents == CONTENTS_WATER || r_viewleaf->contents == CONTENTS_LAVA || r_viewleaf->contents == CONTENTS_SLIME) && waterscreendeform.value >0)
                      	{
                      		f = sin(cl.time * 0.1 * (M_PI * 2.7));
                      		screenaspect = screenaspect - (1-f)*0.05*waterscreendeform.value;
                      		yfov = yfov - (1 + f)*waterscreendeform.value;
                      		MYgluPerspective (yfov,  screenaspect,  4,  4096);
                      	}
                      	else
                      	{
                      		MYgluPerspective (yfov,  screenaspect,  4,  4096);
                      	
                      	}
                      There available change FoV, but if FoV be increased we need correct culling code, but i am lazy and i simply give values of FoV float between less than default.
                      Small jsHexen2 and retex project http://hexen2retex.narod.ru/

                      Comment


                      • Thank you very much Jeank !

                        Comment


                        • Great. Now jsHexen looks even better!

                          Comment


                          • Great... is it now possible to load my texture pack in your jsheXhen?
                            Last edited by inkub0; 09-07-2010, 08:12 AM.
                            Ia! Ia! Shubb Niggurath!


                            "Not dead is what forever can wait" (HPL)

                            Comment


                            • Originally posted by inkub0 View Post
                              Great... is it now possible to load my texture pack in your jshehen?
                              Unfortunately textures still have to be under 1024 x 1024.

                              Comment


                              • Seven, Mathuzzz: Thanks!!!

                                inkub0: oh yes, now i just release version 1.19, and your pack work with that version.

                                Link to jsHexen v1.19: ??????.?????

                                Small jsHexen2 and retex project http://hexen2retex.narod.ru/

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