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  • Great stuff!

    Alright, for testing I've added an alpha channel to the original Q3A sky texture and even if I have to say so myself, its accidentially looking evil.


    basically in the base of the demo1 level here the files loaded were:
    [base]/skies/[demo1]/sky001_solid.tga
    [base]/skies/[demo1]/sky001_alpha.tga

    It doesnt matter the image format... this will also work:
    [base]/skies/[demo1]/sky001_solid.jpg
    [base]/skies/[demo1]/sky001_alpha.tga

    if it didn't find the files there, it will have tried this:
    [base]/skies/sky001_solid.tga
    [base]/skies/sky001_alpha.tga

    Is this an acceptable standard?
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    • I suggest use simple [base]/textures/[demo1]/ if not exist then use [base]\textures
      Because already exist 2 texture packs with that structure and sky is level depended textures.
      Small jsHexen2 and retex project http://hexen2retex.narod.ru/

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      • How about to add GL_texture_non_power_of_two extension to engines too speed up texture loading and its make it looking good, saves memory.
        And expand mouse look to allow 90 degree looking up and down.
        Fix sky using darkplaces sources or FTEQW. Sky looking ugly when you near sky surface.
        Or even use texture shaders too reach water warping like in software mode.
        As it do DirectQ or GZDoom.
        Interpolation of Moving, Models, Flickers, Animated textures would be great. But it maybe wery hard to realize.
        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
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        hexen2 maps, mods, addons, etc, torrent

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        • I've updated the sky texture loading code to match what you suggested... it makes sense

          Yea, thats another issue... textures loads very slow.
          I'll do some research into that.
          Last edited by Korax; 09-10-2010, 06:24 AM.
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          • Wht dont blend all of our work in a single project?
            I'm hearing many coders, all with good skills, talking about the same problems...
            Maybe is better to join forces and work together in a single, big project?
            Ia! Ia! Shubb Niggurath!


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

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            • Originally posted by inkub0 View Post
              Wht dont blend all of our work in a single project?
              I'm hearing many coders, all with good skills, talking about the same problems...
              Maybe is better to join forces and work together in a single, big project?
              True Good Idea
              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

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              • I prefer a good hi-res skybox over those weird (scrolling?) skies tbh. Those latest screenies also look incredibly dark to me.

                I also think the skins for the viewmodels, powerups etc. need to be redone from scratch tbh, IMO they're not up to the quality of the new wall textures.

                Can you package the normal maps separate from the diffuse maps, like the Quake Retexturing project does? For those of us who don't want RT lights and bumpmapping. ;-)
                Scout's Journey
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                • Originally posted by golden_boy View Post
                  I prefer a good hi-res skybox over those weird (scrolling?) skies tbh. Those latest screenies also look incredibly dark to me.
                  I like skyboxes too, but the dark sky is not a bad idea

                  Originally posted by golden_boy View Post
                  I also think the skins for the viewmodels, powerups etc. need to be redone from scratch tbh, IMO they're not up to the quality of the new wall textures.
                  i like jeank models, i changed only the bushes and the trees, the other seems ok...

                  Originally posted by golden_boy View Post
                  Can you package the normal maps separate from the diffuse maps, like the Quake Retexturing project does? For those of us who don't want RT lights and bumpmapping. ;-)
                  What normal maps ??

                  @WhiteMagicRaven

                  Great! i hope the other 2 project masters will have the same mind! (FTEqw is a separate case, but Spike will help us too ) and... i know that you look my website every day ! thanks
                  Last edited by inkub0; 09-10-2010, 11:55 AM.
                  Ia! Ia! Shubb Niggurath!


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

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                  • ^.^ Big thanx to you =)
                    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

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                    • Originally posted by inkub0 View Post
                      What normal maps ??
                      I thought you were going to do normal maps?
                      Scout's Journey
                      Rune of Earth Magic

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                      • Originally posted by golden_boy View Post
                        I thought you were going to do normal maps?
                        Yes, but normalmaps will be done later, when I'll finish Hexen 2 and Portal of Praevus textures
                        Ia! Ia! Shubb Niggurath!


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

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                        • inkub0: i see your 078 pack, great things, new object like fishes and other look very good.

                          About sky - please, also add 4 sky textures in your main folder, because they used from many levels (in some maps i leave only one level-depended texture and other must be loaded from main folder)

                          Korax: may be that be good idea share our project, use independent an easy for replace modules for future modifications. We all, you Spike and i try do same thing in different time, but for example bloom can be very easy shared between all 3 us engines and its work with same way. May be in future better use that scheme - research or different or same ways but make easy transported code between engines.
                          May be and Spike do something help for us - his engine look really good, only little trouble is not full compatibles with gameplay Hexen2 for now.
                          As i say i am a bit lazy, too lazy for discover wheel every time
                          Small jsHexen2 and retex project http://hexen2retex.narod.ru/

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                          • Hehehe... if you coders guys will start an entirely new project sharing all the code written at this point, i'll be the happier man oh earth

                            we'll call this project... "fusion"
                            I thought that maybe Hexen2 is more similar to Quake2 than quake1, because in q2 he have the inventory... take this thing in your mind, when you'll search for fresh source code

                            good night guys..... i created many floor textures for MESO maps... i'll release soon the v0.8
                            Ia! Ia! Shubb Niggurath!


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

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                            • Little nightly update of jsHexen2 1.19_01: Fixed some small bug, little tuned.

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

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                              • v0.8 of my texture pack released

                                Jeank, great Job, i saw some modifications in the menu (or am I wrong?)
                                Ia! Ia! Shubb Niggurath!


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

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