Originally posted by Seven
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Yes I have (that is one of my Hexen2 game folders).
FTE created the subfolder "fteh2" automagically a long time ago.
I do not know if that subfolder will be created with recent noodle builds too.
Anyhow, as mentioned above, throw Spike´s source into that folder.
And let the magic begin...
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just finished making another gloss-map
rtex251_gloss
dump into data1/textures to use it.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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Originally posted by splitterface View Postjust finished making another gloss-map
rtex251_gloss
dump into data1/textures to use it
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fte favours GL, yes, however there are builds with only a d3d renderer though.
Direct link to one of moodles' builds: http://triptohell.info/moodles/win32/fted3dqw.exe
Supports only D3D, and thus will not even try to use GL.
Note that the d3d renderer is lacking features compared to the gl one, specifically it lacks rtlights, specular, water effects, bloom, basically anything that depends upon hlsl. That's kinda the point at which I lost entusiasm for it.
Note that I've not tested fted3d with hexen2 much, so you might find some omissions.
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thanx sylux, glad you like it
its great to be able to contribute to make a game i love that,and could really use some loving since not many people have made stuff for it at all, look more fancy.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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alakazam... and yet another gloss map done
eviltex_gloss
its the coffin right at start of demo1, in the first room straight ahead on top of stairs
hope you all like it, lemme know what you think of it, wether it was a good idea or not to make the skull and the pentacle on this texture have some light gloss over them.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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I could probably make some high poly weapon models, though I would have no idea how to animate them or get them in-game.
Also yeah, there appear to be issues like warped water textures, the client crashes when you try to go to the video settings menu, etc.
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Originally posted by splitterface View Postalakazam... and yet another gloss map done
eviltex_gloss
its the coffin right at start of demo1, in the first room straight ahead on top of stairs
hope you all like it, lemme know what you think of it, wether it was a good idea or not to make the skull and the pentacle on this texture have some light gloss over them
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@Spike
How to spawn a new light? r_editlights_spawn doesnt work.
and...
Is it possible to select the lights with DP method? (pointer fixed to centre, no clik to select? i think it's really faster... and when you select the right light, a right clik can activate the properties menu... )Last edited by inkub0; 12-04-2012, 06:37 AM.
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@inkub0
yeah sure go ahead and edit it. thats why i asked if you all thought it was a good idea or not to add gloss to that texture, cuz i didnt know if it would be an ok idea or not
@all
made a couple more gloss textures... some chains, a glass-in-lead window, and a door
rtex083_gloss
rtex085_gloss
rtex092_gloss
rtex110_gloss
like before, just drop them into data1/textures to use them.are you curious about what all there is out there in terms of HD content for quake?
> then make sure to check out my 'definitive' HD replacement content thread! <
everything that is out there for quake and both mission-packs, compiled into one massive thread
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@inkub0:
see the fourth line of the key shortcuts that are shown onscreen.
note that the m, [, and ] keys will move the current light around. if the selected light changed simply because the old one got moved, keyboard autorepeat would likely mess things up for you eventually.
imho the real solution is to reduce/remove the need to interact with the actual menu by moving common editing to shortcuts (like the m key to move the light).
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Originally posted by Spike View Post@inkub0:
see the fourth line of the key shortcuts that are shown onscreen.
note that the m, [, and ] keys will move the current light around. if the selected light changed simply because the old one got moved, keyboard autorepeat would likely mess things up for you eventually.
imho the real solution is to reduce/remove the need to interact with the actual menu by moving common editing to shortcuts (like the m key to move the light).
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yeah, different keymaps suck - from a programmer's perspective anyway.
You can always set in_builtinkeymap 1 and it should treat it as a US keymap.
I've just updated the light editor a little to use unicode chars instead, and a couple of other things that should help make it a little more usable, although you'll need to hold altgr with it...
newly inserted lights should use these cvars for their respective default values: r_editlights_import_ambient r_editlights_import_diffuse r_editlights_import_specular.
I'll update the engine at some point to use those cvars when importing also, so no more silly gloss values.
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