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This is a sticky topic.
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.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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A large problem with Hexen 2 mapping is the lack of modern map compilers.
For Quake, we have Bengt Jardrup's tools (features like sunlight etc) and the new Tyrutils (even support detail brushes).
For Hexen 2, there is nothing like it. You're limited to stone age map compilers.
I have recently modified Bengt Jardrup's Light.exe (MH version with .lit file support) to work with Hexen 2 maps. However, the sunlight feature doesn't work for some reason with h2qbsp compiled maps.
I also have WVis with Tuna fix adapted to Hexen 2.
I'm working to create modified Treeqbsp as well, but it is hard - I'm not a tool coder.
It seems all existing Hexen 2 QBSP variants create solid sky? This is horrible.
With the current tool situation, serious hexen 2 mapping is a lost cause. I need at least sunlight support, lit file support, and support for delay 2 lights (inverse square falloff). The existing hexen 2 light tools are unacceptable. It is the stone age.
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a word from Ozkan Sezer:
The classic ones such as Quark or BSP don't natively support linux,
however the new TrenchBroom does: to my knowledge, it doesn't
support hexen2 yet, but I think it's a matter of time he does that.
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So i hope TrenchBroom make live more easier.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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Hexen 2 mapping tools are of course stone age golden_boy and I´m struggling with their limits right now. They are the reason I stopped mapping few years back and it seems I won´t be able to finish my map, no matter what, existing tools simply allows only small, non-detailed mapping. It would be frustrating to quit mapping again with the enthusiasm I have right now.
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With my current map, I had to hack the light tool, the vis tool, and in the past hour or so I had to hack the qbsp compiler three times just to compile my map. I also had to cross compile some Windows tools on my Linux machine using mingw to get stuff working.
I broke several limits, and various tools crash when compiling my map.
Let's see if I can finish it...
Mathuzzz: If you tell me which limits your map breaks, I might be able to hack the compiler for you.
I broke MAX_HULL_POINTS and MAX_MAP_PLANES just today. And this is a small map...
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wows that looks awesome GB
please share?.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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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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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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@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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