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  • That looks really nice.

    Are you aware, that also several other Hexen2 engines besides FTE support replacement models ?

    You can surely convert a .md3 model (if this is what you uploaded) into a regular .mdl model so that all Hexen2 replacement model supporting engines can use it.

    The positive side effect:
    All replacement supporting Hexen2 engines (including FTE) will be able to use it.
    And you will not notice any difference (.md3 compared to .mdl) of small models like these in-game.

    The H2 engines I know share the same subfolder structure/naming for replacement content, so ...

    Best regards.

    Comment


    • these models are several thousands of polys, and the polycount limit of mdl is just to low for them.
      id have to remove a lot of detail from them to be able to export them as mdl.

      also, the imprecision of position of vertexes with mdl is not sufficient for these detailed models.
      converting them to mdl would mean the models wont look the same cuz of vertexes being moved by the conversion.

      lastly, these items all consist out of multiple models exported into a single md3 to be able to use multiple textures. this is a feature mdl does not support.

      the only item which has a low enough polycount to be able to be mdl is the quartz-flask, but this item consists out of multiple models as well,
      which was neccesary to be able to have transparency on the glass and the liquid without getting alpha-sorting problems.

      .

      so cuz of these reasons converting these mdl is not possible cuz the items wont be able to look the same.

      and it would require a whole lot of effort and time to re-work the other items which dont have transparency
      to be able to use a single texture instead of multiple and lower their polycount to a low enough amount to be able to export them as mdl.

      im not willing to sacrifice all the detail id have to remove from my models, and to have to spend a ton of hours
      reworking these models to be able to re-export them as MDL just for compatibility with other engines which only support mdl

      so im sorry but i wont re-work these items to meet the low limits of the mdl format.
      Last edited by talisa; 01-29-2014, 06:14 PM.
      .
      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

      Comment


      • PSST... JUST USE NOESIS...

        https://anonfiles.com/file/78949fa35...ac7e66b6bfde71

        HEAR IS YOU LAST MODEL AS A MDL SKIN AND ALL...

        Comment


        • @JD
          if you look closely at the exported model you can see exactly what i said in my last post why i dont want to make my items as mdl

          all of the decorations got completely messed-up by the imprecision of vertex-positions of the mdl model-format....
          just look at how it ended up looking when converted to an mdl, it looks absolutely horrible

          also, the transparency of the gem is completely gone cuz of the fact
          all the textures of all parts have to be combined into a single non-transparent texture

          .

          i have noesis myself and know it can convert any model into an mdl,
          but the limits of the mdl file-format would mean my models would get ruined,
          as you can very clearly tell on the one you converted
          Last edited by talisa; 01-29-2014, 06:14 PM.
          .
          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

          Comment


          • the mdl format does kinda suck. all 3 of them.
            I do otherwise understand seven's sentiment.
            are there really no true hexen2 engines that do support md3?
            Some Game Thing

            Comment


            • yeah i can completely understand seven, it would surely be great if they could be mdl for the sake of compatibility with all engines

              however the low limits of the format, the inaccuracy of vertex-positions
              and the fact it doesnt support a multitude of features like multiple models saved as a single file
              make the format insufficient for such detailed models like the ones i make
              .
              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

              Comment


              • just made an alternative 'gritty' version of the amulet
                which is made of rusty metal instead and has a simpler string instead of a chain


                DOWNLOAD AMULET OF PROTECTION -ALTERNATE GRITTY VERSION
                .
                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

                Comment


                • Does Hammer of Thyrion have lerping for animations and player movement?

                  Comment


                  • guys, there's a High poly mod for hex II?

                    i mean something closer to QR

                    Comment


                    • @duoranger
                      no afaik there are no hi-poly models made for hexen2 except the couple items i made,
                      which you can find here:
                      amulet of protection
                      quartz-flask
                      treasure-chest
                      crossbow & arrows

                      .

                      jeank has a long time ago made a whole bunch of hi-res skins for a lot of items though,
                      and inkub0 has made a near-complete hi-res texture-pack for world,
                      which you can both find here: Hexen 2 Texture Pack


                      currently i myself am working on making hi-poly models for a quake-mod called drake
                      http://quakeone.com/forums/quake-mod...er-ups-hd.html

                      but i am very close to achieving completion of all models from the mod,
                      and once i am done i might just start making hi-poly models for hexen2
                      .
                      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

                      Comment


                      • re-made the book, both open and closed versions.

                        DOWNLOAD BOOK -OPEN


                        DOWNLOAD BOOK -CLOSED

                        these are for use in FTEQW, just like the other items ive remade,
                        and instructions on how to use them are the same

                        .

                        starting to think it might be good idea to make a new thread specially for all the items ive made for use in FTEQW,
                        especially since i might just re-make more hexen2 models in the near future

                        once im done with everything for drake-mod, which just has a couple models remaining i might start re-making hexen2 stuff
                        .
                        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

                        Comment


                        • @talisa

                          Thank you for your amazing work! I'm waiting for other new high poly models, your passion is really admirable.

                          Meanwhile I'm trying to get FTEQW work the way I like. I'm a happy user of jsHexen just because it give me better results in matching the original look and feel of the game, with FTEQW I cant match it...

                          I saw your screenies and they look completly different from mine...

                          can you give me some tips?

                          Thank you again, for all your works.

                          Comment


                          • just finished making the boots of speed

                            DOWNLOAD BOOTS OF SPEED

                            .

                            @gangrel
                            thanx, i love these games and really enjoy making stuffs in blender

                            i myself use inkub0's textures, jeank's hires textures for monsters&items,
                            and inkub0's lits for hexen2, which you can all find here: Hexen 2 Texture Pack

                            in texture options in FTEQW, i have both 'deluxemapping' and 'specular mapping' enabled

                            be sure to for particles to work correctly in hexen2 with FTEQW, to open console and type r_particledesc "high h2part"


                            hope the info i gave helps you
                            Last edited by talisa; 02-07-2014, 05:34 AM.
                            .
                            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

                            Comment


                            • Hi everybody,

                              I have this strange problem, whenever I import model with more frames into Hexen, the animation wonīt play. I can set the model into certain frame with map editor, but it will only stay at the frame. Few years back I tried this with Quake and donīt remember having these problems. I imported brazier model and merged it with Hexen fire model manually, so I can scale it properly. However the fire always stays in the first frame. In model editor, it works fine and I tried QME and Quark model editor. And I only replaced the model, havenīt touched the code. I also checked code for other Hexen objects with animations, there is nothing there, only monster animations are defined, the animation is supposed to play automatically I guess. Have tried to import other models with frames, Heretic 2 banners for example. Same results.

                              spike,

                              thanks for your answer about the MF_SPECIAL_TRANS 32768, but havenīt had luck with finding anything in the hc.

                              Comment


                              • Hello Mathuzz,

                                I can only answer your question in relationship to Quake.
                                But I guess it is done the same way in Hexen2.
                                If not, Spike will surely answer your question correctly.

                                I always asked the same question myself:
                                Who tells the torch model to automagically play its animation frames ??
                                I first thought, these things are hardcoded on the engine side for specific models.

                                But then I saw this tiny little symbol in QME:
                                It is a small circle beside the camera symbol:


                                The feature is called "Group Frames in scene"
                                You can enable/disable it via right click menu:
                                (click on thumbnail to see big screenshot)


                                If you disable / ungroup it, the torch flame will NOT animate in-game.
                                If you enable / group it, the torch flame will animate in-game.

                                It even doesnt matter how many frames the animation has.
                                It will be played in a loop endlessly, as QC does not tell the engine how many frames a model has.

                                So, be sure to group your custom model and it will most probably animate, if Hexen2 follows this Quake behaviour.


                                Another important feature for you to know is, if a model shall start its loop always with frame1 or a random frame.
                                This is declared in "Model properties" here:
                                (click on thumbnail to see big screenshot)


                                Best of luck,
                                Seven

                                Comment

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