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  • @ Mathuzzz

    If youīd asked me 1 month ago, I would have said:
    Yes, FTE is a little unstable and maybe not polished for Single Player Hexen 2.

    But You cant imagine how hard Spike from FTE team worked to get every little bug killed
    the last weeks, since this thread was born: Fteqw - CIA.vc
    Thank you very much Spike for your great support and patients with me !
    Go grab the latest build from here. Its everything but "unstable": Index of /moodles/unstable
    (If you use Windows, take "fteglqw.exe" from win32 folder)

    Now FTE is 1st choice for Hexen 2:
    - LIT files support
    - external textures (incl. bump + luma), skins, skyboxes, etc.
    - since svn 3590 "load / save game" works perfectly !
    - rock stable
    - every resolution you want
    - bloom and Real Time Lighting
    - glowing powerups (perfect for the dark places)
    - md3īs, shadows
    - and much much more

    [EDITED]
    Use "-hexen2" shortcut to start main H2. Use "-portals" to start Praevus.
    To create a config file (to save your option adjustments), type cfg_save in console
    (you will find it in "fteh2" folder afterwards)
    THis is still necessary at the moment.
    [/EDITED]


    @ inkub0

    thank you for V0.55. I will download it right away


    Best Regards,
    Seven
    Last edited by Seven; 08-18-2010, 10:14 AM.

    Comment


    • @ Seven

      I tried the unstable FTE but i found problems in lightning... i see the realtime shadows but... the whole image is too bright! :/

      i think that if only Hammer Of Thiryon had external textures support, it will be perfect :/

      can you send me your cfg file?

      @ Spike

      it is interesting if you create optimal presets for real-time lightning... it's difficult to get the right light in FTE :/
      Last edited by inkub0; 08-18-2010, 12:08 PM.
      Ia! Ia! Shubb Niggurath!


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

      Comment


      • MD3? Great! What about skies? I didnīt notice if it support sky shaders. Or can I replace the old sky textures with new ones from jsHexen? Because I donīt like skyboxes very much, they are lifeless...

        Iīm certainly gonna give FTE shot. It has much to offer. Hope this build will work.

        Comment


        • @ Mathuzzz

          Did you read through or overviewed this thread ?
          You will find many many screenshots from golden_boy,
          showing exactly what FTE is able to do.
          You will see the skyboxes, you will even get links to pages
          with tons of skyboxes you can choose from.
          You will see the nice alias shadows.
          You will also find useful cvars from gb, which improves several things.


          @ inkub0

          well, my config is almost identical to gbīs.
          Except I use Bloom, gb doesnt. I dont use realtime light
          because its not perfect yet. Just as you said.
          This is something no other H2 engine has. FTE team sure will work on it to enhance it.
          What you see in DarkPlaces is not comparable to FTE yet.
          But we will see what comes... I have good confidence.

          In my opinion, everything what is needed is available in FTE.
          The very luxurious things are not perfect yet, but at least are available too.

          Biggest advantage: Its updated continuously...!
          (and the programmers are nice people)

          Seven
          Attached Files
          Last edited by Seven; 08-18-2010, 01:01 PM.

          Comment


          • OMG I can play Hexen II again! It's been ages! And those textures are sweet!

            Thanks to the guys that made the engine, the russian texture artists and to you inkub0!
            dfsp*spirit
            my FPS maps

            Comment


            • wait for the complete pack

              (i'm still waiting some negative comments)
              Ia! Ia! Shubb Niggurath!


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

              Comment


              • OK, I tried that last updated build of FTE and it certainly looked and worked better than the version I tried yesterday. But there are still some issues.

                Firstly, sprites donīt display correctly as Seven mentioned.
                Secondly, entities are seen clearly in the water. As you can see on the picture, flask and plants are seen as if they were not in the water and because bridge is destructible entity, so it is not usual brush as the one on the left, it si seen clearly as well.
                Attached Files

                Comment


                • (i'm still waiting some negative comments)
                  I don't really like external texture packs and colored lightning in general, so you wont get a negative comment from me

                  -there is a texture pack
                  -FTE QW supports Hexen II

                  haven't heared so much HexenII news in the last view years

                  How well does FTE + Hexen2 work?

                  Comment


                  • @ Mathuzzz

                    well, this is the nature of VISed water.
                    Ages back, when Quake 1 was released, everybody cried for VISed water.
                    Quake 2 and Hexen 2 had it out of the box. And the fans had tears of joy in their eyes
                    Now, if you dont like VISed water, simply disable it in FTE.
                    Did you noticed the 20 KB big fte.cfg file ?
                    It is fully packed with cvars and is adjustable to the way you like it / want it.
                    Please be informed, that you even can adjust the percentage of how transparent the water looks in FTE.
                    I think default is 0.4 for this cvar. (so you may want to adjust it to less transparency, before you completely disable it).

                    Regarding sprites: I guess they are designed for jshexen, so its understandable that FTE looks different.
                    Simply delete those sprites in the "models" folder and see what default effects FTE brings.


                    @ rudl

                    There is only one way to find out: Try it
                    I was happy just like you, when I saw this thread from inkub0 first time.
                    My beloved Hexen 2 raises in full glory again.
                    Go for it rudl. You will like it


                    Best wishes,
                    Seven

                    Comment


                    • Please be informed, that you even can adjust the percentage of how transparent the water looks in FTE.
                      I think default is 0.4 for this cvar. (so you may want to adjust it to less transparency, before you completely disable it).
                      As far as I know Hexen2 has no default value, it depends on the texture.
                      Darker parts of the texture have a higher transparency. But I could be wrong.

                      There is only one way to find out: Try it
                      I was happy just like you, when I saw this thread from inkub0 first time.
                      My beloved Hexen 2 raises in full glory again.
                      Go for it rudl. You will like it
                      Maybe i should give it a try

                      EDIT: for mappers
                      Quake 2 and Hexen 2 had it out of the box.
                      Hexen2 tools don't compile transparent water on default, it is necessary to add "-watervis" to the bsp tool
                      Last edited by rudl; 08-19-2010, 04:24 AM.

                      Comment


                      • OFFTOPIC

                        hey guys, how can i convert an autocad 3d drawing in a nexuiz map? XD

                        /OFFTOPIC
                        Ia! Ia! Shubb Niggurath!


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

                        Comment


                        • Originally posted by inkub0 View Post
                          OFFTOPIC

                          hey guys, how can i convert an autocad 3d drawing in a nexuiz map? XD

                          /OFFTOPIC
                          Why?
                          Autocad was not meant for that purpose.

                          Anyways, your best bet would probably be to import the ACAD drawing in 3DS Max and use a bsp plugin with max to convert it to a (q3bsp?)
                          I'm not sure what the bsp plugin is called or for that matter where to begin looking other than searching google, but I do know it exist's as I've used it before.

                          Comment


                          • ok lets close this offtopic.

                            I exported the drawing from autocad to blender and then from blender to .map file. So i opened it with gtkradiant...
                            Ia! Ia! Shubb Niggurath!


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

                            Comment


                            • I exported the drawing from autocad to blender and then from blender to .map file. So i opened it with gtkradiant...
                              Well i think the blender map exporter script draws a brush around each face, so you may have a lot of clean up work to do in radiant.
                              I think it would be quicker to rebuild it.

                              Comment


                              • mapping with blender

                                making a terrain:

                                Imageshack - quake1blender249.png

                                *add mesh plane (spacebar)
                                *subdivide multi 3 (W menu)
                                *scale 0.8 (S+0.8 )
                                *tringulate (ctrl+T)
                                *flip some triangle edges (ctrl+F menu)
                                *move some vertices (on 0.1 blenderunit grid)
                                *split everything (select face press Y)
                                *extrude (E region) + right click
                                *move created faces along the z axis (G+Z)
                                *Select connected vertices (L)
                                *seperate created brushes (P)
                                *select everything
                                *export to quake3.map scale =80 (0.1 blender -> 8 quake units)
                                *open with gedit (or your prefered text editor)
                                *replace "0 0 0 1 1 0 0 0" with "0 0 0 1 1"
                                finished

                                alltogether 5 minutes, perfect terrain on gird
                                I tried to record it with gtk-recordmydesktop but unfortunately it failed to record the opengl windows XD

                                The exporter can do
                                1)brush-> brush
                                2)or face -> brush

                                in this case we have only case 1 the exporter does not create additional geometry. It gives more control and doesn't cause problems.

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