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If you run in troubles, I might be able to help
just send me a mail to rudolf89-at-edumail.at
There are 3 or 4 map editors around
woldcraft, bsp, and quark.
I and i think there is an editor called thread3D around or so.
I would recommend bsp
Entities are difficult in HexenII because there is really no documentation.
However, there are a lot of parallels between quakeI and HexenII.
I used to map with quark but it has a lot of glitches. And on default settings, almost every compile error related to brushwork is quark related. Because of a lot of evil stuff quark does. For example quark etp, dezimals, rotation angles, negative brushes...
I think I posted it on uqe forums some time ago unfortunately the old forum is gone XD
However:
check don't write floating point coords
and Use InegralVertices as Threepoints
You may also want to set the map output format to classic quake
Don't forget to add the -watervis command to the bsp tool
I also recommend to stay on the 16 units grid, and only in some cases 4 or 8
I think I have to install Quark again^^ but i guess I won't really have too much time till summer break. Studying architecture is very very time consuming.
Great to see some new hexen2 stuff
-rudl
PS you may want to take a look at rudl.quaddicted.com if you not already know. It's a bit outdated XD sry. Today I would really make the brushwork from scratch, because there is a lot of evil stuff in it
@rudl I remember your posts in old quake-engine forum, you created very good village map =)
@Hareton To open original maps you need to decompile it, read more here Hexen II
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