Cool, thanks! Are you sure it's the exact same version of the model? Judging by the pictures, the one in the Drake thread appears to have a more blocky edge. This one is rounder, smoother. You should add these two links you just gave me to the MP1 section of your definitive HD list.
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yes its the same bell-model, which i know cuz its a model I MADE
the one linked in the drake thread is an updated version of the model which is optimized to cut the polycount in half (1500 instead of 3000)
the screenshots in the thread are made from close-up, which is a view you will never get with normal gameplay.
you normally only see it from downwards and from a distance, so during normal game-play you wont see any difference
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also, i wont link both of those models and effect-blocks there.
that thread is only for replacement models&textures for original quake-content
for quite a while ive been thinking of perhaps adding an additional post to the thread
with links to enhancement stuff that requires usage of SMC.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 talisa View Postyes its the same bell-model, which i know cuz its a model I MADE
the one linked in the drake thread is an updated version of the model (...) during normal game-play you wont see any difference
also, i wont link both of those models and effect-blocks there.
that thread is only for replacement models&textures for original quake-content
for quite a while ive been thinking of perhaps adding an additional post to the thread with links to enhancement stuff that requires usage of SMCLast edited by Mugwump; 10-04-2016, 10:41 AM.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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what stopped me? the fact there are so little additional models that are made for use with SMC
meaning i would be making a new post for something like a whopping 4/5 items or so
maybe some day ill add a new category at the bottom of each post with such items instead
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the versions of the bell for DP and FTEQW are the same optimized model.
however they arent interchangably usable because FTEQW expects the file-extension to be md3,
while darkplaces expects the file-extension to be manually changed to mdl
also, there is this thing where the drake version for darkplaces is offset to be positioned higher
http://quakeone.com/forums/quake-mod...tml#post167810.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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After playing some more H2 via the glorious UQE engine, I want to get into mapping for it. However, I must ask:
- Does UQE and/or Hammer of Thyrion support BSP2? I've heard that H2's BSPs have lower limits.
- How do I find/extract a texture WAD for use in TrenchBroom?
- How are hubs handled when making maps? Is there a specific trigger for it?
Thank you for your time!
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However, I was able to get properly colored textures using qsavetex.exe, which was included in an earlier version of the Doom utility OBLIGE
Managed to get the standard square room with a sky ceiling made in Trenchbroom - hopefully this is the start of something great!
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You're welcome. I wish I could be of more help. I haven't played Hexen 2 in ages but it's always nice to see potential new mappers for these old gems. I'm trying to become one for Quake.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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Originally posted by cambertian View PostDoes UQE and/or Hammer of Thyrion support BSP2? I've heard that H2's BSPs have lower limits.
And yes, hexen2 has more hulls, which means you reach the max-clipnodes limit twice as fast compared to quake (hence the need for bsp2 to _massively_ increase the limit).
On the plus side, if you use hexen2's hub system then you can break up (singleplayer) maps such that you can more easily get away with those lower limits.
Regarding the hub system, the typical way is to add a 'target' field set to $THISMAP on your trigger_changelevel entities (failure to do so will have the gamecode reset all entities on all maps like quake does), and a 'targetname' $OTHERMAP on your info_player_start entities so that the new map knows where to put you.
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Good luck with the mapping, cambertian. I was also mapping in the past, but the mentioned limits were unforgiving. So I switched my maps to Quake and continued there, using great Arcane Dimensions modification, which makes Quake more Hexen-like.
The only advice I can provide is that you either make small levels or use less details, just like the original maps. Do not expect you will be able to create such masterful pieces like you can find in Quake community. And I prefer big, open levels, castles and stuff, which I was never able to finish there.
Use clip brushes (using clip texture on them) on complicated brushwork or places you cannot get in to so you won�t reach max_clipnodes that soon.
Another limit I remember was entities count. If you have bigger level and want it to have some complicated lightning, you won�t have much left for decoration models/breakable stuff, etc...
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Originally posted by Mathuzzz View PostSo I switched my maps to Quake and continued there, using great Arcane Dimensions modification, which makes Quake more Hexen-like.♪ I'm skiiiiiiinnin' in the pain, just skiiiiiiinnin' in the pain ♪
♪ What a glorious feelin' I'm haaaaaaappy again ♪
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