Hexen 3D models
Is there a possibility to put on downloads section 3D models of enemies and objects from Hexen game? Cuz i remember there were some done when it was doomsday.hq times and early doomsday projects but i cannot find them in my archives now
Maybe there is some progess made in this modelling project? I remember in that time there were only 2-3 monsters remodelled into 3D and a few objects so i wonder if there are any more available.
Comments
viewtopic.php?f=15&t=1076
There hasn't been a new compilation of HeXen's models in many years; the exe's and box files in the above mentioned thread contain the same resources, despite the exe's being built many years earlier pre Snowberry's existence.
Goes without saying though, that yourself should go for one of the box files packed for Snowberry, for ease of use and setting up.
Here are the few models that have been done for HeXen (HeXen get's little to no attention comparatively) in the years since there was last a compilation of them:
viewtopic.php?f=18&t=108: An Afrit model
viewtopic.php?f=18&t=1145: A Sapphire Wand model
viewtopic.php?f=18&t=789: A handful of the pickup's
You'll have to manually replace the ones in the compilation with these, if you wish to use them.
jHexen Community Compilation Pack
Include: models, textures, UI elements, light definitions, reflection maps.
Some old models replaced with newer ones by Psychikon, title pic replaced with newer by ULTRAZEALOT. Also I added my Sapphire Wand model. All credits updated.
jhexen Community Sounds and Music Pack
I used music rearranged by Ransu viewtopic.php?f=18&t=1016
It sounds more dramatic than Sycraft's version in my opinion
Author of sounds is unknown, i get it from here
You can also observe a pair of bug with shinemaps in pitch black areas, on those vials; Shinemaps accidently go full bright in pitch black areas and conflict with eachother; try luring an Ettin model in there and watch it 'change colours'. I'll raise those issues with Deng Team.
A simple generator copied and slightly modified from the Fighter Guanlet puffs, for the wisps given off by the Wendigo as it moves around.
Model { State = "ICEGUY_WISP1_1" Md2 {} } *Model { State = "ICEGUY_WISP1_2" } *Model { State = "ICEGUY_WISP1_3" } *Model { State = "ICEGUY_WISP1_4" } *Model { State = "ICEGUY_WISP1_5" } *Model { State = "ICEGUY_WISP1_6" } *Model { State = "ICEGUY_WISP1_7" } *Model { State = "ICEGUY_WISP1_8" } *Model { State = "ICEGUY_WISP1_9" } *Model { State = "ICEGUY_WISP2_1" } *Model { State = "ICEGUY_WISP2_2" } *Model { State = "ICEGUY_WISP2_3" } *Model { State = "ICEGUY_WISP2_4" } *Model { State = "ICEGUY_WISP2_5" } *Model { State = "ICEGUY_WISP2_6" } *Model { State = "ICEGUY_WISP2_7" } *Model { State = "ICEGUY_WISP2_8" } *Model { State = "ICEGUY_WISP2_9" } Generator { State = "ICEGUY_WISP1_1" Flags = blend | modelonly Speed = 3 Speed rnd = 0.24 Vector { 0 0 1 } Vector rnd = 1 Center { 0 0 -5 } Spawn radius = 5 Spawn age = 6 Max age = -1 Particles = 48 Spawn rate = 6 Stage { Type = tex10 Tics = 6 Color { 0.1 0.1 0.1 0.4 } Radius = 4 Gravity = -0.09 Resistance = 0.1 } Stage { Type = tex10 Tics = 6 Color { 0.1 0.1 0.1 0.4 } Radius = 6 } Stage { Type = tex10 Tics = 6 Color { 0.1 0.1 0.1 0.4 } Radius = 7 } } Generator { State = "ICEGUY_WISP2_1" Flags = blend | modelonly Speed = 3 Speed rnd = 0.24 Vector { 0 0 1 } Vector rnd = 1 Center { 0 0 -5 } Spawn radius = 5 Spawn age = 6 Max age = -1 Particles = 48 Spawn rate = 6 Stage { Type = tex10 Tics = 6 Color { 0.1 0.1 0.1 0.4 } Radius = 2 Gravity = -0.09 Resistance = 0.1 } Stage { Type = tex10 Tics = 6 Color { 0.1 0.1 0.1 0.4 } Radius = 3 } Stage { Type = tex10 Tics = 6 Color { 0.1 0.1 0.1 0.4 } Radius = 3.5 } }Also, an extra generator for the Teleporter FX that adds sparkles like the sprite. It's a slightly tweaked version of one of the artefact pickup generators.Generator { State = "MISC81" Flags = blend | static | modelonly | extra Speed = 1 Speed rnd = .8 Spawn age = 15 Max age = 100 Spawn rate = 10 Spawn radius = 3 Particles = 150 Distance = 512 Vector { 0 0 1 } Vector rnd = 3 Center { 0 0 30 } Force = .2 Force axis { 2 2 0 } Force radius = 12 Alt start = 5 Alt rnd = .7 Stage { Type = tex08 Flags = bright | force Tics = 14 Gravity = -0.6} Stage { Type = tex08 Flags = bright Tics = 2 Radius = 2 Resistance = .2 Color { 1 .8 .8 .8 } Gravity = -0.6} Stage { Type = tex08 Flags = bright Force { 0 0 .02 } Tics = 10 Radius = 12 Resistance = .3 Color { .1 .2 .8 .55 } Gravity = -0.6 } Stage { Type = tex04 Color { .07 .01 0 .01 } Radius = 20 } Stage {} Stage { Type = tex29 Flags = bright Radius = 0 Rnd = .9 Tics = 71 Color { 1 .75 .75 0 } Gravity = -0.6 } Stage { Type = tex29 Flags = bright Radius = 3 Radius rnd = .75 Tics = 2 Color { 1 .5 .5 0 } Gravity = -0.6 } Stage { Type = tex08 Flags = bright Radius = 4 Radius rnd = .75 Tics = 7 Color { 1 .37 .37 1 } Gravity = -0.6 } Stage { Type = tex08 Color { .96 .25 .007 0 } Gravity = -0.6 } }Model { State = "BRIDGE1"; Scale = 0.3; Inter = 0; Md2 { File = "Missiles/M-Wand/wand_missile.md2"; Skin file = "Missiles/M-Wand/wand_missile.png"; Flags = noz | alignyaw | alignpitch; Frame = "FRAME001"; }; } *Model { State = "BRIDGE2" } *Model { State = "BRIDGE3" } *Model { State = "FREE_BRIDGE1" } *Model { State = "FREE_BRIDGE2" } *Model { State = "BBALL1" } *Model { State = "BBALL2"; Md2 { Flags = brightshadow | noz | alignyaw | alignpitch; }; }Secondly, another little mistake in one of the items in the pack; Deus-ex accidently set the colors of the generator for the 'FLAME_LDORM1' state in FX-Decor.ded, to blue instead of yellow; so the flames (i.e in the pits on Korax's) level will periocidcally flicker blue for an instant. Easy enough to fix.Then I'll kill my outdated links.
While I'm here, let's give the Porkelator Missile Explosion the same generator the Fighters Hammer uses as the explosions both use the same sprite but currently the Porkelator version has no generator.
# Porkelator Explosion Model { State = "EGGFXI1_1" Md2 { File = "" } } *Model { State = "EGGFXI1_2" } *Model { State = "EGGFXI1_3" } *Model { State = "EGGFXI1_4" } Generator { State = "EGGFXI1_1" Flags = blend | modelonly Speed = 2 Speed rnd = 0.24 Vector rnd = 1 Spawn radius = 14 Spawn age = 4 Max age = -1 Particles = 99 Spawn rate = 5 Stage { Type = tex10 Tics = 6 Color { 1 0.3 0.2 0.8 } Radius = 12 Flags = bright Resistance = 0.1 } Stage { Type = tex10 Tics = 6 Color { 1 0.3 0.2 0.7 } Radius = 16 Flags = bright Resistance = 0.15 } Stage { Type = tex10 Tics = 6 Color { 1 0.3 0.2 0.7 } Radius = 18 Resistance = 0.18 } }I remember that resources used to be that way (selectable).
Something I would like to float the idea of, is jettisoning the pack (i.e. leave behind near all of its content) and starting an all new one from scratch and with all new models, UI, Textures, Generators and such, as they get made?
The existing pack can be kept around in the meantime (the box posted in this thread: viewtopic.php?f=15&t=1076).
The files:
model
skin
Unfortunately I can't work for a 1.5 months, because my main working station was stolen (it was the Acer w501, which I used in any spare time). But now I have a new asus slate, with a wacom support. Sure, it will speed up my work.
I just did a quick vert asignment to it from the Milkshape source of Chilvence's old centar model.
Functions pretty good cept for some deformations from the modelframe differences.
Well that and the body dissapering on death which I still can't figure out whats causing it.
If Veirdo is cool with it ill post it so others can mess with it.
Along with the source so someone better than me can fix/optimize/decide-to-redo-animating-it.
Some artists get picky and I don't want to tick off the only one doing hexen models currently.