﻿<?xml version='1.0' encoding='UTF-8'?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Unofficial Quake Engine - Forums / Hexen II / Modifications &amp; Editing </title><generator>InstantForum.NET v4.1.4</generator><description>Unofficial Quake Engine - Forums</description><link>http://forums.quake-engine.com/</link><webMaster>noreply@quake-engine.com</webMaster><lastBuildDate>Sat, 31 Jul 2010 08:07:01 GMT</lastBuildDate><ttl>20</ttl><item><title>No spawn function?</title><link>http://forums.quake-engine.com/Topic663-11-1.aspx</link><description>Hi there, I´m new here. I create one map for Hexen, using some Praevus entities, but when I try to run it, I get this:&lt;br&gt;No spawn function for:(entity) and it won´t load any Praevus entity. Any ideas?&lt;br&gt;&lt;br&gt;SOLVED!</description><pubDate>Wed, 24 Mar 2010 12:02:58 GMT</pubDate><dc:creator>Mr.Crow</dc:creator></item><item><title>Sky textures</title><link>http://forums.quake-engine.com/Topic662-11-1.aspx</link><description>I know UQE Hexen supports skyboxes, but I have found very cool replacements for original sky textures, if anybody is concerned. But I didn´t find out, how to replace them. I managed to replace lots of textures, but skies are separated into two textures. Does anybody here have some experience with this?</description><pubDate>Wed, 10 Mar 2010 17:21:03 GMT</pubDate><dc:creator>Mathuzzz</dc:creator></item><item><title>Custom sounds</title><link>http://forums.quake-engine.com/Topic657-11-1.aspx</link><description>Hi there everybody, I´m new here...I decided to make some singleplayer maps for Hexen 2(I use QuArK) and realized that UQE Hexen is the best choice compared to other engines. Maybe it will become interesting mod one day, but I don´t have enough skills yet. Does anyone know of some newbie like basic tutorials for editing? My problem is that lots of Hexen 2 ambient sounds are broken and I found somewhere that there can be made custom sound entity, but it will need some editing, there was also link to some basic tutorials, but it was broken. Anybody?</description><pubDate>Sun, 07 Mar 2010 16:21:42 GMT</pubDate><dc:creator>Mathuzzz</dc:creator></item><item><title>DM Map Release: Dram13</title><link>http://forums.quake-engine.com/Topic648-11-1.aspx</link><description>Here's a DM map I made a while back for my Hexen II ubermod:  Peanut...&lt;br&gt;&lt;br&gt;Nice outdoorsy place with a road, a cave, a cottage, a pond and some wilderness to fight around.&lt;br&gt;&lt;br&gt;See attachment.  Enjoy!  :D</description><pubDate>Wed, 07 Oct 2009 05:24:02 GMT</pubDate><dc:creator>Shanjaq</dc:creator></item><item><title>UQE full command list missing</title><link>http://forums.quake-engine.com/Topic632-11-1.aspx</link><description>The UQE documentation only shows the new added commands and so. And the commands in the console are not fully displayed.&lt;P&gt;Where can i get the full list of commands as a text file? I am particulary interested in a command that disables the hud in "noclip" mode, aslo as the player model.&lt;/P&gt;&lt;P&gt;I would like to have a noclip without the view of crosshair, model and any interfarence of of enemies. I simply would like to spectate the maps by driving my mosue through them and see only the maps as if i would not exist ~ like in the editor mode. Surely there must be such a command.&lt;/P&gt;&lt;P&gt;And another one that would allow to load any level you want.. &lt;/P&gt;&lt;P&gt;Korax?</description><pubDate>Wed, 13 May 2009 01:21:35 GMT</pubDate><dc:creator>Artas1984</dc:creator></item><item><title>Hexen II model editor</title><link>http://forums.quake-engine.com/Topic513-11-1.aspx</link><description>Hey guys!&lt;/P&gt;&lt;P&gt;I'm looking for a nice hexen II modeling program which lets you view, edit and make hexen II models from scratch. I've googled my *** off but it seems those programs are very hard to find. Does anyone happen to know where I can find such a program?</description><pubDate>Sun, 18 May 2008 19:44:22 GMT</pubDate><dc:creator>BlackCrucible</dc:creator></item><item><title>question about rider_path</title><link>http://forums.quake-engine.com/Topic587-11-1.aspx</link><description>Hi everyone.&lt;/P&gt;&lt;P&gt;I've finished my map but there's one question I have before putting rider paths in it.&lt;/P&gt;&lt;P&gt;I'm using Worldcraft as my main editor, and when I check out the original Famine's Domain map, I see 2 sorts of rider_path entities.&lt;BR&gt;Actually the class remains the same, but the keyvalues are different.&lt;/P&gt;&lt;P&gt;In the original map you have: &lt;/P&gt;&lt;P&gt;Class: rider_path&lt;BR&gt;Keyvalues: next_path_1&lt;BR&gt;               path_id&lt;/P&gt;&lt;P&gt;and then there's:&lt;/P&gt;&lt;P&gt;Class: rider_path&lt;BR&gt;Keyvalues: next_path_1&lt;BR&gt;               path_id&lt;BR&gt;               next_path_2&lt;/P&gt;&lt;P&gt;What is the function of next_path_2? Is it just there to give the rider a choice of a different path to follow or does it do something else?</description><pubDate>Wed, 03 Sep 2008 15:20:50 GMT</pubDate><dc:creator>BlackCrucible</dc:creator></item><item><title>Hexen II mapping question</title><link>http://forums.quake-engine.com/Topic575-11-1.aspx</link><description>Hey everyone. I'm very close to complete my first level of a Hexen II project I've been working on.&lt;/P&gt;&lt;P&gt;I started with a rider map but there's one problem I can't seem to solve.&lt;/P&gt;&lt;P&gt;When you play the original Hexen II level called Famine's Domain in singleplayer, you can't open the acces to the lower part of the level. When you play a deathmatch game, you can because it is required to end the level since Famine is not there.&lt;/P&gt;&lt;P&gt;Now, I made something similar in my map but it also opens in singleplayer and I've looked at a rider map from Hexen II and there's no different spawnflag or whatever than the ones I used.&lt;/P&gt;&lt;P&gt;Does anyone know how it must be done?</description><pubDate>Fri, 01 Aug 2008 14:09:02 GMT</pubDate><dc:creator>BlackCrucible</dc:creator></item><item><title>The Hexen II source code</title><link>http://forums.quake-engine.com/Topic529-11-1.aspx</link><description>Hi again.&lt;/P&gt;&lt;P&gt;Suppose I want to make a couple of levels and group them together in one .pak file...&lt;/P&gt;&lt;P&gt;Like the original mission pack, there's a directory called portals which contains all information to play the mission pack.&lt;BR&gt;When you load it (with C:\Hexen2\GLH2.exe -portals -width 1024 -height 768 -bpp 32) for example, when you select new game, it automatically loads the first level of the mission pack.&lt;/P&gt;&lt;P&gt;I've looked through the source code but I can't find any lines where it says that the engine loads that particular map when you select new game, your skill and the class.&lt;/P&gt;&lt;P&gt;Basically, I want to include map1.bsp map2.bsp and map3.bsp in one pak file. How do you let the engine know that when your mod is loaded, to select map1.bsp to start? </description><pubDate>Wed, 21 May 2008 12:35:21 GMT</pubDate><dc:creator>BlackCrucible</dc:creator></item><item><title>HIGH RESOLUTION Texture Pack?</title><link>http://forums.quake-engine.com/Topic572-11-1.aspx</link><description>[b]Hello guys. &lt;br&gt;Just wandering, is there any High Resolution Textures Pack made for Hexen 2? Thank you in advance.[/b];)</description><pubDate>Fri, 11 Jul 2008 04:29:58 GMT</pubDate><dc:creator>TAViX</dc:creator></item><item><title>Play this map?</title><link>http://forums.quake-engine.com/Topic404-11-1.aspx</link><description>Hi all! :)  One question: &lt;br&gt;&lt;br&gt;&lt;br&gt;how to make to play this map? ;)&lt;br&gt;http://rudl.quaddicted.com/&lt;br&gt;&lt;br&gt;no instruction from the developer...</description><pubDate>Tue, 25 Sep 2007 01:52:24 GMT</pubDate><dc:creator>Hexen Third</dc:creator></item><item><title>Texture Help</title><link>http://forums.quake-engine.com/Topic389-11-1.aspx</link><description>I'm working on some external textures right now, and I can't seem to get them to appear in-game for testing purposes. I made a "textures" directory in my "data1" directory, and all my texture files are appropriately scaled, in pcx format, and use the original texture names. Am I doing something wrong or just forgetting something simple? I'm a little new at modding on this engine. Thanks in advance.</description><pubDate>Thu, 16 Aug 2007 05:05:31 GMT</pubDate><dc:creator>Sven</dc:creator></item><item><title>HQE Launcher</title><link>http://forums.quake-engine.com/Topic307-11-1.aspx</link><description>Finally i was able to update my launcher to 1.1 :)&lt;br&gt;++++++++&lt;br&gt;Features at the moment:&lt;br&gt; -Select Resolution &amp; BPP&lt;br&gt; -Select Software/OpenGL mode&lt;br&gt; -Disable/Enable Bloom&lt;br&gt; -launch custom mod&lt;br&gt; *all settings are stored in .ini so you can just press enter on your next start and play with your last settings.&lt;br&gt;++++++++&lt;br&gt;Multiplayer Dedicated/Listen Server:&lt;br&gt; =-coop&lt;br&gt; =-teamplay&lt;br&gt; =-deathmatch&lt;br&gt; =-listen server&lt;br&gt; =-hostname&lt;br&gt; =-maxplayers&lt;br&gt; * portals multiplayer is supported just type portals in the custom mod field&lt;br&gt;++++++++&lt;br&gt;Currently working on:&lt;br&gt;custom ip and port in dedicated server/listen mode.&lt;br&gt;++++++++&lt;br&gt;Screenshot:&lt;br&gt;[img]http://img260.imageshack.us/img260/4598/hqelzi2.jpg[/img]&lt;br&gt;++++++++&lt;br&gt;[url=http://www.hirez.info/files/Hexen/HQELauncher.zip]Download version 1.1[/url]&lt;br&gt;Install Instructions:&lt;br&gt;UnZip to your Hexen II folder and start Launcher.exe</description><pubDate>Wed, 24 Jan 2007 02:57:11 GMT</pubDate><dc:creator>DevilDriver</dc:creator></item><item><title>The Skybox Thread</title><link>http://forums.quake-engine.com/Topic173-11-1.aspx</link><description>I thought I'd make this thread for us to share enhanced content for the new engine, cool stuff like skyboxes, colored lighting for the official levels, etc.&lt;P&gt;Here's my first contribution, a desert sky for the Egyptian hub: [url=ftp://ravenhurst@server1.thefourwinds.net/desert.rar]Download[/url]&lt;/P&gt;&lt;P&gt;&lt;IMG src="http://quake-engine.com/forum/Uploads/Images/d87716f2-040a-494e-8f86-f9e1.png"&gt;&lt;/P&gt;&lt;P&gt;I made this awhile back while testing Newhexen's skybox feature, but I don't think I will be using it for [url=http://ravenhurst.raven-games.com]Ravenhurst[/url].&lt;/P&gt;&lt;P&gt;Unfortunately, UQE doesn't let you install default skyboxes for each hub (yet, hopefully this will change) so if you want to use this you must add the following to the worldspawn in each level you want it to show up in: (Quark works good for this)&lt;/P&gt;&lt;P&gt;"sky" "desert" &lt;/P&gt;&lt;P&gt;So it ends up looking something like this;&lt;/P&gt;&lt;P&gt;{&lt;BR&gt;"worldtype" "0"&lt;BR&gt;"message" "410"&lt;BR&gt;"wad" "D:\Hexen2\Textures\RT.wad"&lt;BR&gt;"classname" "worldspawn"&lt;BR&gt;"sky" "desert"&lt;BR&gt;}&lt;/P&gt;&lt;P&gt;Of course, make sure you place the unzipped files into a 'skies' directory in the data1 folder for normal hexen, or the 'portals' folder if you have the mission pack.</description><pubDate>Sat, 05 Aug 2006 04:29:42 GMT</pubDate><dc:creator>Razumen</dc:creator></item><item><title>UQE Hexen II Tools</title><link>http://forums.quake-engine.com/Topic70-11-1.aspx</link><description>Currently Im busy updating the original modding tools of Hexen II. (MP version)&lt;/P&gt;&lt;P&gt;Development on it is going good sofar and I can report on the progress of these now based on their current state.&lt;/P&gt;&lt;P&gt;UQEHX2BSP: Added log support; What makes this nice is if the tool has a problem and it closes too quick to read, you can check the log file. Added floating point support to be compatible with QuArK (Quake Army Knife).&lt;/P&gt;&lt;P&gt;UQEHX2VIS: Added log support, same as the bsp tool. Also added is a progress indicator, which helps alot with this tool since it can take some time to finish-up.&lt;/P&gt;&lt;P&gt;UQEHX2LIGHT: Added log support, same as bsp tool. Added world minlight (ambient light) option. Added lighting face counter (progress). Added nominlimit for controlling negative lights. Added colored light (HLIT .lit) support. Added world minlight color setting, added pointlight colored light setting.&lt;/P&gt;&lt;P&gt;This is a short-list of changes, but Im working on more features like sunlight and sunlight angle.. almost like the way Quake2 handles outdoor light.</description><pubDate>Sun, 25 Jun 2006 15:44:38 GMT</pubDate><dc:creator>Korax</dc:creator></item><item><title>''Archer Models ?''</title><link>http://forums.quake-engine.com/Topic93-11-1.aspx</link><description>So we have a new archer model ?</description><pubDate>Sun, 09 Jul 2006 06:15:19 GMT</pubDate><dc:creator>Bat[BW]</dc:creator></item></channel></rss>