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Slide
January 7th, 2004, 02:53 PM
jHeretic Resource Pack (jHRP)
jHRP Download (http://files.dengine.net/index.php)

jHexen Resource Pack (jXRP)

jXRP Download (ftp://jfiles@server1.thefourwinds.net/jhexen/models/jXRP.zip)

jXRP as Separate Files (ftp://jfiles@server1.thefourwinds.net/jhexen/models/)

Agik
January 19th, 2004, 05:32 PM
/boggles/
Do any of these make the weapons you use and their projectiles look better? ie: models instead of sprites? I downloaded it and the weapons still look like the old version...
/sob/

Though most everything else is all shiny and 3d.
(referring to heretic, not hexen)

Weenuk
January 19th, 2004, 05:40 PM
Heretic has a couple HUD weapon replacements in there, namely the yellow wand and the phoenix rod, and that ball chucking thing. Don't forget to get Cain's staff for Heretic and his decoration pack for Hexen. There is some other stuff out there, just can't remember.

CooDy
May 5th, 2004, 08:16 AM
Hmmm, the hexen's serprnts look COOL, commendations to the author.

Hope hexen will someday be all shiny.

Dr_K
June 5th, 2004, 05:30 PM
I've seen the model packs on thr doomsday website but i was curious has anyone released a model pack for hexen that makes the weapons/players 3d?

thanks

3,14k2
June 13th, 2004, 07:49 PM
This don't have a "version number"?

jauqbos
August 9th, 2004, 05:10 AM
Hmm I have also done some models for jHexen if someone give me URL where can i upload them without problems i will do it..

I have completed all weapons except bloodscourge (world models)
All cleric hud models
Some Trees , Banner and Bell. Affrit Mauler (converted from jHeretic)
Three mage hud models and one warrrior hud models.(hammer)
Also flying hammer and falcon shield is almost done -- shield needs falcon texture not skull (I used one for jHeretic) Also many of models have bad texture and/or bad animations. Here (ftp://jfiles@server1.thefourwinds.net/jhexen/models/jaquboss-models.zip) are some models in upper list.

jauqbos
August 9th, 2004, 05:13 AM
That zip pack also contains heretic hud crossbow model - I don´t know but I like it more thain Cain one (I haven´t seen his naimations) and Corvus model with weapons (called Vweps in Q2)(phoenix missing)

Ffabbia
February 7th, 2005, 08:05 AM
I've been after that Heretic hud crossbow model for ages now, but been unable to find it anywhere. The Cain WIP is looking great, but it would be nice to have something that I could use now. If Cains finished one is better, I'll just switch over.

The link that you provided is dead, so is there any other location for this?

Lightning Hunter
February 18th, 2005, 03:23 PM
I can't believe how unorganized the resources are for Heretic. It would be nice if there were a thread with links to all the models. Right now, things seem to be scattered all over the place or unfinished. Slyrr, are you still around?

edorien
February 18th, 2005, 11:00 PM
Slyrr's gone of to wok on the hexen tc for doom 3

For Heretic
http://www.freewebs.com/edorien/ujhrp.zip

For Hexen
http://cainx.free.fr/Jhexen/Xccp.exe

There is a thread with links to all modes (jhexen/jheretic modelyard)

Lightning Hunter
February 19th, 2005, 03:00 AM
I have all those models downloaded... I guess what I meant to say is, there doesn't seem to be any collaboration of people working on Heretic Models right now. Cain and others seem to be working on Hexen, but is anyone still doing anything for Heretic?

I'd hate to see Heretic die. The monster models are all complete and things seem nearly done. There just needs to be someone who is willing to make HUD models, a few item pickups, and fireballs/effects. Isn't there anyone out there?

edorien
February 19th, 2005, 04:04 AM
tweaking projectile effects at present, makig a few improvements to skins, experimenting with something similar to whats been done for the textures in jdoom, for models

picklebro
March 17th, 2005, 11:05 AM
can't wait to see 'em!

Iron Doom
September 13th, 2005, 11:01 AM
Anyone knows, where the heretic retexture pack is? I tried to download it from a few places, and all the links were dead. Can anyone help me?

Yagisan
September 13th, 2005, 11:18 AM
Anyone knows, where the heretic retexture pack is? I tried to download it from a few places, and all the links were dead. Can anyone help me?
I put a copy here http://eyagi.bpa.nu/~jamie/jhtp.pk3 for you. This is an ADSL link. I'll keep it up for a few days.

Corteer
September 13th, 2005, 08:49 PM
Anyone knows, where the heretic retexture pack is? I tried to download it from a few places, and all the links were dead. Can anyone help me?

Yeah, you can obtain it from here:

http://cainx.free.fr/Heretic.htm

:)

Iron Doom
September 14th, 2005, 09:51 AM
Thank you Corteer and Yagisan for the link. I found them most useful.

AcidGlow
September 15th, 2005, 08:31 PM
For Hexen
http://cainx.free.fr/Jhexen/Xccp.exe


What does that pack actually do? I can only get a hold of the

jHexen Resource Pack (jXRP) with the 3d Ettins and 3d artifacts and items.
Does the pack you linked up there do more then the JH RP?

Yagisan
September 15th, 2005, 09:35 PM
What does that pack actually do? I can only get a hold of the

jHexen Resource Pack (jXRP) with the 3d Ettins and 3d artifacts and items.
Does the pack you linked up there do more then the JH RP? It is a replacement for the outdated JXRP. Uninstall the JXRP and install the XCCP instead.

AcidGlow
September 16th, 2005, 08:14 AM
Ooooh, right on. Thankx. :)

Sporb
September 17th, 2005, 04:17 AM
can somone open a new uptodate thread that contains links to all relevant rescources? PLEEZE - i didnt even know this pack existed so ive been playing with heaps of modeals missing

Yagisan
September 17th, 2005, 08:48 AM
can somone open a new uptodate thread that contains links to all relevant rescources? PLEEZE - i didnt even know this pack existed so ive been playing with heaps of modeals missing To the best of my knowledge that is all covered in this http://forums.newdoom.com/showthread.php?t=24070 thread.

Sporb
September 18th, 2005, 07:47 PM
Can somone point me in the direction of some nice Hexen textures so that they dont appear as fuzzed as they do in doomsday normally? i cant get the links on various sites to work and that fileplanet place irritates me-a-plenty

PS , what a fantastic model pack the latest is , though the ettin's walk still looks a little suspect

Yagisan
September 18th, 2005, 10:07 PM
Can somone point me in the direction of some nice Hexen textures so that they dont appear as fuzzed as they do in doomsday normally? i cant get the links on various sites to work and that fileplanet place irritates me-a-plenty At the moment there isn't a decent hexen texture pack. There are a few textures at http://www.jfiles.org and I think that desu-ex had some textures available in the same thread that contains the xccp. The Chris Bogstad (spelling ??) pack is just the original textures resized in photoshop.

The Gatekeeper
July 1st, 2006, 05:28 PM
Thanks for that new Heretic one! I have been having a bug with the etheral crossbow with the item sprite not showing, but that one fixed it! Thanks!

Ffabbia
July 8th, 2006, 09:11 AM
I don't know if it's of any help? But I've combined the Chris Bogstad pack with the new texture pack available on JFiles.org. The Bogstead textures are just touched up versions of the originals (As Yagistan so rightly says), but they are still much better than the default ones, and help fill in the gaps. The game looks much better as a result of this, and I'd be happy to submit it to JFiles.

Scharkster
June 1st, 2007, 03:04 AM
Can you use the XCCP file with Korax's Heritage MOD?

Billy of Fenham
June 1st, 2007, 10:20 AM
Put that texture pack onto www.rapidshare.com I'll download it and check it through with the one that I use. We might be able to make some kind of interim pack until the guys on the texture thread post their final version of a complete pack.

Also please post the link here when you do upload it to somewhere!

heXen_arts
July 22nd, 2007, 03:57 AM
Well, for me the Cleric mace isn't showing up in the game. Anyone knows what is it caused by?

Thanks for repsonses ;)

Lightning Hunter
June 22nd, 2008, 05:17 PM
Are there any lists for Heretic of the sprites that still need to be modeled?

There are people out there who want to do some modeling, but the problem is they can't find any information about what is done and what is not. Please, if anyone has any kind of list from the past, a link would be great.

Fak
June 22nd, 2008, 06:33 PM
Are there any lists for Heretic of the sprites that still need to be modeled?

There are people out there who want to do some modeling, but the problem is they can't find any information about what is done and what is not. Please, if anyone has any kind of list from the past, a link would be great.

I know that the resource pack doesn't have that staff with two horns (don't remember the name) from heretic. Someone made a nice one, but the horns were too close and it was never fixed. And it wasn't added to the pack either.

As for hexen, most of them are missing.
There was a website from Cain that I saw once that listed the models to be done, but I don't know the URL.

Vermil
June 23rd, 2008, 01:51 AM
The Hellstaff hud model and hanging moss are the only non-projectile things that don't have models of any form in the JHRP.

Most of the projectiles in the JHRP have been done with particles and I personally think these suit Heretic more than model equivalents for all of them would.

Some of monster models are incomplete though.

The Disciple and Iron Lich have no model frames for their deaths while the Gargoyle and Were Dragon have no model frames for their gib deaths. Finally D'sparil has no frames for exiting a teleport.

The D'sparil one is easily fixable though. You just use the same frames as his entering a teleport, reversed.

Fak
June 23rd, 2008, 07:38 PM
The D'sparil one is easily fixable though. You just use the same frames as his entering a teleport, reversed.

I'm sorry for my lack ou knowledge here, but what is a frame?

Tea Monster
June 24th, 2008, 07:10 AM
Its just like the frame in a movie, but its the pose of a 3D model.

The problem I've had with doomsday in general is that there are links to documentation, but its all 404 links.

The Heretic models are generally OK, but they suffer from being generally of the Quake 1 level of quality.

CrazedImp
June 24th, 2008, 09:08 AM
Heretic models are generally OK, but they suffer from being generally of the Quake 1 level of quality.
Well that's to be expected. The level of interest in games like Heretic and Hexen are not as high as that of Doom.

Fak
June 24th, 2008, 05:55 PM
I realy like Heretic, but I don't have the skills to make models.
But I also like the models in jHRP. They look pretty good to me.

Lightning Hunter
June 24th, 2008, 07:31 PM
So Harry's Hellstaff model was never included with the Heretic resource pack? That's such a shame... Even if it doesn't perfectly resemble the original, it's a very nice model. It's better than the Sprite. The original thread for it was here:
http://forums.newdoom.com/showthread.php?t=33555&highlight=hellstaff

Also, I found a link to the original "To-Do" list for Heretic, but I'm not sure if it is completely updated:
http://forums.newdoom.com/showthread.php?t=21610&highlight=hellstaff

I'm tempted to go through Heretic and manually write down all the sprites that do not yet have models... I can't believe how many great modelers are turned away from Doomsday, simply because they can't find a list or documentation on this stuff. :(

Vermil
June 25th, 2008, 12:56 AM
I'm tempted to go through Heretic and manually write down all the sprites that do not yet have models... I can't believe how many great modelers are turned away from Doomsday, simply because they can't find a list or documentation on this stuff. :(

Er... I just stated that the hud Hell staff and the 2 hanging moss things are the only non-projectile things without models in the JHRP.

All player weapon projectiles except the Hell Staff (both missiles) have models. Though the normal missile has particle generators attached to it.

All bad guy projectiles except D'sparil's (both serpent and walking) and the Were dragon’s have been done as either models or completely replaced with particles.

Question is would models of the moss actually look any good. Or would a hi-res version of the sprite look better. Of course, I couldn't do either myself.

Similarly with the remaining projectiles, models or particles.

Tea Monster
June 25th, 2008, 04:57 AM
Can you post a shot of the moss? usually things that have a lot of alpha (transparency) on them tend to work better as sprites, but it depends on what it looks like. You can always 'cheat' and put a high-res sprite onto a transparent plane, so it stays put when you walk around it. That gives you the best of both worlds.

Cain
June 25th, 2008, 04:57 AM
I can't believe how many great modelers are turned away from Doomsday, simply because they can't find a list or documentation on this stuff.

-It's easy to get they documentations...
About me, i juste stop to work on doomsday because the engine is to bugy for the moment,
I realy hope the beta-6 will be more stable...


i juste wait .....

Tea Monster
June 25th, 2008, 05:12 AM
It is difficult to get documentation. All of the links that I've found are dead or 404'd.
Usually you can 'reverse engineer' how to get models in from looking at the definition files that come with the packs. If you are dedicated and know your stuff, you find out though.

It would be nice if the documentation was put up if it does exist (I don't know if its being changed due to engine being worked on similar).

Vermil
June 25th, 2008, 05:18 AM
Can you post a shot of the moss? usually things that have a lot of alpha (transparency) on them tend to work better as sprites, but it depends on what it looks like. You can always 'cheat' and put a high-res sprite onto a transparent plane, so it stays put when you walk around it. That gives you the best of both worlds.

The only non-projectile things in Heretic that currently don't have models of any sort :p

http://darkocean.info/MOS1A0.bmp
http://darkocean.info/MOS2A0.bmp

A forum search will reveal what's going on with the documentation (I've actually stated it more than once on here).

Tea Monster
June 25th, 2008, 05:43 AM
Does the engine support transparency?

Vermil
June 25th, 2008, 05:49 AM
Indeed it does support alpha channels and also partial transparency. The D'sparil model fades out and back in when he teleports for instance.

Tea Monster
August 19th, 2008, 01:42 PM
Thanks for the response. Nearly done! Can anyone else let me know where it appears in the levels? I've got both of them in The first level of the Ossuary. Anyone else know where I can find them?

I'll post some screens when I get home. We are in the middle of a hurricane here at the moment *cachmf*

Oh, next project will probably be the Golem.

DaniJ
August 19th, 2008, 05:03 PM
You can spawn one anywhere you want. Use the "where" console command to find out where you are and then you use "spawnmobj" command to spawn one right next to you.

Tea Monster
August 26th, 2008, 09:18 PM
Ta! (translation: "Thanks!")

deus-ex
November 17th, 2008, 08:48 AM
This will be at a standstill for a while.

Oh, pitty. :(


Even so, does anyone want me to fileden some animated gifs of it?

Yes, yes, pretty please. :)

deus-ex
November 17th, 2008, 11:45 AM
Wow, your Gargoyle is a mere beauty! The animation is of high quality, even at this non-final stage as you say. I do hope someone of our members with experience in modelling will try to give you a helping hand to overcome the obstacles you are currently facing.

Would be a shame if this model would have to suffer from not being finished all to long. Thanks for showcasing it, KronoNomikon. I can't wait to see it in game.

KuriKai
November 17th, 2008, 12:07 PM
how did making it an md2 mess it up? got screenshots?

KuriKai
November 17th, 2008, 12:47 PM
got a Instant messaging account? if so private message me with it please so we can discuss this more

DaniJ
November 17th, 2008, 02:26 PM
Firstly; awesome work, really nice indeed.

Have you ever produced a model in MD2 format before? I ask as it sounds like what you are describing with the repositioning of the vertices is actually an inherent "feature" of the format.

The MD2 format does not store vertex coordinates with full precision as back when the format was designed, interpolating full precision vertices for smooth animation was rather cpu time-intensive. To help resolve the issues the format was designed so that the coordinates are both compressed and compacted into an easier format to animate in-game. This means that in the conversion process, it is necessary to quantize the coordinates into a "model coordinate space". Obviously this has to be done for each frame so what happens is it will determine the extremal coordinate bounding box from all vertices in the frame at their current position and then adjust the coordinate space to cover it. However what happens with an animated object is that typically, this bounding box will change on every single frame thus the coordinate space resizes. Now, with your Gargoyle's flapping wings this will amplify the difference in the per-frame coordinate spaces. So. When the vertex coordinates are quantized, they will appear to "jiggle" or "move" when the animation is played back. This phenomenon is what is commonly referred to as Vertex Swimming.

There are other inherent problems with the MD2 model format (some of which skyjake's dmdtool can rectify during the conversion from MD2 to DMD) but the vertex swimming is the nastiest imo.

Unfortunately, Doomsday does not currently support a model format which does not suffer this problem. However, this will be rectified in a future version by implementing support for more modern formats.

There are however some steps you can take to limit the extent of the swimming:
1) Split vastly different animation sequences into separate files.
2) Maybe separate some parts of the model into separate pieces. In the case of your Gargoyle I see this is your intention but rather than use one model for both wings, you will find you get better results by using a model per wing.
3) This last step is more of a trick really and many editors won't let you do it (plus its not exactly modder friendly) - you can coax the bounding boxes to whatever size you want and enforce consistency by adding additional vertices not connected to the model to push the bounding box out further. Step through all your frames and ensure that the "vertex box" contains all of your model and then export as normal. Finally, manually edit the model file to remove the additional vertices. This method was used by a couple of commercial deverlopers back in the day to try and one up the competition who opted to grin and bear the MD2 format's shortcomings.

EDIT: Added some tips for minimizing the problem.

DaniJ
November 18th, 2008, 04:39 AM
I would suggest that rather than fight it, simply do as you said and export in another format and then use another tool to convert to MD2.

DaniJ
November 18th, 2008, 08:20 AM
In that case one option could be to export the frames individually and then piece them back together using md2tool.

Lightning Hunter
November 19th, 2008, 10:02 AM
The gargoyle model itself should be done in a couple of days. I don't have off 'til Thanksgiving, but fixing the model and writing the DEDs is childsplay after all the BS I've had to climb over. :D

Sweet, I was just about to ask you how that model was coming along. I can't wait to see it. :)

Tea Monster
November 30th, 2008, 02:20 PM
That is looking sweet!
I tried playing the anims out in the IPO window and didn't see any problems. Is it only when you export to MD2?

Sometimes you have problems if the skeleton has a rotation or other deformation on it when it was created.

I'll try to export it from here. I know they were having some problems with the MD2 exporter recently, but I thought it was fixed recently. I'm using 2.48a.

Vermil
November 30th, 2008, 02:33 PM
Looks nice, I like the glowing eyes. The wings animate very well.

I have to admit that the whole skin seems a bit shadow less and bright. Also, the other Gargoyle model is taller than the sprite; yours is a lot wider (though the size could probably be scaled via the ded).

I'd also call up the jerk when it goes into its melee animation.

Once again no gib or crash frames. The later perhaps shows quite a bit more with your model than the other one because of the width of your model as it is falling. But then I'd imagine that gib models/animations are probably quite difficult seeing as most of the JHeretic models are missing them.

Though it sounds like I am being very nit picky. I do think it is a very good model.

Tea Monster
November 30th, 2008, 04:06 PM
I could never get the hang of GIMP. Everything is in the wrong place and tools behave strangely. Yeah, I had to learn Blender and 3D Animation and Rigging and UV mapping, all in one go when I started doing this. It can be a lot to take on at one time.
The Gargoyle turned out very well.

I can't believe the gibs situation. I didn't know the particle system in Jdoom was so advanced.

I'm having the same thing with the cacodemon. I need to make a separate model for the death anims. I was going to just do a death anim model, I hadn't thought about particles, but seeing what is capable, I'll definitively look into that, especially for the attacks.

Vermil
December 1st, 2008, 02:29 AM
EDIT: Forgot to reply on the "attack jerk"... Do you mean how it rears back quickly? That's mainly due to the fact that he's first leaning forward, then he has to rear back in a very short time.

I mean there is currently no animation for it rearing back to swipe at the player at tall. It happens instantly.

I know you can't make a seperate animation for it rearing back from every part of it's flying animation. (i.e you can only have one attack animation), but IMO some sort of animation of it rearing back, like Slyrr's Sabre Claw model does, is sorely needed given that it is a melee animation.

There are actually particle fx set up for near all bad guys in the JHRP. Only D'sparil and his serpent don't feature 100% complete effects. Thier missiles.

Tea Monster
December 3rd, 2008, 02:41 PM
Its really nice to see some progress on Heretic.
The new particles rock.

Reminds me I have to finish the moss...

Tea Monster
December 4th, 2008, 07:22 AM
Yeah, it hangs off the ceiling and it still needs a bit of tweaking.

Tea Monster
December 14th, 2008, 12:35 PM
Cool! Glad I can help. This will make everyone's lives easier. It may just fix the problem I had with the moss. If it auto limits the frames, that would be great as its a PitA to have to faff about with MD2 Tool. You'll still have to do that to get the LOD, but everything helps.

Tea Monster
December 14th, 2008, 07:36 PM
I'll have to test it out. Yeah, the Bob Holcomb one is the one that comes with Blender. I believe it got heavily tweaked or altered recently. Not sure if by Bob.

Jimi
February 9th, 2009, 11:12 AM
I've noticed the Ophidian projectiles clog up the particle system really fast. It was really simple to fix. The particle generators for their projectiles had "gnf_static" flag in them. I took that away and new particle generators could be spawned again. I also decreased the amount of particles to 20 from 200 and they look exactly the same...

I also think some of the monsters could have better movement animations, they look a bit like kids running around and pretending they're horses...

Vermil
February 9th, 2009, 12:12 PM
Yeah, I don't think state based particle generators with the gnf_static flag are removed if the mobj that spawns them is.

Cain
May 10th, 2009, 06:34 PM
Hi,

what do you think about this Wand model ?

http://uppix.net/7/c/e/a5cc366ea9327175f2267e565e323t.jpg (http://uppix.net/7/c/e/a5cc366ea9327175f2267e565e323.html)
172 polys

( i not very good in texture stuff ^^ )

KuriKai
May 10th, 2009, 09:51 PM
not too bad, I think you should give the plates around the gem more detail (polygons) though, to make it look more like the sprite.
and also make the handle round

Cain
May 11th, 2009, 03:53 AM
yes, with more polys this be look better, but it's my objective to reduce the number of polys
in game.
I test the beta6.x and i see the framerate goes very down when some object are in same scene ( using XCCP ).

The XCCP not realy optimised and some models ( i made to ) contain to much polys.

Well i thinking to remaking a model pack realy optimised...

I thing this model can be looking better with a good texture.

ULTRAZEALOT
June 2nd, 2009, 11:24 AM
a new wand!
great!
i dont really know how the texturing process is, but, if you ask me to "paint this file in photoshop" or something like that. i could help ya *cacraz* .
*caclaf*