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EYE of HORUS
Hexen 2 Entities
Downloads


Entity Resources

  • Entity information pages, zipped for convenient reference on your own machine. These do not include the actual examples, but the links on that page should work from your machine when your browser is connected (if they don't, holler!).
  • Updates since Sept 28, zipped
  • Entity sections from all the .bsp's in the original H2 .pak files, zipped (easy-to-read text format, no less).
  • Some examples of complicated stuff. Well, only one so far, but if you would like one for some entity that's giving you trouble, just ask! Formats provided are .map, .bsp and QuArK .qme.

    entity exemplifiedtext filezip file
    trigger_message_transfer 6K 70K (map, bsp, QuArK)

Texture Wads

Here are some texture wads for H2 and the Portal of Praevus Mission Pack; the purpose of the H2 wads is to cover some textures with duplicate names that are left out of some collections. There were some manual steps in the preparation of these, so there might be mistakes:
  • A hopefully full wad of all the textures with duplicate names in H2, named by the original name suffixed with m/e/r indicating the theme (each theme had its own wad, but the Medieval, Egyptian and Roman wads each had an rtexNNN series with overlapping names). This can be used with any editor, regardless of which duplicate-named textures it misses.
  • A wad of Textures with duplicate names that are unavailable in QuArK 4.
  • The new medieval textures from the Mission Pack, including some with duplicate names shared with some of the Roman textures, that Kor Skarn seems to have missed (I think).
  • The Tibetan textures from the Mission Pack.
Credits to Edward Kiser for MIPINDEX, which automatically detects textures with same name and different data!

Here are some instructions for using these and other texture wads with QuArK 4:

  • From the `files' menu, select `new' (to start a new .qme, this isn't necessary if you don't already have a .qme open).
  • From the `New' menu, select `New textures'.
  • Rename the `New textures' item that appeared in contents listing on the left to whatever you want to call this collection of textures, then click on it.
  • You should be looking at an empty textures folder, labelled by the name you just chose (or just New Textures, if you didn't rename it).
  • Now click the right mouse button, and select `import' from the resulting menu. Find the .wad file you want in the dialogue, and select it.
  • The folder should start to fill up with the textures; when it's done, close up the Textures window and return to the main QuArK window, and either add make another new textures item, or save out the textures .qme under a new name.
  • When you're done making the textures .qme and have saved & closed it, open up your project and select `File links' from the `New' menu, and select you new textures .qme. Now when you fire up the texture browser, the folders you added should appear, and be available.
A final point is that if you open up the texture .qme directly, you can add and remove textures from the folders, whereas if you're looking at it through a link, you can't.

QuArK Stuff

  • A H2 and Portal of Praevus support for Quark 5. Not perfect, but half-decent, I hope!
  • A QuArK 5 texture name add-on to help with shifting H2 projects from QuArK 4 to QuArK 5 (needed because I renamed the textures in H2 that have duplicate names, only some of which were available in QuArK 4).
  • A Portal of Praevus .qme containing some incomplete and extremely minimalisticentity support (mostly only spawnflags, and nowhere near all the entities, yet). But I'm intending for the QuArK 5 PoP support to be good (at this point, I think it's getting there).

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