Hexen II Models

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Ganbare-Lucifer
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Hexen II Models

Post by Ganbare-Lucifer »

Surprised that nobody bothered to rip the models for them, contains a shared folder of almost all the Hexen II entities that can be hopefully helpful for somebody to do sprite captures

DOWNLOAD HERE
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Cherno
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Re: Hexen II Models

Post by Cherno »

I would like to chime in some tips to color-correct the model skins.

Use QME Quake Model Viewer to open the mdl file.
QME has a colormap option, select the included Hexen 2 colormap. (View - Colormap Editor)
QME also lets you export the Skin. File->Export Skin. Export the color-corrected bitmap.
QME is also handy for viewing animation frames. The frame index is at the bottom of the window.
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Ganbare-Lucifer
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Re: Hexen II Models

Post by Ganbare-Lucifer »

Cherno wrote: Sun Mar 08, 2026 2:20 pm I would like to chime in some tips to color-correct the model skins.

Use QME Quake Model Viewer to open the mdl file.
QME has a colormap option, select the included Hexen 2 colormap. (View - Colormap Editor)
QME also lets you export the Skin. File->Export Skin. Export the color-corrected bitmap.
QME is also handy for viewing animation frames. The frame index is at the bottom of the window.
I could have given it a shot only for a small little problem: It doesn't work on 64 bit systems
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Enjay
 
 
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Re: Hexen II Models

Post by Enjay »

I think that QME does actually run on 64 bit systems. The problem is that the install program doesn't. So, unless you can track down a zipped ready-installed version, you'll be struggling.

I could be wrong here (it's a long time since I used it) but I also *think* you'll want to track down QME 3.1, which was a beta version... I think. I'm not sure that 3.0 has the colormap thing, but 3.1 does.

IMO, the big problem with HexenII models is the same as Quake models - they are very low poly. So, when sprite-grabbing them, they still require quite a bit of post-grab work to ,make them look good. They're probably not as bad as the Quake ones, but they are still very blocky looking.
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Ganbare-Lucifer
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Re: Hexen II Models

Post by Ganbare-Lucifer »

Enjay wrote: Sun Mar 08, 2026 3:52 pm I think that QME does actually run on 64 bit systems. The problem is that the install program doesn't. So, unless you can track down a zipped ready-installed version, you'll be struggling.

I could be wrong here (it's a long time since I used it) but I also *think* you'll want to track down QME 3.1, which was a beta version... I think. I'm not sure that 3.0 has the colormap thing, but 3.1 does.

IMO, the big problem with HexenII models is the same as Quake models - they are very low poly. So, when sprite-grabbing them, they still require quite a bit of post-grab work to ,make them look good. They're probably not as bad as the Quake ones, but they are still very blocky looking.
I'll try to look for it through internet search, thanks

In the meanwhile, I've submitted them with their respective skin0.png with the Hexen II palette tweaked in for easier change or something as the Quake 1 Model Viewer that I used by default didn't allow me to put in the Hexen II palette directly.

Just hope somebody talented could tweak them to make them less blocky and more in style.
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Re: Hexen II Models

Post by ThatKidBobo »

Funny, I also ripped the models to view them around a week ago. How I managed to have them displayed with the right colors was using Noesis and copying the pallete into the folders that had the models, I think Noesis automatically adjusts the colors after that. It's really interesting to see how unorganized the file structure in the models folder is. Anyway I think Hexen II models look aesthetic as hell and they seem to be animated really well too.
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Re: Hexen II Models

Post by Ganbare-Lucifer »

I wish I could open a collaborative project with the objective to convert all the Quake and Hexen II monsters from models into sprite, so these can be submitted to Realm667 if possible or be open for resources...

So far Desfar and I are handling it as a pseudo chill project, if more volunteers can offer, then we might expand it to something serious.
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ThreadNecro
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Re: Hexen II Models

Post by ThreadNecro »

I should probably get back to tinkering with those at some point >.>

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