Hexen 2 Entities; logo by D3IS Multimedia - webmaster@D3IS.com

Welcome to the Eye of Horus, where the aim is to provide accurate and complete information about the entities, so that you can put them into your maps and they will work like you expect them to.

Comments, suggestions and especially New or Corrected Entity info to tiglari.

Credits & Thanks:
tiglari -
This site
HexenWorld- Hosting
D3IS - Graphics & Layout
Armin Rigo - QuArK

Hosted by HeXenWorld


Main Information Page

[Reference || Tutorial || Lists || Discussions || Links || Downloads ]

[Praevus || Siege || Heretic II]


Aug 21, 1999
Long time no update, this time its to help people pick up a fast and furious little DM/SP map by Dehumanizer.

Dec 23, 1998
I've converted the entity list from Jon Zuk's HereticED manual to HTML, and added an alphabetical index, pick it up here.

Dec 5, 1998
A preliminary Entity set for Heretic II for Qoole. It's very rough, in fact it might not even work; I'm not a Qoole user, but made it by adapting the PERL script I use for making Quark5 entity support. If you want to help me make it better, send me email.

Dec 4, 1998
More improvements to the Quark 5 Heretic II support, mostly work on the spawnflag (also the offensive/defensive flag specifics for worldspawn.

November 29, 1998
Today I've improved the Quark 5 Heretic II support, cleaning up the descriptions, and incorporating the html-ized help info from the game code source. Collect it here.

November 28, 1998
Today's first update is an html-ized version of the entity help comments from the Heretic II source code, indexed alphabetically and by groups. Collect it in as a zip either here or from the new Heretic II section.

And there's more! A revised Heretic II support file Quark 5.2, containing the improved entity support that I didn't manage to get together in time for the release of 5.2.

November 25, 1998
Two things today. First, a Quark 5 add-on for Siege, based mostly on Kor Skarn's investigations, and incorporating his guide into its help-system. This will hopefully be revised before too long, when he can steal enough time from Real Life to write up his new findings.

And also, some rather `techie' heretic 2 entity stuff, sitting Quark 5 add-on here. Including various kinds info extracted from the Heretic ii maps and entity source code. Note that the map names are truncated to 8 chars, so some info may be lost.

November 5, 1998
A new version of the duplicate texture wad for Hexen 2 (containing textures that have the same names in different maps, causing them to be missed in many editors), remedying the omission of the sky textures pointed out by Wulven. The method by which the original was prepared was not supposed to be able to fail, so there may be other omissions!

Also, a Quark 5 add-on for Heretic 2 demo editing. Requires Quark 5, and Cecil's Texture Set, and runs as an add-on for Quake 2.

November 3, 1998
A Quark Plugins section, with some of the ones I've been working on, and a tutorial on writing them.

October 29, 1998
I've added a link to my entity tools to the downloads page, they seem to work on the Heretic 2 demo.

October 24, 1998
Well actually, this has nothing directly to do with Hexen 2 or even Heretic 2, it's a tutorial on writing plugins for QuArK 5.

And hats off to Raven for producing a totally kick-ass game!! Which I can't play yet until it comes out on a computer mag CD down here in Australia, grrr!

October 6, 1998
More info about Siege doors and triggers in the Tutorial Section.

September 28, 1998
Put some Siege content into the doors tutorial, and added an account of how to setup a loopback Siege server for entity-testing.

September 22, 1998
Started the tutorial on triggering, and added a Siege section (not much content, can't actually play it, no servers close enough).

September 3rd, 1998
Spurred on by Lodo of the Citadel, I've started a tutorial section to help newbies start learning their way around the exuberantly numerous throng of Hexen II entities. So far there's only one on doors (sliding and rotating, with a bit on buttons, puzzle pieces and targetting), but more is on the way. It's also not too polished or graphically glitzy, but at least it exists (and should load fast!).

August 25, 1998
Increased the visibility and linkage to the info on how to spawn things upon the death of a monster or the destruction of an object.

If you're a confused newbie (everybody starts that way) check out my assortment of links. One thing that may have changed since this page was started is that perhaps more of the people starting H2 map-editing don't know their way around Quake or Quake2 editing, and so maybe need more H2-specific help to get started. If you're like this, speak up on the HexenWorld message-board, and maybe people will be motivated to try to organize more help.

July 27, 1998
At last, an update!

Which is revised Quark Entity Support for both Hexen II and the PoP Mission Pack. Various errors have been fixed (tho surely more remain), and I've made considerable use of the new `more specs' buttons to provide more of the rarer keys without making too much clutter.

June 26, 1998
A QuArK 5 item, a 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). This will probably be the last update here until after July 16.

June 25, 1998
Two editor/entity items:
  • Bludbath has prepared a revised and improved h2 entity set for Qoole. He's also working on the PoP entities, follow the HexenWorld message board for news.
  • I have but up preliminary Quark5 support for PoP. Only the new PoP entities are covered at all, I haven't yet added the new fields and spawnflags for old entities. This will have to wait until mid-July, when I will be back from some travels.

June 23, 1998
Some small corrections

June 21, 1998
At last, all the PoP entities I plan to do are now have proper entries on the Eye, although there is still stuff left to find out. The ones I've left out don't strike me as likely to be muc use to ordinary mapmakers, or else they are things such as coop start spots, which I can't experiment with (and look pretty easy anyway).

Things are getting busy, & then I will be away for a while, so for the next four weeks or so there's not likely to be much progress here, except I hope to produce some kind of PoP support for Quark 5 up before temporarily disappearing.

June 18, 1998
All the remaining PoP triggers, tho there are some general enhancements to most/all of the triggers in PoP that I haven't finished sorting out; for example they all seem able to have an angle field specifying the direction the player has to be facing order to set them off. Plus a few odds and ends, such as plaque enhancements and a bit on func_walls.

Only snow (cool!!) and the objects left, of those I intend to do!

June 17, 1998
More triggers, including objectives, setskill, hub intermission and stop. Almost done with triggers, but not quite. And some more entity discussion with Eric Biessman.

June 14, 1998
Various minor corrections, especially to rotating brushes and lights.

June 8, 1998
I've been playing with the organization of the site somewhat, to try to get a better organization of the slowly accomulated content.

As for that, I have a bit more stuff about mission-pack editing, and have gotten well into the new/changed triggers (skipping over the objects for now, because they look mostly quite straightforward).


Permissions: You may install the zipped version of these pages on you own computer for personal use. You may not set it up an any kind of server for public use. If you want to do something else, and you aren't sure.. ask!