latecomer to Modding for Deus Ex; mapping and modeling
uploaded a wip current build of the map at Gravity-world.com
or direct from dropbox @ Dropbox.com
i love the little central gatehouse wall tower with it's OMG D: face.
the spawns are all at ground level, because bots and stairs mean more railings, more pathnodes and more fiddling.
it's a bit bright at the moment, i'll tone that down later, got a weird "not sure if daytime or nighttime" vibe to it
that pale tan coloured building has no windows or indoor lights yet, it is wholly lit by 2 or 3 'world lights' which are just regular lights high up in the sky with large radius' and a low brightness
i've tried to balance out solid buildings and ones that can be entered.
changed the sky from earlier shots, looks terrible if i do say so myself
thanks FastGamerr :D
unrealed can be a difficult mistress, but i think in our hearts we all love it
need moar law
the basilica has some terrible cuts coming off of the window subtractions (10 sided) and the window frame adds (10 sided hollow). tried to keep the lights off those. no weird collision thankfully
haha, looks like great fun, maybe organise some weekend matches thru fgs?
such a great gameplay vid poor. nicely done
really nice architecture
magical floating building of worship in a weirdly lit greenish bubbly world
interesting. couple of observations from my neighbourhood; i never understood how they came up with their ideas about Australia. maybe this could help tho? (http://deusex.wikia.com/wiki/File:Aus2.png) Papua New Guinea seems unlikely to remain separate from Indonesia. tbh i think china would smash both korea's before taking on the nuclear power of india, also i think india and pakistan are destroyed (source: book in paul's apartment)
edit: stupid wikia links: 2nd pic on this page Deusex.wikia.com
more cyberpunk is needed perhaps? the map still looks closer to the 2000's than 2050..
thanks TECMEC, how is your project in the cube engine coming along?
thanks dude, still not too sure about this particular design for merging the transit hub map with the street hub map. on the whole the maps are still very open, not alot of depth to them, so i may in future separate this rain structure to be freestanding and redesign the city to have the transit hub map more segregated from the street
hi cyberp. enjoying a playthru of gmdx at the moment (finally, intended to do so at v5, but stuff came up). something is up with the crates in gmdx, they are really really bright, unlit bright. i'm running fresh dx install, new vision, grotz new hdtp installer, gmdx. (standard dx, no shifter or human renovation etc). running with d3d9, i don't like 10. here's a pic of crates in gmdx: Moddb.com , for comparison here is hdtp crates in my map; Moddb.com
(^me) signs me out when i close the browser :\
"-Sharks now have a 10-15% accuracy bonus with laser type weapons. No, not really"
awwww, Fish at drawscale 10, with lasers, would've made the ocean lab map so epic
wow, i really need to do something about the box hedge, that looks really boring :O. street light in background will probably get changed a little, i made it last year, and i think i can do better. street lamp in foreground is quite good as far as i am concerned, will probably re-texture them, or possible make them into a model. forget how many polys 160 to 190 or something, hard to make it look lit properly in both cases, had a shocking bsp cut here, didn't find where it came from, hoping it is gone since i culled alot of unnecessary geometry from inside the transit hub
bed time now. gg
rarrr at the lighting on that building in background, that is the original that 'hvy tech' was manipulated from, it uses a 2 section per lvl/floor design, which i really like, but it destroys the lighting, because the vertices are tucked further in toward the building whilst the concrete beams jut out, and despite behind plastered with lights it doesn't look lit properly.
have still got zone light at 4, which is why nothing is totally dark- hey i have to fly around all the time, i wanna see where i'm going :P
i am flying almost 1000uu off ground here obviously. just to show it in full, rather dwarfs the player from ground lvl, i could make this vista a thing tho, purple kitten shell to the left, ie red brick thing. balcony perhaps
to those cool dudes that visit my profile page, thanks for visiting :D
i implore you to critique, i ain't gonna be hurt if you have constructive criticism :) i am aware my 'little fan mission' is getting more ambitions in its scope and overall size, still just getting the basic layout set in stone so i can start concentrating on smaller details like npc's, missions, augmentation & skill interaction with map, consequences etc etc etc
to expand upon the 'enterable buildings'; at this point this includes; purple kitten (bar/nightclub/possibly brothel) it is largely finished, just needs to be fixed to fit into the shell that sets it's size from this map, which will basically be me 'save as' this map, delete everything that isn't visible from the purple kitten location, then copy/paste everything from the old purple kitten map and move stuff around so it fits cleanly, and redesign to make it interesting/workable.
another map 'Ersatz Medical' *was* pretty much finished, just needed the morgue basement. but now ersatz is completely differently shaped in the city map (ie above) so it'll bascially get the same treatment as the purple kitten. but more layout changes, which is a blessing in disguise, as it was rather easy to loose bearings and get lost, i've made alot of prefabs and models specifically for ersatz. it is probably to be the most mission oriented location, reason being Augmentation and health stuff, which is a large part of the dx story/stories
not yet included on this map is an apartment complex, which i made around christmas time, it will go in the empty corner at lower middle of sshot above, might need a bit of alteration so it isn't so visible from the street, otherwise it will end up being a huge copy/paste, which isn't what i want from that. it is quest based, kind of like the 'find the right alice garden pod' when looking for windwill in dx-hr, you will 'find the right apartment' where something interesting might happen.
looks good Jonathan. i look forward to playing this. a nice aesthetic, tho i personally feel the rooms should end on a clean seam of full and half hexagons; there a few areas where the wall sits at an uneven 1/4, 3/4 alignment. i guess perhaps that is just my personal bias.
i agree with what you said in the vid about the 1st/2nd challenge, that room needs expanding. perhaps give the player a simple idea of how far they can jump, and how high, from watching i am honestly unsure
i also thought the walls felt really square at some areas in your vid, and wondered if maybe it would look nicer with pillars and alcoves with shelves or something (ie subtract 5, add 2). tho i guess that could risk a hexagon overload :P
looks innovative and well thought thru. good luck
just to re-stipulate my excuse for the jarringly bad graphics; textures are unaligned and unscaled. lighting is still in its infancy, also there is a zone light just so i can see in the areas not yet lit (a large percentage of the map), and i have it set at .6 brightness, which looks much nicer than this which is at 1.
that building doesn't have glass on the windows yet, due to my tex at 512x512 not scaling easily, which was an oversight on my part when i made the texture, still undecided if it should be hollowed out or not, will be enterable as a self contained map for explorers, i can hide my truck models, forklift, palletized cargo and whatnot. it would be great if it could be part of the street map itself, but too many polys for the pallet rack shelving, workbenches and interior detailing. and a ton of models of course, i imagine 3 to 5 meg total, load time will be negligible, reward will be minimal, ie. it won't be littered with a ****-ton of lockpicks and multitools, more or less it'll just be there for the sake of being there. with some loot as a thankyou for visiting
its still really high on earthy tones. got some neon (not for this part really tho) and a massive pain in the butt set of alloy scaffolding etc which would look just good on the corner building. will leave such things until later tho
aha, i finally fixed my sshots from being so dark. now it is too bright :P it looks better at 0.6 brightness
something is up tho, that sshot is stretched horizontally quite a bit, its not so squat.
anyway, i've got a big empty space on the inside corner of the road (ie centre screen) so that viewing vista will change dramatically when there is a building just behind the stair garden
just as a note: i use transform permanently alot, so texture surfaces are typically unaligned and unscaled (ie that 2 course brick wall at bottom left of screen :P ~ due to 512pixel tex i made, and i'm not yet sure if it's possible to stipulate: use this tex at scale 0.125 for example) because it all gets reset at each transformation, so i'm not bothering until the level is finalized, that is the time that they will get their deserved aesthetic attention
great lighting CyberP
not quite sure where that is. well done :D
coffee cup looks better tho
i didn't like the one on the left, it will be destined for an ingame laugh about ridiculously overambitious ideas detracting from the sole purpose of a chair :P the other 2 are decent enough, now i will make some that are more specific to certain purposes and locations
anyway that's 4 chairs so far, not sure; but that'll probably do ;)
bah! soooooo bright, i think there is a setting for forcing brightness in the default properties, i've got to fix that
woah mikak! you type so much! :O
tl;dr version: basic pc, 2x lcd monitor, laptop, 2x keyboard, external hdd models. need to fix screen on when frobed (texture switch thingo). gg
consider the bus sign a place holder texture, rarrr it shouldn't be white either, it's translucent, like a holographic.
why do you hate me sshot :(
dark clothes make this dude look tougher.
haha, that's all kinds of cool
"Magazines and shell casings now inherit parent velocities from their owners movement. Thought it was odd that you could run through your own brass carelessly, so the new parent-velocity system that has seen application in other areas previously makes the fragments seem incredibly reactive and cool. Flying leaps while spraying lead will now produce an artistic avalanche of brass that matches your path, which is simply dashing."
this will be very impressive.
looks good so far.
woah weapon hoard. all look awesome
no they don't work as moving escalators :( i have it conceptualised in my mind, using 7 or 8 loop movers, but yeah, probably not going to happen. they serve as just stairs really
works well, textures are all nice, cans are lower poly meshes from your previous version which is aimed at multiplayer i presume. i preferred the other can meshes, tho i can see that these are probably more appropriate in most situations. hope you will include 'jolt cola' (real brand, pretty niche; here we buy it via website and they send you a carton 15x for $30). also was just wondering if you would consider an empty can? under deco, with no 'pickup' ability, and wont restore health/energy, just for laying strewn around on the ground, with an empty can sound when thrown. nice work, looking forward to this
hi Prototype. i just added this to my unrealed, this is a really nice package, especially the drinks. do i read correctly that you will be updating it at some point in future?
what's that cool screen tilt/shudder thing happening with each knife attack? did you pioneer that implementation? because; i like it alot, feels very appropriate
that is a boss toilet
oh yes, the wheels are the same height as lady liberty on her pedestal.
also the wheels only just fit in beneath the sky :)
i'll go fix some stuff, with my friend; cheap fortified wine
oh yes, also just to state the obvious: the truck has white tyres, because the method i used (building brushes in unrealed, intersecting all, export to .t3d (prefab), meshmaker by mychael to .3d, unr2de by tack, uccmake package) only allows for 8 textures, and i was *hoping* i could export a (excuse my ignorance of the correct term here); a picture sheet, lol, fail :), what ever it's called, the 2d image file that accompanies a 3d model, which could then have allowed me to add more than the 8 textures which the method above allowed, ie. slap on some wheel textures & the red and orange coloured lights at the rear of truck. anyway, might try to bang out the solid versions (non hollowed out cab- it's probably too sml too see, but there are seats inside the cab on these hollow cab trucks), so that should be 50% of the trucks with only 10% of the work. stay tuned, in a week or so :P
^ same forklift from previous image, now a model, due to bsp hate and massive framerate drop when this beastie is anywhere but in a rectangular hallway :(
really not liking the fact both models have a 20% reduction in length, very annoying
150mb of (awe inspiring) awesome! with a touch of leet comedic relief, and a hint of wtf lol wut okay. :D
keep up the excellent work
this pic is awesome
that made it nice and easy. thanks
all is looking brilliant!
I am NOT a Machine! :P
hi epicmorg, those are some very nice recreations of the Unatco liberty island docks you have made
argh just realized i forgot to set the trigger lights to initially on :( looks cooler, and it took 5mins to line them all up on the nice angle and the correct sized light cones. not finished yet anyway.
sarah mead because i can
very atmospheric, looks very cool
great pic. reminds me of that diablo 2 pic with heroes around the campfire, nice blend between lighting.
nice lava caves
wow, all these creations are amazing. got a certain matrix sentinel feel to them with the red lights.
really nice pic right here
love this pic 100%. tracking your game :D
amazing concept art, quite Deus Ex-Esque
'teh new BOOM'
bah, i swear it doesn't look that dark, probably because of the black background and converting from .bmp to .jpg
excellent video, i actually understand now :D
The F*** is that thing? (poster with scary face-monster)
great magazine textures
looks really nice
best conversation i've had with a prostitute in a long time
some of these dx-original prefabs have had their poly counts multiplied by factors of 10x +
rebuilt the DX shipping container today, was 5 polys, 10 if hollowed out. now 1000+. looks so much nicer. not all prefabs will get such treatment, most only small changes
love that 'apartment block'? with the staggered rectangles in back ground, great way of making background buildings less box-like
these pics are all looking really good, great outdoor feel. excellent grass, jealous unrealed doesn't have grass like that!
also known as dumpster workout
another tragic case of no coretexplastic
tragically there is no CoreTexPlastic! so i used one from glass, will look better dark grey/almost black i hope
its only small, zoomed up really really close, its not sitting on the floor there, its floating in the middle of a 256x256x256 room
CHARGE! haha, that was excellent for the time
i cant see whats been changed here. wait where did that ****** go?
haha YES!!! "terror built into the system"
ummm, words fail... +1 :)
the warehouse is completely empty because i was getting close to 10,000 polys and my laptop started freezing on the perspective view, i really like this pic for some reason
2nd best description ever (after the inventory one)
best lvl entry
hunter seeker, aka ***** robot
Tra-la-la-la-la-lala. I think Ill fire the bitch. Right now.
no need for multitool, just crouch under laser
they'll be fine
engaging armoured templar at 5 paces? and you do have the cloak aug, and full bioelectrictity, and almost no ammo!
your not doing it right.... :P
This is awesome dude.
that must have taken alot of time, its so good
wallpapery.sk, 1024x768, sadly it looks the same. there are alot of other nice wallpapers on that site (not blurred)
you DO want to play as the female alex d