latecomer to Modding for Deus Ex; mapping and modeling

Comment History  (0 - 30 of 166)
mikak Nov 21 2014, 12:55am says:

uploaded a wip current build of the map at

or direct from dropbox @

+1 vote   media: Basilisk02
mikak Nov 20 2014, 11:41pm replied:

mega lolz

+1 vote   media: Basilisk05
mikak Nov 20 2014, 11:36am says:

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.

+1 vote   media: Basilisk05
mikak Nov 13 2014, 11:23am says:

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

+1 vote   media: basilisk wip#1
mikak Nov 13 2014, 11:20am says:

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

+1 vote   media: basilisk wip#3
mikak Nov 6 2014, 10:54pm replied:

thanks FastGamerr :D

unrealed can be a difficult mistress, but i think in our hearts we all love it

+2 votes   member: mikak
mikak Oct 24 2014, 10:46am says:

need moar law

+1 vote   media: DEUS EX WW2 WAR
mikak Oct 24 2014, 10:44am replied:

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

+1 vote   media: DXMP_WW2_Basilisk
mikak Oct 17 2014, 5:01am says:

haha, looks like great fun, maybe organise some weekend matches thru fgs?

+1 vote   mod: Soccer Mod
mikak Oct 17 2014, 4:56am says:

such a great gameplay vid poor. nicely done

+1 vote   media: Deus Ex Multiplayer - WW2 Mod
mikak Oct 13 2014, 4:52am says:

really nice architecture

+2 votes   media: NewTel Headquarters Concept
mikak Oct 5 2014, 1:12pm says:

magical floating building of worship in a weirdly lit greenish bubbly world

+1 vote   media: little dxmp map
mikak Sep 24 2014, 11:16am says:

interesting. couple of observations from my neighbourhood; i never understood how they came up with their ideas about Australia. maybe this could help tho? ( 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

+1 vote   media: 2052 Map of the world
mikak Sep 16 2014, 11:15pm replied:

more cyberpunk is needed perhaps? the map still looks closer to the 2000's than 2050..

+1 vote   media: bus stop indoor/outdoor lvl merge
mikak Sep 16 2014, 11:05pm replied:

thanks TECMEC, how is your project in the cube engine coming along?

+2 votes   media: minimum detail building facade
mikak Sep 16 2014, 8:28pm says:

incredible effort

+4 votes   media: Area 51 Overview comparison
mikak Sep 16 2014, 8:23pm says:

'scanning area'

+6 votes   media: Area 51 Surface
mikak Sep 15 2014, 11:59am replied:

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

+2 votes   media: bus stop indoor/outdoor lvl merge
mikak Sep 4 2014, 5:22am says:

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: , for comparison here is hdtp crates in my map;

+1 vote   mod: GMDX
mikak Sep 3 2014, 10:57am replied:

(^me) signs me out when i close the browser :\

+1 vote   media: 3D door test
mikak Sep 2 2014, 4:44am says:

"-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

+2 votes   article: Hatchet Monthly Update September 2014
mikak Sep 1 2014, 12:45pm says:

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

+2 votes   media: again...
mikak Sep 1 2014, 12:34pm says:

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

+2 votes   media: loading bays
mikak Sep 1 2014, 12:09pm says:

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

+1 vote   media: hvy tech
mikak Sep 1 2014, 10:10am says:

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.

+1 vote   media: WIP street hub
mikak Aug 27 2014, 1:18pm says:

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

+1 vote   game: Calexi
mikak Aug 27 2014, 12:49pm says:

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

+2 votes   media: bit better
mikak Aug 26 2014, 1:45pm says:

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

+1 vote   media: structure heights
mikak Aug 22 2014, 12:48pm says:

great lighting CyberP

+2 votes   media: Wan Chai
mikak Aug 22 2014, 12:47pm says:

not quite sure where that is. well done :D

+1 vote   media: NYC
mikak Aug 13 2014, 12:21pm says:

coffee cup looks better tho

+2 votes   media: glassware
mikak Jul 28 2014, 12:04pm says:

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

+1 vote   media: chair variants
mikak Jul 26 2014, 3:34am says:

anyway that's 4 chairs so far, not sure; but that'll probably do ;)

+2 votes   media: wooden chair
mikak Jul 25 2014, 7:14am says:

bah! soooooo bright, i think there is a setting for forcing brightness in the default properties, i've got to fix that

+2 votes   media: Purple Kitten stools
mikak Jul 25 2014, 7:02am says:

very nice

+1 vote   media: Screenshot
mikak Jul 23 2014, 1:47pm says:

aprox 350polys

+1 vote   media: better chairs
mikak Jul 21 2014, 3:44am says:

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

+2 votes   media: computer stuff
mikak Jul 1 2014, 12:23am says:

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 :(

+2 votes   media: Bus Stop
mikak Jun 29 2014, 6:49am says:

dark clothes make this dude look tougher.

+1 vote   media: playable Elite character
mikak Jun 29 2014, 6:43am says:

haha, that's all kinds of cool

+1 vote   media: non-playable Elite character
mikak Jun 29 2014, 6:37am says:

"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.

+2 votes   article: Hatchet Monthly Update July 2014
mikak Jun 25 2014, 10:47am says:

looks good so far.

+2 votes   media: Begin
mikak Jun 25 2014, 10:39am says:

woah weapon hoard. all look awesome

+2 votes   media: Arsenal Reskin Completion Demonstration
mikak Jun 22 2014, 7:35pm says:

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

+2 votes   media: Escalator Prefabs
mikak May 18 2014, 7:23pm says:

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

+1 vote   download: PFAD *S3TC*
mikak May 11 2014, 5:00am says:

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?

+1 vote   download: PFAD V1.0
mikak May 2 2014, 1:10am says:

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

+1 vote   media: Combat Knife Double Feature
mikak May 1 2014, 9:06pm says:

that is a boss toilet

+1 vote   media: Updated Lower Bunker photos
mikak Apr 29 2014, 8:11am says:

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

+2 votes   media: GIANT TRUCK
mikak Apr 28 2014, 9:08am says:

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

+1 vote   media: tiny tiny vehicles
mikak Apr 28 2014, 7:11am says:

^ 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

+2 votes   media: giant jc loves tonka toys :D
mikak Apr 2 2014, 1:00am says:

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

+2 votes   media: Then and Now
mikak Apr 1 2014, 8:12am says:

this pic is awesome

+1 vote   media: Official WizardWizard Box
mikak Mar 31 2014, 9:33pm says:

that made it nice and easy. thanks

+2 votes   download: HDTP Beta Release 2 Installer
mikak Mar 25 2014, 8:44am says:

all is looking brilliant!

+1 vote   media: DeHr Night city3
mikak Mar 11 2014, 10:45pm says:

I am NOT a Machine! :P

+1 vote   media: Augmentation Tab
mikak Mar 8 2014, 6:38pm says:


+4 votes   media: Hell's Kitchen
mikak Mar 8 2014, 9:09am says:

hi epicmorg, those are some very nice recreations of the Unatco liberty island docks you have made

+1 vote   member: epicmorg
mikak Mar 6 2014, 11:50pm says:

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

+1 vote   media: lowpoly modular truck
mikak Mar 3 2014, 7:10pm says:

very atmospheric, looks very cool

+1 vote   media: Updated Lower Bunker photos
mikak Feb 27 2014, 6:49pm says:

i lol'd

+1 vote   media: Screenshot
mikak Feb 27 2014, 6:46pm says:

great pic. reminds me of that diablo 2 pic with heroes around the campfire, nice blend between lighting.

+1 vote   media: Wallpaper
mikak Feb 27 2014, 10:51am says:

nice lava caves

+1 vote   media: Screenshot
mikak Feb 22 2014, 7:46pm says:

wow, all these creations are amazing. got a certain matrix sentinel feel to them with the red lights.

+1 vote   media: Screenshot
mikak Feb 21 2014, 8:56pm says:

really nice pic right here

+2 votes   media: In-Game Screenshots
mikak Feb 21 2014, 8:46pm says:

love this pic 100%. tracking your game :D

+1 vote   media: "The Pit" Wallpaper
mikak Feb 21 2014, 8:43pm says:

amazing concept art, quite Deus Ex-Esque

+1 vote   media: Central Hall Concept 1
mikak Feb 20 2014, 9:28am says:

'teh new BOOM'

+1 vote   media: DeHR_XplosiveCanister
mikak Jan 3 2014, 6:16am says:

bah, i swear it doesn't look that dark, probably because of the black background and converting from .bmp to .jpg

+2 votes   media: crate factory/ cardboard box place
mikak Nov 1 2013, 11:57pm says:

excellent video, i actually understand now :D

+1 vote   media: HnK M460 Demonstration.
mikak Nov 1 2013, 1:20am says:

The F*** is that thing? (poster with scary face-monster)

great magazine textures

+1 vote   media: Tokyo
mikak Oct 25 2013, 5:41am says:

looks really nice

+1 vote   media: (Bonus) You probably know >;)
mikak Oct 17 2013, 9:35pm says:


+2 votes   media: Wraith Type Concept Art
mikak Oct 14 2013, 9:32am says:

best conversation i've had with a prostitute in a long time

+2 votes   media: Release Pics
mikak Sep 29 2013, 9:55pm says:

very nice

+2 votes   media: Face Town [Denton] Faceboro Bridge
mikak Sep 22 2013, 11:00am says:

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

+1 vote   article: prefabs
mikak Sep 22 2013, 10:29am says:

love that 'apartment block'? with the staggered rectangles in back ground, great way of making background buildings less box-like

+2 votes   media: Skyline
mikak Sep 22 2013, 10:25am says:

these pics are all looking really good, great outdoor feel. excellent grass, jealous unrealed doesn't have grass like that!

+2 votes   media: City Hospital
mikak Sep 18 2013, 8:35am says:

also known as dumpster workout

+1 vote   media: bench press
mikak Sep 18 2013, 8:33am says:

another tragic case of no coretexplastic

+1 vote   media: 20L petrol
mikak Sep 18 2013, 8:31am says:

tragically there is no CoreTexPlastic! so i used one from glass, will look better dark grey/almost black i hope

+2 votes   media: lcd
mikak Sep 18 2013, 8:29am says:

its only small, zoomed up really really close, its not sitting on the floor there, its floating in the middle of a 256x256x256 room

+1 vote   media: ext hdd
mikak Sep 12 2013, 9:46am says:

CHARGE! haha, that was excellent for the time

+1 vote   media: Screenshot
mikak Sep 12 2013, 9:31am says: +1 vote   game: Zeus: Master of Olympus
mikak Sep 8 2013, 1:24am says:

i cant see whats been changed here. wait where did that ****** go?

+1 vote   media: Real Deus Ex
mikak Sep 8 2013, 1:18am says:

haha YES!!! "terror built into the system"

+1 vote   media: Real Deus Ex
mikak Sep 7 2013, 11:25pm says:

its good

+1 vote   media: Adam Jensen
mikak Sep 7 2013, 11:22pm says:

ummm, words fail... +1 :)

+1 vote   media: I may ask for this....
mikak Sep 6 2013, 10:18am says:

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

+1 vote   media: OED.EVYS
mikak Sep 2 2013, 9:45am says:

2nd best description ever (after the inventory one)

+1 vote   media: Bank Bailout
mikak Aug 28 2013, 7:51am says:

excellent mod

+1 vote   download: Rydberg Field
mikak Aug 28 2013, 7:04am says:

best lvl entry

+1 vote   download: Hints Of Corruption
mikak Aug 25 2013, 10:17am says:

hunter seeker, aka ***** robot

+1 vote   media: Wallpaper
mikak Aug 25 2013, 9:50am says:

Tra-la-la-la-la-lala. I think Ill fire the bitch. Right now.

+1 vote   media: In-game shot
mikak Aug 25 2013, 9:47am says:

no need for multitool, just crouch under laser

+1 vote   media: In-game shot
mikak Aug 25 2013, 9:40am replied:

they'll be fine

+1 vote   media: Screenshot
mikak Aug 25 2013, 9:37am says:

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

+1 vote   media: Screenshot
mikak Jun 4 2013, 7:30am says:

This is awesome dude.

+2 votes   download: JC2D
mikak Jun 3 2013, 9:08pm says:

nice work

+2 votes   media: screenshots
mikak Jun 3 2013, 7:17am says:

SWEET!!! thanks

+1 vote   download: Cozmo_RPG v2 and editable v1
mikak Jun 3 2013, 6:53am says:

that must have taken alot of time, its so good

+1 vote   media: Hengsha nearing completion...
mikak Jun 2 2013, 12:06am replied:, 1024x768, sadly it looks the same. there are alot of other nice wallpapers on that site (not blurred)

+1 vote   media: Deus Ex Wallpapers
mikak Jun 1 2013, 10:53pm says:

you DO want to play as the female alex d

+1 vote   media: Screenshot
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