latecomer to Modding for Deus Ex; mapping and modeling

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mikak Author
mikak

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

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Description

i replayed dx-the fall, and am having a slow protracted replay of dx-hr at the moment, off and on, can't really get into it for some reason, i noticed both games use random large roller doors/ storage units/ vehicle loading bays, as a means of portraying a larger world, without actually having to make a lot of content, so i cheated and stole that idea, 5 bays, all clones, which bottle up this bit of street, which blocks player view quite well so you can't see too much further down the street which adds extra load, and slows fps, looks alright i guess, player shouldn't be expecting to be able to enter as far as i'm concerned, hmmm that tex needs rotating 90degree, same on previous pic. and that brick tex at 0.0125...

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