Search found 40 matches
- Tue Nov 06, 2012 11:01 am
- Forum: DXEditing
- Topic: Hengsha project - news and request for skinner.
- Replies: 0
- Views: 8162
Hengsha project - news and request for skinner.
Eidos are getting ready it seems to do a social networking blitz for our mod. http://www.moddb.com/mods/deus-ex-multiplayer-human-revolution This has some milestones for the DXMP community and follows on from the success of Cozmo RPG. 42 people or more have been involved, with a regular committment ...
- Thu Aug 04, 2011 1:35 pm
- Forum: New Vision Mod Discussion
- Topic: New Vision Beta - Bug Reports
- Replies: 81
- Views: 85076
Re: New Vision Beta - Bug Reports
Message to Dave: Hi Dave/NV. Shinobi was telling me about the issues in NV being able to correct some texture errors in the original game. I've been mapping, mostly MP, for six years, I can't really script or code, so I put a lot in to textures and lighting. I use a lot of SP brushes in Stargate, Co...
- Wed Jun 01, 2011 10:53 am
- Forum: General Discussion
- Topic: Deus Ex 3 - I'll just leave this here
- Replies: 1130
- Views: 370309
Re: Deus Ex 3 - I'll just leave this here
As you might now know, some Romanians and/or some journalists have been very naughty.
The 29.05 preview build of Deus Ex Human Revolution is available on the internet.
It's the first "10" hours of the game, which some journalists took almost twice that to finish.
The 29.05 preview build of Deus Ex Human Revolution is available on the internet.
It's the first "10" hours of the game, which some journalists took almost twice that to finish.
- Wed Jun 01, 2011 10:47 am
- Forum: DXEditing
- Topic: Disappearing movers
- Replies: 8
- Views: 5398
Re: Disappearing movers
I make "Stargate" maps using Nobody's SG mod items such as ring transporters, stargates, lockdown systems etc. I tend to get always two issues. Since a lot of the maps are conversions, the base map is usually already built and of a substantial meggage, so adding complex movers without error can be r...
- Wed Jun 01, 2011 10:42 am
- Forum: DXEditing
- Topic: Map design, player starts and other questions.
- Replies: 6
- Views: 5176
Re: Map design, player starts and other questions.
It looks very nice indeed. For seven, I've sort of given up hope: I duplicated the hallway, but it remained unlit after I put it in place, even though the source hallway appears--in the sense that I cannot find any lights--to be unlit as well. If you pass me a copy of the map, I'll have it fixed in ...
- Tue May 31, 2011 2:42 pm
- Forum: General Discussion
- Topic: Mods that you've had ideas for that failed
- Replies: 64
- Views: 35866
Re: Mods that you've had ideas for that failed
I wanted to make a freaky circus. Each circus act using a different aug system. Ladies and Gentlemen I present to you, "Cirque du morte" The Human Cannonball Karkian Trainer Clowns Ringmaster Knife Thrower Acrobat Pretty ladies with popcorn You could be audience or performer. Players could vote on b...
- Tue May 31, 2011 2:32 pm
- Forum: DXEditing
- Topic: Disappearing movers
- Replies: 8
- Views: 5398
Re: Disappearing movers
Interesting... and size matters after all
- Tue May 31, 2011 2:30 pm
- Forum: DXEditing
- Topic: Map design, player starts and other questions.
- Replies: 6
- Views: 5176
Re: Map design, player starts and other questions.
Here is Harvey Smith's answer... The DEUS EX Rules Amendments & Addenda Drafted by Harvey Smith in 1998 Problems will have multiple solutions. Locations will be reachable in several ways. All missions, locations, and problems will be specifically keyed to: Skills (and skill levels) Augmentations (an...
- Tue May 31, 2011 12:45 pm
- Forum: DXEditing
- Topic: Disappearing movers
- Replies: 8
- Views: 5398
Re: Disappearing movers
I'd say reason 2 then.
Sometimes a second rebuild does the trick!
Sometimes a second rebuild does the trick!
- Tue May 31, 2011 12:02 pm
- Forum: DXEditing
- Topic: Map design, player starts and other questions.
- Replies: 6
- Views: 5176
Re: Map design, player starts and other questions.
It's always great to welcome new mappers to the community. Using SP is a good starting point, you can learn a lot from simply opening the SP maps and looking. 1. Are an even number of 'control points' a bad design choice for a team game? No. 2 spawns with a straight run between is bad. Spawns with o...
- Tue May 31, 2011 11:46 am
- Forum: DXEditing
- Topic: Disappearing movers
- Replies: 8
- Views: 5398
Re: Disappearing movers
Very nice map. I can not see the mover disappearing, but I can see the brown one kinda suddenly appearing high. I would suspect that your map is already at least 4.5 meg in size and you've got simple mover error. Assuming you've made them correctly, in a free space of their own, aligned to grid, use...
- Tue May 31, 2011 11:39 am
- Forum: DXEditing
- Topic: Map gone blank
- Replies: 6
- Views: 4256
Re: Map gone blank
Are you sure the map is gone, or the brushes and actors are set "invisible", like in single player Silo Map. If the map still plays but is invisible in the editor, then I suspect that is what has happened. I can't remember offhand the command to make everything appear again, but it's dead simple and...
- Wed May 11, 2011 7:45 pm
- Forum: General Discussion
- Topic: The Deus Ex Mod List
- Replies: 423
- Views: 489653
Re: The Deus Ex Mod List
http://www.moddb.com/mods/deus-ex-multi ... revolution
Cozmo RPG
MiniMTL
KillBobPage/RescueBobPage
Facetown is under construction again
Alien Takeover
The Day After
Cozmo RPG
MiniMTL
KillBobPage/RescueBobPage
Facetown is under construction again
Alien Takeover
The Day After
- Sun May 08, 2011 11:48 am
- Forum: DXEditing
- Topic: If So, Why?
- Replies: 29
- Views: 15145
Re: If So, Why?
I would say textures determine "lighting" very much in SDK. Using the wrong textures will make the map look horrible, however good the lighting. Also take a texture, light it one way, then light it another, you have two completely different looking textures. @Morpheus. I am on board and will create ...
- Sun May 08, 2011 11:39 am
- Forum: DXEditing
- Topic: Appealing for a Texture Artist's Kind Nature
- Replies: 4
- Views: 4468
Re: Appealing for a Texture Artist's Kind Nature
I'm a mapper, I make a lot of space maps. Working on a few right now. I really like the sound of this. I can make textures, but I'm not expert, although I do have PS and making textures is relatively quick. I'm massively busy working on CTF maps, Stargate maps and Human Revolution maps, but at some ...