Search found 875 matches

by Neveos
Fri Feb 08, 2013 2:03 am
Forum: DXEditing
Topic: Deus Ex v2.0 - An unofficial fan patch for Deus Ex (HELP US)
Replies: 458
Views: 307842

Re: Deus Ex v2.0 - An unofficial fan patch for Deus Ex (HELP

Long thread so don't have time to check it all, but it its not added, could this also be tweaked? You use a thermoptic camo or cloak aug and you are invisible to NPCs and can walk past them without being detected until it wears off. However if you shoot, NPCs will know where you are. However, what ...
by Neveos
Mon Feb 04, 2013 11:20 am
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205845

Re: Terminus Machina - A DX Mod

Well, the texture properties window appears when you right-click on a texture in the viewer. Haven't been able to get it directly from the clicked/seleted surface. Despite pondering it so many times (and even deciding to do so at least once), I never ended up making UED2 as my primary editor for DX...
by Neveos
Sun Feb 03, 2013 8:48 pm
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205845

Re: Terminus Machina - A DX Mod

I think he's asking if you can select a texture in the 3D view (via alt+left click) and have the correct texture and the package appear immediately on the texture viewer, instead of looking through every package in the viewer to see where the selected texture is located. And, as I've wondered the s...
by Neveos
Sun Feb 03, 2013 3:48 pm
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205845

Re: Terminus Machina - A DX Mod

im pretty sure you can hold alt and left click to apply textures
by Neveos
Sat Feb 02, 2013 9:58 pm
Forum: DXEditing
Topic: Deus Ex: Human Renovation (fan patch/mod)
Replies: 543
Views: 373538

Re: Deus Ex: Human Renovation (fan patch/mod)

I was in a very dark room with greasals, and they couldn't see meh
by Neveos
Sat Feb 02, 2013 4:27 pm
Forum: DXEditing
Topic: Deus Ex: Human Renovation (fan patch/mod)
Replies: 543
Views: 373538

Re: Deus Ex: Human Renovation (fan patch/mod)

EDIT: If anyone wants to check out my night vision changes, I think I've gotten the kinks worked out. Download a test version here: http://dl.dropbox.com/u/5137351/dxhuren_nvtest.zip Don't expect it to otherwise be very stable or playable, and you might see some odd debug messages. This is for demo...
by Neveos
Sat Feb 02, 2013 1:02 am
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205845

Re: Terminus Machina - A DX Mod

You know, movers are rendered differently: they're not technically part of the bsp so you don't need to leave a 1uunit gap: a completely flush window should be fine. oh, dmn, you're right. You just saved me a bunch of work. It's usually just that...well, there's a cap on movers (255 per level, I be...
by Neveos
Fri Feb 01, 2013 10:20 pm
Forum: DXEditing
Topic: Help with importing fonts
Replies: 3
Views: 4424

Re: Help with importing fonts

Hi! I'm trying to recompile Engine.u but I'm having issues with getting the SmallFont (console line font) to work. Any of you have any experience with importing fonts? There are two reasons as to why I'm trying to recompile Engine.u. Firstly I want to build a Uscript source repository just for refe...
by Neveos
Fri Feb 01, 2013 10:17 pm
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205845

Re: Terminus Machina - A DX Mod

Ah, I see. Yeah, I tried copying one of those pink brushes from a DX fence, I think the basketball court in NY Streets, and used that for the collision. How exactly do you make the nonsolid brush? It's a 2d sheet brush. They are always non-solid. Haven't checked, but I guess you just create both it...
by Neveos
Fri Feb 01, 2013 7:54 pm
Forum: DXEditing
Topic: Unreal Scripting/Hacking resources
Replies: 7
Views: 5113

Re: Unreal Scripting/Hacking resources

you rock
by Neveos
Fri Feb 01, 2013 1:29 pm
Forum: DXEditing
Topic: Terminus Machina - A DX Mod
Replies: 278
Views: 205845

Re: Terminus Machina - A DX Mod

How do you go about making fences, specifically, making it so that light can pass through them and NPCs can see through them? As for the "NPCs seeing through fences", once again FGR's School of Cheap UnrealED Usage (FGRSOCUEDU) might be of help. Due to my hatred of BSP, I've lately begun using 'Blo...
by Neveos
Thu Jan 31, 2013 9:57 pm
Forum: DXEditing
Topic: Light Aug
Replies: 43
Views: 26447

Re: Light Aug

EDIT: Here you go- bring up the texture browser, right click on your chosen texture (in the browser), properties. It's in there as an option. oh, interesting. Ued2 doesn't contain half of those: It does. Right click on the texture in the texture browser. Like this: Tex.jpg oh. So how do I use that ...
by Neveos
Thu Jan 31, 2013 6:55 pm
Forum: DXEditing
Topic: Light Aug
Replies: 43
Views: 26447

Re: Light Aug

Cybernetic pig wrote:EDIT: Here you go- bring up the texture browser, right click on your chosen texture (in the browser), properties. It's in there as an option.
oh, interesting. Ued2 doesn't contain half of those:

Image

I think big wavy and cloud wavy are non-functional
by Neveos
Thu Jan 31, 2013 6:16 pm
Forum: DXEditing
Topic: Light Aug
Replies: 43
Views: 26447

Re: Light Aug

how does one do "cloud wavy" and "big wavy"? Is it a combination of check boxes?
by Neveos
Thu Jan 31, 2013 3:42 am
Forum: DXEditing
Topic: Save game rooms
Replies: 24
Views: 16703

Re: Save game rooms

The problem with checkpoints is they place a fixed bar on expected player skill. "We expect you to be able to get from checkpoint A to checkpoint B without dying." Ever play the old Marathon series? Saving was performed at terminals around the level. You had find a terminal to save, which you could...