A few questions about DX editing.

A refuge for those migrating from the fallen DXEditing.com and a place for general discussion relating to Deus Ex editing (coding, mapping, etc).
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Diego
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A few questions about DX editing.

Post by Diego »

Hey guys I was curious about a few editing features when it came to DX, mainly about importing meshes. (With animations)

I use 3DS Max 11 and 3ds2de when exporting. I almost always have a problem with my meshes being "Mirrored" when exported.
Is this normal with Max users? If I mirror my models using the Mirror Modifier it sometimes works. Other times I'm hit with a nasty Jellyfish effect.

That's another question I also wanted to ask, What causes the Jellyfish glitches? I know that DX hates overlapping polys. It also hates a poly that moves through a poly. I think it also hates polys being stretched and pulled. Does a high poly count effect this? Most of my models are in the 800-900 poly range (Highest in the 1100-2000 range).

Thanks your time guys! O:)
miguel
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Re: A few questions about DX editing.

Post by miguel »

I've been having the same problem but i don't use 3dsmax. i'm using milkshape and hexy's mesh tool.The models are ok (no jelly) but the animations are not perfect. They look nice thoug.
i wander what is causing that but i know it's not the number of polygons. I imported a model whit more than 5000 polys and it's perfect.(whitout animations)
the same will hapen to a low poly model.
Diego
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Re: A few questions about DX editing.

Post by Diego »

Thanks for the reply.

I myself have done a few fun tests on what Unreal 1.5 could take, I think the highest I was able to go was about 200,000 polys before it would no longer generate a .uc...

I have no idea why we get these anomalies though, It's so bloody annoying. I'm sure TNM team went through hell and back with what they had to go through. I did read somewhere that with 3ds2unr you can add '-ms' to your compile window to mirror the model.

Example : 3ds2unr -ms AssaultGunv2.3ds
miguel
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Re: A few questions about DX editing.

Post by miguel »

Take a look to what i'm doing

http://img31.imageshack.us/i/shot0005u.png/
http://img9.imageshack.us/i/shot0002xj.png/
http://img832.imageshack.us/i/shot0004d.png/
http://img708.imageshack.us/i/shot0000o.png/

Note that the alien is a fully animated npc mesh and the flaws are almost imposible to be noticed.
For the weapon, i'm sill working on it
The jelly problem i had before was because i was using other mesh converters (MS2DE,UNR2DE)

I higly recomend the Hexy's u2de mesh converter, this wont ruin your models.
You can find the links in this page. I don't remember where but is in DX editing section
This will convert your U/UT3d meshes in DX3d.
If are intersted or have any doubt on how to use it, i will try to help you.
Diego
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Re: A few questions about DX editing.

Post by Diego »

Nice Aliens and M41-A1, Did you make those yourself? Nice texturing as well.

Is Hexy's u2de mesh converter compatible with .3ds files? 3DS Max in general?
miguel
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Re: A few questions about DX editing.

Post by miguel »

Tanks.
I made them my self.

You need to export your model to U/UT3d first.
Diego
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Re: A few questions about DX editing.

Post by Diego »

Check your PM Inbox.
DDL
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Re: A few questions about DX editing.

Post by DDL »

FWIW, when importing models into Dx, simply adding unmirror=1 to the end of the first import line is sufficient to mirror the imported model.
Peppigno
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Re: A few questions about DX editing.

Post by Peppigno »

Does Unmirror command go in .uc script? An exaple, pls.
Peppigno
Diego
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Re: A few questions about DX editing.

Post by Diego »

Hey DDL, Thanks for the feedback. I was starting to think I was going to have to model every weapon 'left' handed. :roll:
I may have figured out my previous problem and I guess it's simply the poly count. Lowering the polys per (Animated) model to around 300-500 really stopped the anomalies.

Now I can finally have my Mossberg 500.. =D>
[FGS]Shadowrunner
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Re: A few questions about DX editing.

Post by [FGS]Shadowrunner »

Miguel, the aliens are very cool.

I really hope one day we can play as Aliens, or kill them in co-op in Multiplayer, that would be so cool...
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Neveos
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Re: A few questions about DX editing.

Post by Neveos »

I need to find a free mondeling program. I either have to model an Omar, or use the scary riot trooper mesh.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
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