Well... just look at the Author colomn in the board overview.Made in China wrote:Off topic in an off-topic thread in the Off Topic Productions forums (yes, I went there):
Why is this thread is DXEditing?
Search found 406 matches
- Mon Jan 02, 2017 6:28 pm
- Forum: DXEditing
- Topic: Kelkos has been banned for the time being
- Replies: 4
- Views: 10235
Re: Kelkos has been banned for the time being
- Sun Jan 01, 2017 12:38 am
- Forum: Off Topic
- Topic: The impersonate Kelkos thread
- Replies: 6
- Views: 9459
Re: The impersonate Kelkos thread
Oh yeah, while you are at it please also implement indirect illumination using voxel cone tracing. Thanks!
- Thu Dec 29, 2016 7:27 pm
- Forum: Off Topic
- Topic: Help: Anyone experienced with engine code regarding BSP.
- Replies: 4
- Views: 7648
Re: Help: Anyone experienced with engine code regarding BSP.
Actually I was using the links to source, because I remembered that back in my hl1 editing days, there were bsp map decompiles around, and the wiki pages also listed those. This isn't about any specific format to store them in, but rather about the general approach of reconstructing the initial (csg...
- Tue Dec 27, 2016 7:39 pm
- Forum: Off Topic
- Topic: Help: Anyone experienced with engine code regarding BSP.
- Replies: 4
- Views: 7648
Re: Help: Anyone experienced with engine code regarding BSP.
First, some link to some installer or anything to get close to the files would he helpful to get started. Can you clarify the situation about the bsp files? Sounds like you guys are able to read them, or isn't this the case? You should probably leverage on work done for hl1/source, found here: https...
- Sun Dec 18, 2016 8:24 am
- Forum: General Discussion
- Topic: Has anyone seen this Deus Ex 1 CD design before?
- Replies: 7
- Views: 11427
Re: Has anyone seen this Deus Ex 1 CD design before?
I got the cd, I can confirm there is no GOTY text, that isn't some form of picture error. Gonna pop it in and check it out. Edit: the installer says its a "preview" edition. I'm not sure if its the same as the "special" edition that was sold, but like that it does only contain five levels. I might ...
- Mon Dec 12, 2016 2:32 pm
- Forum: DXEditing
- Topic: Interesting question about Deus Ex renders.
- Replies: 2
- Views: 8024
Re: Interesting question about Deus Ex renders.
Config error. It requires a specific combination of certain config settings to run. See assert message to set them appropreciate (or just remove that bullshit in the source anyway). In any case, I found the http://coding.hanfling.de/launch/mirror/ut436-opengldrv-src-090602.zip source release epic di...
- Thu Dec 08, 2016 6:15 am
- Forum: DXEditing
- Topic: Help ! Need Default DeusEx.u
- Replies: 2
- Views: 6211
Re: Help ! Need Default DeusEx.u
Just download the latest official patch, It contains the default DeusEx.u.
- Tue Dec 06, 2016 1:29 am
- Forum: General Discussion
- Topic: GMDX Art Thread
- Replies: 282
- Views: 185659
Re: GMDX Art Thread
I never experienced any 'breaking' uv maps for far. The only issue is that the low precission, and it's suboptimal use sort of end up odd for textures. Also there are a lot of faulty exporters available. As I tried UModel for exporting to James Mesh Files (*_a.3d/*_d.3d) it at least moved all textur...
- Wed Nov 23, 2016 7:41 pm
- Forum: DXEditing
- Topic: Tech Goggles/Vision Aug Light Amplification
- Replies: 5
- Views: 10309
Re: Tech Goggles/Vision Aug Light Amplification
No good. Same issue I got when changing Zone's ambient brightness: some textures remain bright afterwards and a flush of the cache is needed. Mh you could try spawning some LE_NonIncident with maximum radius and low brightness to force a refresh. Sucks though. And yeah a flush of GCache is probably...
- Sun Nov 20, 2016 5:44 pm
- Forum: DXEditing
- Topic: Tech Goggles/Vision Aug Light Amplification
- Replies: 5
- Views: 10309
Re: Tech Goggles/Vision Aug Light Amplification
Try modifying Level.Brightness.
- Sat Oct 15, 2016 4:15 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144752
Re: Minor things worth mentioning
An idea I wanted to snag from Unreal 227 for some time now...
- Sat Oct 08, 2016 5:42 am
- Forum: DXEditing
- Topic: How to make my custom flesh fragments spawn
- Replies: 4
- Views: 7471
Re: How to make my custom flesh fragments spawn
I made you a sample package for how you would hook that in without modifying DeusEx.u: http://coding.hanfling.de/GreenFlesh.zip After you build the package, you need to set in [Engine.Engine] section of your ini file DefaultGame to GreenFlesh.GreenFleshGame . The GameInfo (GreenFleshGame) takes care...
- Mon Oct 03, 2016 1:58 am
- Forum: DXEditing
- Topic: How to make weapon 'Shoot' animation faster
- Replies: 44
- Views: 35838
- Sun Oct 02, 2016 6:35 pm
- Forum: DXEditing
- Topic: Minor things worth mentioning
- Replies: 121
- Views: 144752
Re: Minor things worth mentioning
X-Com: Enforcer unofficial PubSrc initial release: http://coding.hanfling.de/launch/ :) Oh and, and as this was the thing I wanted to wrap up before I touch ActorX and add support for the Deus Ex James Mesh variance and a couple of other things. So no need to invest time into fixing the more than pr...
- Sun Oct 02, 2016 6:30 pm
- Forum: DXEditing
- Topic: How to make my custom flesh fragments spawn
- Replies: 4
- Views: 7471
Re: How to make my custom flesh fragments spawn
You could use a SpawnNotify to hook them in.