Caption the screenshot
Moderators: Master_Kale, TNM Team
Caption the screenshot
Just started another playthrough of Deus Ex and thought, why not do a capture the screenshot? One person posts one or more screens from Deus Ex, which can be also be from a mod like TNM, then another person posts a caption for it. Here is my first one (which made me notice the HDTP mini crossbow isn't attached to JCs hand the same as it is on first person view, but that is beside the point or matters since no ones really going to see the crossbow that way, unless in a mirror like that.)
My nature videos: http://www.youtube.com/user/DynamixWarePro
My whistle/flute videos (and some other videos): http://www.youtube.com/user/DXMorpheus
My whistle/flute videos (and some other videos): http://www.youtube.com/user/DXMorpheus
- Jane_Denton
- X-51
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Re: Caption the screenshot
I already do that on Steam
Who we are is but a stepping stone to what we can become...
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- NSF
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Re: Caption the screenshot
Closest we could get it for all frames of animation for all pawn meshes. I think I prioritised enemies (NSF etc) because you'll actually see it on them more often.Morpheus wrote:the HDTP mini crossbow isn't attached to JCs hand the same as it is on first person view
The main problem is the hand is expecting a gun, whereas the mesh for the minicrossbow is a wrist-wrap affair, so..conflicts.
C'est la vie.
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- NSF
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Re: Caption the screenshot
I don't know but usually I would have said that it depends where the original has been placed on people's wrist and also the bone who serves as reference in the third person mesh.
Re: Caption the screenshot
Hah! You think DX uses bones?
Oh god, we wish. It's wholly frame-based animation, and all weapons are rendered relative to the "weapons triangle" (a single invisible poly placed in the palm of the hand). There is only one weapons triangle per animated mesh, so all weapons have to work with that. And the offset of the weapon to that triangle is fixed, so each weapon has to work exactly the same way with all meshes.
Oh god, we wish. It's wholly frame-based animation, and all weapons are rendered relative to the "weapons triangle" (a single invisible poly placed in the palm of the hand). There is only one weapons triangle per animated mesh, so all weapons have to work with that. And the offset of the weapon to that triangle is fixed, so each weapon has to work exactly the same way with all meshes.
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- NSF
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Re: Caption the screenshot
I see, thanks for all the useful explanations that means my HD weapons will never work under deus ex
- bjorn98009_91
- Silhouette
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Re: Caption the screenshot
If only the source for DX was public, then it could be updated and patched to the latest version of the Unreal 1 engine along with stuff from the OldUnreal patch. Image skeletal animation, static meshes, facial animation and a lot of bug fixes. But one can only dream.
Producer and Quality Assurance Manager for Deus Ex: Revision.
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- NSF
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Re: Caption the screenshot
Oh yes, it would have been great. but unfortunately too few games end up to get their source released
I wonder if blender 3d can be used to make models for deus ex though ?
And I would like to have infos about the average or polycount limit.
I wonder if blender 3d can be used to make models for deus ex though ?
And I would like to have infos about the average or polycount limit.
- bjorn98009_91
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Re: Caption the screenshot
I know that Autodesk 3DS Max works, there is a converter program around to convert meshes into the dx format. No idea about polycount limits and stuff like that, not really a modeler.
Producer and Quality Assurance Manager for Deus Ex: Revision.
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- NSF
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Re: Caption the screenshot
Does this program do make generic unreal engine compatible files or does it only for deus ex ?
- bjorn98009_91
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Re: Caption the screenshot
3DS Max can export to .3DS files, then you'll need a converter to convert the files into the *_a.3D and *_d.3D files that Unreal/DX are using. There is a command line tool called 3ds2de that converts the .3DS files directly into a format Deus Ex can read. I'm sure there is a similar program that you can use to convert them into the Unreal variant of .3D files.
Producer and Quality Assurance Manager for Deus Ex: Revision.
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- NSF
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Re: Caption the screenshot
I fortunately can drop .3ds / .fbx formats but that's all what I can do if someone can add further help that would be nice BTW
Also I found something while browsing the editor from deus ex / UT99 it's the brush import with t3d, dxf and asc does those can have something to do with meshes import ?
Also I found something while browsing the editor from deus ex / UT99 it's the brush import with t3d, dxf and asc does those can have something to do with meshes import ?
- bjorn98009_91
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Re: Caption the screenshot
If it says Brush then it's probably a prefab, a file of brushes that make up a geometric construct.
Here's the tool you are looking for 3ds2unr, http://www.unrealtexture.com/Unreal/Web ... /Tools.htm
Here's the tool you are looking for 3ds2unr, http://www.unrealtexture.com/Unreal/Web ... /Tools.htm
Last edited by bjorn98009_91 on Wed Jan 08, 2014 3:33 pm, edited 1 time in total.
Producer and Quality Assurance Manager for Deus Ex: Revision.
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- NSF
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Re: Caption the screenshot
Thank you sir; I will give it a try and tell if it's successful or not.
I didn't knew that unreal texture had such tools anyways.
I didn't knew that unreal texture had such tools anyways.