![]() |
|
#1
|
|||
|
|||
|
I am pleased to announce that I will be reviving the Deus Ex: Man in Black mod for the original game.
For those of you unfamiliar with MiB (or for those who lost track of us during our not-so-glamorous two year hiatus), "Man in Black" takes place one month after the events of Deus Ex and puts the player in the government-issue shoes of Agent Q, a prototype "Q Series" MIB agent. Agent Q will join the forces of Majestic 12 as the conspirators try to contain a resurgent Illuminati Order while re-establishing their influence over world events. The mod team is looking for experienced artists and developers to help with the following areas: -Mapper (Agent Q's assignments will bring him to several familiar locations from Deus Ex as well as new locales, such as Moscow, Tokyo, Nairobi, and Washington DC) -Texture artist -Musician -Character skinner -3D Modeller Any interested parties should contact me, WildcatPhoenix, via PM on this site or via e-mail at JustinPermenter@gmail.com. -Wildcat |
|
#2
|
||||
|
||||
|
This is very good news indeed
But I'm afraid I can be of no help...
__________________
Apparently there are people who think the best way to make a prequel is to contradict the thing to which it is a prequel. |
|
#3
|
||||
|
||||
|
This is fantastic! Good luck with this one.
Are you looking for a (female) voice actor at all? If so, I'd be interested in helping out. I have experience in this via Thief fan missions.
__________________
![]() I am the shadows, the dark and deadly, the velvet night... |
|
#4
|
|||
|
|||
|
Quote:
I am hard at work putting the finishing touches on our plotline and already have a couple hundred pages of dialogue/text written. Let me know if you'd like some sample lines and I'll send them your way! Thanks for the interest! -Wildcat |
|
#5
|
|||
|
|||
|
I'd really love to help with mapping, but I've got more pies than fingers to stick in them at the moment. >_<
Apologies. I did see some screen shots a long time ago though, I believe. If I remember correctly the environments where pretty exceptional. |
|
#6
|
||||
|
||||
|
Quote:
__________________
![]() I am the shadows, the dark and deadly, the velvet night... |
|
#7
|
|||
|
|||
|
A Johnny Cash Deus Ex mod! Dude that's so sweet..!
|
|
#8
|
||||
|
||||
|
I can do some basic modelling, but I have no idea about the limitations of the unreal1 engine, and I'm currently working on a UDK Project...
But you never know! |
|
#9
|
|||
|
|||
|
same as above....except Ive got about two weeks time with nothing worthwhile to do. by mapper you mean level design right? no big thing for something like Dx I hope. If you want help with concept art, Im up for it.
|
|
#10
|
|||
|
|||
|
Thanks for the interest, guys (and girls)!
We'd made a lot of progress a few years ago, back before "real life" decided to intervene on my creative freetime. Now that all of that nonsense is sorted out, I'm pretty excited to be getting back into it. I think players will be excited to play a mod that takes place within the Deus Ex "canon," as long as it's done well. Tokyo and Nairobi will be the two maps which require the most model work. Possibly Moscow as well. -Wildcat |
|
#11
|
||||
|
||||
|
mm, moscow.. I sense a Kremlin model for a background prop :P
Oh I also do level design but find BSP rather boring and I don't really like working with old stuff anymore, had enough of that on a Q3 map.
__________________
|
|
#12
|
|||
|
|||
|
Don't think I'll be able to help with any of the development stuff, but if you'll need someone to take a look at the Moscow map to see if it looks authentic, let me know. It's been a while, but I still remember most of the center.
|
|
#13
|
||||
|
||||
|
Agreed. Throw out the existing story and make a Johnny Cash mod.
__________________
Rule 30: A little trust goes a long way. The less you use, the further you'll go. |
|
#14
|
||||
|
||||
|
I'm really trying to get started on a UDK project at the moment and can't really donate the time to this project to be a full time mapper (Unreal 3 books get here tomorrow), but I would like to at lest finish some of the maps I started so i can at lest earn that screen credit.
I just always ran into the problem that the engine was too old for what I wanted to do with it. Remember the generator room in the first map and the elevator on the training map? If I could only get meshes to work in that old engine then I could finally do what I wanted with them. But yeah sure I could send some free time on them. |
|
#15
|
||||
|
||||
|
Mastering Unreal Technology V1: Introduction to level design with Unreal Engine 3? if so, awesome book.
__________________
|
|
#16
|
|||
|
|||
|
Yeah, I understand that most modders are tired of the limitations of an engine that is more than ten years old. If I had any assurance that DX3 would release with a development kit, I might be tempted to release MiB using the new engine.
I've actually been to Moscow as well, and of course, no trip to the city would be complete without at least a glimpse of Red Square. It may have to be a background, however (can you imagine trying to model/texture St. Basil's? Yikes!) or even the Kremlin towers? Lenin's tomb would be simple, as would the tall spruce (I think) trees lining the wall and GUM (Gosudarstvenniy UniverMag, the big mall...which might end up being one of our missions). But St. Basil's and the History Museum would be BSP nightmares. ![]() -Wildcat |
|
#17
|
|||
|
|||
|
Not if you push most of the detail to textures with transparency. What you need to realize is that while BSP is bad at complex geometry, it is extremely good at transparency, because it does depth sorting really fast. Use it. Also, if two triangles are in parallel planes, they are guaranteed not to interfere with each other. So if you construct towers out of polygon cylinders with geometry you don't need taken out with transparency, you'll end up with relatively light BSP model. The only part that will slow map compilation and rendering down will be the tower's tops, which don't contain a whole lot of geometry to begin with.
Edit: There is a great way to optimize BSP by splicing together several individually compiled "levels" into cells. If there was an access to the engine, I could make necessary adjustments. But I doubt that anyone would provide the necessary sources. |
|
#18
|
|||
|
|||
|
If we could pull it off successfully, that would be a mapping coup for the ages. What I need is a brave mapper willing to take on the challenge... (looks around)
-Wildcat |
|
#19
|
|||
|
|||
|
I'll tell you what. If you can get the overall map to work, and you simply have problems with a few individual buildings, if you can get these buildings to compile in their own maps, I can sit down and splice them in by hand using a few BSP optimization tricks. I can't get a lot of buildings in that way, because they'll start interfering with each other, but you'd be able to have several buildings each with a complexity of a level, which is way, way beyond what you'd be able to get by simply compiling them all together.
This goes for whatever maps you've got. Not just Red Square. If you have to work with outdated tech, you might as well squeeze it for all it's got, right? And since you know that hardware will be capable of way more than engine was designed for, hacking BSP is the best way to go about it. |
|
#20
|
|||
|
|||
|
Wildcat, during your absence from the mod I decided to develop a smaller mod based on only a couple of missions. The mod being based on the original story behind MIB. This was a few months ago now and I've stopped working on it for various reasons. However, I suggest continuing on with this smaller mod instead rather than a full length mod simply because im certain that it will never get finished and I doubt that it'll be finished before DX3 is released.
I may be wrong if you are able to recruit a large enough team to work on the mod though... But basically right now I think we should be aiming for quality over quantity. Tell me what you think. |
|
#21
|
|||
|
|||
|
Hey Daz, great to hear from you again!
I do think a lot of what we can accomplish depends on how many team members we can recruit. I was hoping to snag a few of the OTP members from The Nameless Mod, which seems to be one of the last reservoirs of SDK modders out there. Unfortunately, Off-Topic Productions is now an LLC and the team is locked up as a professional outfit...so no dice there. ![]() I've decided to streamline our development objectives. Last time we got more than a little carried away with new weapons, new augs, new gameplay mechanics. Now I'd much rather focus on making good maps with great gameplay (I think our story is quite good as well). Send me an e-mail, Daz, when you get a chance (JustinPermenter@gmail.com). I'd like to take a look at the stuff you built, if ya don't mind of course! -Wildcat Last edited by WildcatPhoenix; 12-25-2009 at 02:19 PM. |
|
#22
|
|||
|
|||
|
Having scoured the remaining Unreal Editor communities out there, I'm coming to grips with the reality of the current Deus Ex mod scene.
Does anyone know of a haven of experienced mappers (besides OTP and The Nameless Mod crew) out there? -Wildcat |
|
#23
|
||||
|
||||
|
No, sorry... Maybe you find someone on the DXAlpha-forums?
|
|
#24
|
||||
|
||||
|
see if you can't get Yuki, the guy who made shifter to help you out. He sometimes lurks gamefaqs
__________________
If you want to make enemies, take Warrens puppies |
|
#25
|
||||
|
||||
|
I'm a decent mapper but I'm afraid I'm not at all familiar with UE. Maybe one day I'll explore it more.
__________________
![]() ![]() |
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|