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Thread: Deus Ex 1 (UE4 Modding)

  1. #1

    Cool Deus Ex 1 (UE4 Modding)

    Facebook Page

    I do not infringe copyright - I just love this game and I want to make it better.

    If somebody want to chat about this mod - feel free to join the Deus Ex 1 (UE4 Modding) server on Discord. Link:

    Some time ago i decided to start learning UE4 and for that purposes i chose Deus Ex game. Reason why i have chosen this approach is that i want to learn how to create this type of games and along with that i will learn how to use UE4. So - enough words, here are some WIP's:

    Last edited by Jandar-man; 08-19-2016 at 01:38 PM.

  2. #2

  3. #3
    Next task will be importing all training level stuff in UE4 and test how it works

  4. #4
    Optimizing level geometry - part 1:

  5. #5
    nice keep it up. maybe you should take a look at this thread

  6. #6
    Oh man! Interesting Tool - Thank you! I will check how it works)

  7. #7
    May I ask where is UE4 in it? Are You going to rewrite everything later?

  8. #8
    Quote Originally Posted by Sygurd View Post
    May I ask where is UE4 in it? Are You going to rewrite everything later?
    Yes. Actually i'm planning to put first level (Training level) into UE4 and see how it will work. And then keep going further...

    By the way - UE4 T3D Converter didn't worked on Deus Ex maps. But again - thanks for showing me that!

  9. #9
    Day 8

  10. #10
    Day 9

  11. #11
    Day 10

  12. #12
    Day 11 (finishing optimizing level geometry):

  13. #13
    Day 12 (Stage 2.5 - Almost ready to import to UE4):

  14. #14
    Day 13:

  15. #15
    Join Date
    May 2014
    It seems like a lot of effort to just transfer the old geometry over - I think you'd be better off creating modular pieces (using the original geo as reference) and creating the map from that. The pillars in the first hallway, for example, could just be one asset repeated.

    Unless you were to figure out an automated method to convert the original map files to something you can import into UE4 (Deus Ex Reborn managed something along these lines) it doesn't seem like the best process to use.

  16. #16
    The original geometry I need only to estimate the future amount of work on restyling locations. After the original geometry will be replaced by new things - I will delete it.

    Quote Originally Posted by DaveFace View Post
    it doesn't seem like the best process to use.
    And of course you right about that. I'm trying to figure out of how it can be done more easily than it has right now.

  17. #17
    This guy is really is something else - amazing play)

  18. #18
    Quote Originally Posted by DaveFace View Post
    (Deus Ex Reborn managed something along these lines)
    You know them?

  19. #19
    Join Date
    May 2014
    Quote Originally Posted by Jandar-man View Post
    You know them?
    Yeah, I knew Akerfeldt back in the day. But that was only UE1 to UE2 which was a much simpler conversion.

    The training area could be made in modular pieces quite easily, there isn't that much unique geometry in it. If you're using it for reference I'd recommend skipping the UV steps and just relying on dynamic lighting for testing, that would save you some time.

  20. #20
    Roger that)

  21. #21
    By the way - I decided to jot down a list of of upcoming work. And that's how it will look:

    Props - base

    Door - type 1
    Door - type 2
    Bush - type 1
    Bush - type 2
    Table lamp
    Table - type 1
    Table - type 2
    Medical bed
    Dashboard on the wall - type 1
    Dashboard on the wall - type 2
    Computer area - type 1 (offices on second floor)
    Computer area - type 2 (offices on second floor)
    Map on the wall
    Blueprint on the wall
    Label - "Munitions"
    Label - "Medical"
    Label - "Radioactive 7"
    Ceiling lamp - type 1 (for warehouses)
    Ceiling lamp - type 2 (for tonnels 1)
    Ceiling lamp - type 3 (for tonnels 2)
    Ceiling lamp - type 4 (for cabinet 1)
    Ceiling lamp - type 5 (for cabinet 2)
    Tube - type 1 (for tonnels)
    Tube - type 2 (for tonnels)
    Interior staircase (diagonal)
    Tonnel staircase 1 (diagonal)
    Tonnel staircase 2 (vertical)

    Props - advanced

    Wood crate - medium size
    Metal crate - small size
    Metal crate - medium size (4 types)
    Metal crate - big size

    Player items

    Nanoring device - bracelet, which will open locks
    Nanokey (overlook of this type of item maybe will be changed in future)
    Hazmat suit
    10мм ammo.

    Interactive items in the world.

    Book - type 1
    Book - type 2
    Code panel on the wall
    Light switch on the wall
    Wall case for Hazmat suit
    Security camera


    Unatco troop
    Jaime Reyes
    Scientist - male
    Scientist - female
    Walton Simons
    MJ12 agent - male


    Repair bot
    Med bot

    And this is only for the first part of training area

  22. #22
    Day 13 (Continue):

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  23. #23
    If somebody want to chat about this mod - feel free to join the Deus Ex 1 (UE4 Modding) server on Discord. Link:
    Last edited by Jandar-man; 08-19-2016 at 01:38 PM.

  24. #24
    Ok. Looks like the progress doesn't still and here is fresh news. Darren Oshea have joined the development on this mod and he have founded the best way to more effectively convert Deus Ex maps to UE4. Here is his first progress:

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  25. #25
    Have you done anything with the Liberty Island maps? Seeing those in VR has always been something I've wanted to do.

  26. #26
    Join Date
    Mar 2014
    I have been keeping an eye on this project for a while.

    Great stuff

  27. #27
    Thank you!

    Here is some news:

    I have found new way to convert maps from Deus Ex to 3ds max. Big Thanks to FACH! All maps now have been converted and next step will be converting all 3d models (props, characters, weapons, etc.). And now some screenshots from W.I.P.

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    By the way - now you can follow progress on this mod also here:

    PS: The link i provided above is about thread's topic, so if it break in some part rules of Epic forums, please first send me warning message before ban me for that
    Last edited by Jandar-man; 09-06-2016 at 01:38 PM.

  28. #28
    Some fresh news from development process:

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    Now i'm seeking for new visual style, but trying to keep some part of old style. It's hard but i'm trying)

  29. #29
    This is awesome, I loved DX1 so much!

  30. #30
    Thank you) - yeah, DX1 is a great game!

  31. #31
    Little fresh update:

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    This is new version of Nanokey Ring. Usage: JC approaching his hand to door panel, ring displays panel code (if it have one in it's database) then player enters it on keyboard.

  32. #32

    Cool Happy New Year To All!

    Happy New Year To All!

    New version of Multitool

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    Attached Images Attached Images  

  33. #33
    Last edited by Jandar-man; 01-03-2017 at 06:03 PM.

  34. #34
    Meanwhile new unit is coming...

  35. #35
    But why?! They will slam you with C&D letter at one point and all this work would be for nothing (besides learning experience, which you could have also gained by working on your own intellectual property).

  36. #36
    Well - i don't know what reasons could be to stop my mod making because as i pointed in my first post here:

    Quote Originally Posted by Jandar-man View Post

    I do not infringe copyright - I just love this game and I want to make it better.
    So it means, that i don't want to make money on the mod i'm creating in this forum thread. I have at the same time 2 reasons for that:

    1) I love Deus Ex 1 game and fan of it.

    2) I respect copyright and labor of the creators of the original game.

    This project for me is some kind of academy of how people must create really cool and interesting games. I'm saying so, because for me the people who stands behind creating Deus Ex 1 is really very talented and i think that i can learn something from them throughout they creation.

    PS: Besides of all i have same thread on the square enix forums and if creators will send me C&D letter, then i will stop to show my work public - but still will be creating it at home just for myself) it's like a hobby for me, that's all)
    Last edited by Jandar-man; 01-05-2017 at 02:20 PM.

  37. #37
    Another concept version of Multitool (more actual to 2052 year i guess ). Stage 1 of 2.

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    In next stage will be shown how it works and what's inside the box)
    Last edited by Jandar-man; 01-05-2017 at 03:07 PM.

  38. #38
    Another concept version of Multitool. Stage 2 of 2

    Next concepts will come in future...

  39. #39
    Hi everyone again)

    I have some thougts about what i'm creating here - and here is what i come up with at some stage of development process:

    I thought that simple copying original game to new stage of graphics will be kinda boring. That's why i have came to conclusion that storyline must go on) - and now i have 2 ideas at the same time i'm working on:

    a) This mod will be based on storyline dedicated to Paul Denton. And to be precise - about prehistory of Deus Ex 1. Let's call it - Paul Denton's Chronicles.
    b) Instead of JC Denton male (if storyline will be based on JC Denton adventures) we may have Denton female main character in game. This idea is not something supernew, because initially authors of Deus Ex 1 have thoughts and plans about that, but didn't implemented them in early 2000).

    I had to look interesting names to main character if it will be woman:

    Caren Denton
    Lily Denton
    Lora Denton
    Mira Denton
    Norma Denton
    Rachel Denton
    Tracy Denton

    Funny, but last one seems to me more better for that)

    So, the question is: What do you think about that?

  40. #40
    I think Tracy is the best pick.

    And I seriously think making a game 'inspired' by Deus Ex instead of a direct port is the best choice. You reduce the risk of a c&d this way.

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