Intro to the Deus Ex SDK
The Absolute Basics: Getting started
with the Deus Ex SDK
Chapter 1: UnrealEd Basics
Navigating UnrealEd: An UnrealEd
Reference Guide
Keyboard Shortcuts
(at Wolf's Unreal)
Wolf's
Basic Tutorial (at Wolf's
Unreal), this is a must-read before you go on.
UnrealEd Terminology
Placing items into your maps
Chapter 2: Making Deus Ex Maps
General guidelines
Intro to making multi-player maps
Add a Deus Ex style door
Add a nanokey (and PickupDistributor
tutorial)
Add a working keypad
Add breakable crates
(with goodies inside)
Add a working light switch
Add an NPC, set up alliances,
and use the AllianceTrigger
Add a security camera
Add an automated gun turret
Add a working security console
Set up computers
Add a control
panel and laser triggers
Add an alarm unit
Add a ladder
Add water
Add a DamageTrigger (poison
gas, radiation, electric shock, etc)
Add "Pain Zones"
(alternative to poison gas, radiation, electric shock, etc)
Add a Sky Zone (a.k.a. "sky
box")
Add glass windows (breakable or
not)
Add breakable walls
Add ambient sounds
Set up in-game music
Add an elevator: Part
1 Part 2 Part
3
Add an earthquake
Making and using prefabs
Chapter 3: Beyond Basic Mapping
Setting up your own packages
Add a personal computer
and set up e-mail & "special options"
Add a public computer and
set up bulletins
Add DataCubes,
books and newspapers
How to get the mission
startup text to show up
More Fun with Zones (gravity,
friction, ambient lighting, fog, optimization)
Intro to Triggers
Triggers: Dispatchers (queuing up
events to trigger)
Navigation points: Patrol Points
Interpolation points and interpolation
triggers (movin' stuff around)
Visible light beams
Click here for a list of
possible future topics for this section
Chapter 4: "Making Conversation" with ConEdit
Intro to ConEdit:
Creating basic conversations
Click here for a list of possible
future ConEdit topics
Chapter 5: Adding Custom Elements to Deus Ex
Adding custom textures
How to create masked textures
using Photoshop
How to create
masked textures using Bright
Adding DataVault images
Adding custom sound effects
Creating custom music
Re-skinning character meshes
to create new characters
Adding custom meshes (models)
Organizing multiple
mesh import files
Creating custom "pickups"
(an introduction to coding with UnrealScript)
Chapter 6: Putting it all together
Linking maps together (using
Teleporters)
Major transitions between maps using MapExit (making Jock's helicopter
fly)
Intro/End Game cut scenes (cinematics)
using CameraPoints
Distributing your missions: Setting
up for the "TeamUC Mod Loader" (DeusExML)
Distributing your missions: Using
the NSIS installer
UnrealScript
Please read this first
Creating and setting a
custom player class (using the Team UC Mod Loader)
Creating and setting
a custom player class (without the Mod Loader)
Custom scrolling end credits
Custom computer nodes
Custom InfoLink portraits
Reference Guides and Tips
UnrealEd Reference Guide
Colored Lighting Guide
Augmentation Pairs List
Miscellaneous Tips & Tricks
Brush Tips & Tricks
Note that items marked with a strikethrough are hopefully
"coming soon"
Download
entire site as an HTML Help file (2.6 MB)
(HTML Help file last updated Dec. 28, 2002)
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