PREFABS
53 files
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artillery_grenades + artillery_grenades_2
By kate
Eine Euro Palette mit ganz vielen Geschütz Granaten drauf!!
22 downloads
0 comments
Updated
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dt_bf_190_fighter
By kate
WOLF PROJECT
WP_190.
Bf 190 WW2 fighter
This pak contains all the assets needed to use this model as a script mover in Wolfenstein-Enemy Territory.
wp_190_body.ase
wp_190_tail.ase
wp_190_wing.ase
wp_190_nose.ase
sound_block.md3
should be used at modelscale 10
tags:
tag_point1 (origin)
tag_point2 to 13 (ring the origin)
Model and textures by Detoeni
http://www.wolfproject.net/
Any problems please contact me at [email protected]
Any comments please post at our forum http://www.wolfproject.net/
You may use this file providing it's not for profit.
Detoeni.
21 downloads
0 comments
Updated
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cyburk_estroyable Flak
By kate
Flak Cannon Prefab
by cyburk
Made for the WWGN prefab contest with GTK Radiant 1.4.0
no Custom Textures used / build time 1 Day
e-Mail - [email protected]
website - www.cyburk.net
you are free to use this prefab for your Enemy Territory Maps.
Have a nice Day.
18 downloads
0 comments
Submitted
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Ets Silent Folder
This silent folder contains the basic packages required to play on the main Ets Silent Server.
select the .zip for your OS and install into your ET folder, consult the included readme for instructions.
16 downloads
0 comments
Submitted
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doors_for_bunkers
By kate
Doors for Bunkeruse
Walls without textures
Doors with texture
Items:
neutral door
Axis Team only door
15 downloads
0 comments
Submitted
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rayban_animated_roaches
By kate
rayban animated roaches
-----------------------------------------
these md3 models are for a moving roach effect, and should have the following key/values set for
the best effect.
classname misc_gamemodel
spawnflags 2 ( start_animated box ticked )
model ( see model notes below )
frames 100
fps 10
-------------------------------------------------------------------------
model notes:
there are 4 types of models,
r64_1.md3 - 1 single roach moving within a 64x64 grid size
r64_5.md3 - 5 roches moving within a 64x64 grid size
r128_1.md3 - 1 single roach moving within a 128x128 grid size
r128_5.md3 - 5 roches moving within a 128x128 grid size
using more than 1 of the same model, and ajust the angles or modelscales
to make it seem like more random roaches moving around.
-------------------------------------------------------------------------
other info:
2 shaders are provided, one used for the animated models that have moving legs via
the animap system, and the other for still roaches, that just have the antennae moving.
programs used to make the models and textures, blender3d and MD3Compile by NPherno.
[email protected]
15 downloads
0 comments
Submitted
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castlemodels
By kate
Use the "castlemodels" map to copy and paste the models over to your own map:
The "castlemodels.map" file has all the models scaled & clipped correctly....
Enjoy,
FireFly
www.wolfedit.com
15 downloads
0 comments
Submitted
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dt_jeep
By kate
etoeni.uk
"Willy's" Jeep
This pak contains all the md3 assets needed to use this model as a misc_model or misc_gamemodel in Wolfenstein-Enemy Territory.
dt_jeep_body.md3 =body
dt_jeep_scr_dw.md3 =screen down
dt_jeep_scr_up.md3 =screen up
dt_jeep_top.md3 =roof
dt_jeep_spare.md3 =spare wheel
DO NOT EDIT THE SHADER OR TEXTURES WITHOUT CHANGING THE MODELS TEXTURE PATHS!!!!
Model and textures by Detoeni
http://www.planetwolfenstein.com/detoeni
Any problems please contact me at [email protected]
You may use this file providing it's not for profit.
©Phil "Detoeni" Gresley 2004
15 downloads
0 comments
Submitted
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dt_m3_halftrack
By kate
Detoeni.uk
M3 Half-Track
This pak contains all the md3 assets needed to use these model as misc_model in Wolfenstein-Enemy Territory.
DO NOT EDIT THE SHADER OR TEXTURES WITHOUT CHANGING YOUR MODELS TEXTURE PATHS!!!!
Model and textures by Detoeni
http://www.planetwolfenstein.com/detoeni
Any problems please contact me at [email protected]
You may use this file providing it's not for profit.
©Phil "Detoeni" Gresley 2005
14 downloads
0 comments
Submitted
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anim_con_crates
By kate
These are animated construction crates for wolf:et
--------------------------------------------------
They are meant to add some eye candy to constructibles, where the tools on the
crates will start to work as soon as an engineer starts construction.
models included,
models/mapobjects/cmarker/rayban/anim_con_crates.md3 - the animated crates
models/mapobjects/cmarker/rayban/con_crates.md3 - the default non animated crates
models/mapobjects/cmarker/rayban/allied_sack.md3 - allied sack for two stage constructions
models/mapobjects/cmarker/rayban/axis_sack.md3 - axis sack for two stage constructions
skin files included,
allied_crates.skin
axis_crates.skin
shader files included,
anim_con_crates.shader
command marker images included,
gfx/limbo/cm_anim_con_neutral.tga
gfx/limbo/cm_anim_con_allied.tga
gfx/limbo/cm_anim_con_axis.tga
--------------------------------------------------
a test map is included with the script showing how to set them up,
but basicly its the same as other constructibles using crates, with
some minor changes.
the animated crates use the following spawnflags
fps 13
frames 15
spawnflags 2 ( or start animated enabled )
by default both crates, animated and non-animated will have the neutral skin,
to have a team specific skin on them ( the crates will show either neutral, allied, or axis )
you need to add the key/values of
skin models/mapobjects/cmarker/rayban/allied_crates.skin
or
skin models/mapobjects/cmarker/rayban/axis_crates.skin
targetnames must be added for skins to work ( of course, you will add targetnames anyways.. )
[email protected]
14 downloads
0 comments
Submitted
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0 comments
Submitted
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artillery_gun
By kate
Hi there,
this is an artillery (no special one) for your realistic maps.
To put the artillery into your map, load radiant and click edit\load prefab
Oh, and don't forget later to put these files into your .pk3-file as well :)
(with directories, of course)
Other works:
Hummer1
Helicopter1
MG1
You can get those on prefabs.gamedesign.net
Schakal
12 downloads
0 comments
Submitted
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0 comments
Submitted
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0 comments
Submitted
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dt_opelblitz
By kate
Detoeni.uk
Opel blitz Trucks
This pak contains all the md3 assets needed to use this model as a misc_model*, misc_gamemodel and as a escortable objective in Wolfenstein-Enemy Territory.
dt_oblitz_tag.md3
tags:
tag_smoke(engine bay)
tag_body
tag_obj(middel of flatbed)
tag_fwl(front,wheel,left)
tag_fwr
tag_bwl
tag_bwr
tag_tgate(tailgate)
*
if you use this model as a misc_model you will need to add the bellow to your map script:
//start
remapshader models/mapobjects/dt_oblitz/dt_oblitz_glass models/mapobjects/dt_oblitz/dt_oblitz_glass2
remapshaderflush
//end
DO NOT EDIT THE SHADER OR TEXTURES WITHOUT CHANGING YOUR MODELS TEXTURE PATHS!!!!
Model and textures by Detoeni
http://www.planetwolfenstein.com/detoeni
Any problems please contact me at [email protected]
You may use this file providing it's not for profit.
©Phil "Detoeni" Gresley 2004
12 downloads
0 comments
Submitted
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dt_tiger
By kate
Detoeni.uk
Panzer VI.
This pak contains all the md3 assets needed to use this model as a escortable objective in Wolfenstein-Enemy Territory. You will need to taylor the script and shader to your needs.
dt_tiger_track.md3
tags:
tag_smoke
tag_hull
tag_player
tag_turret
frames
0= rest
0-5= fire
5-15= stop
15-25= start
25-55= move
dt_tiger_turret.md3
tag:
tag_gunpivot
dt_tiger_gun.md3
tag:
tag_guneffec (placed at the end of the barrel and yes and the model also has the typo)
Model and textures by Detoeni
http://www.wolfproject.net/
Any problems please contact me at [email protected]
You may use this file providing it's not for profit.
Detoeni.
11 downloads
0 comments
Submitted
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CrazyBump
By kate
CrazyBump
beta 4.2 for Windows
Author : ryan
http://crazybump.com/
Bake AMAZING normal maps from 2D assets
Enhance normal maps, and blend different maps together
Bake displacement maps and cavity maps
New in Beta 4.2:
-Fixed a mouse bug on the preview window
-Fixed a problem with preview of wide-aspect images
New in Beta 4.1:
-Preview your own model. Supports .OBJ, .X, and Collada.
-Fixed some compatibility problems.
New in Beta 4:
-New DX9 renderer
-Batch processing of normal maps
-Customizable prefix and suffix for saving files.
-A button to invert the 3D analysis
-Higher-quality displacement-sharpening.
10 downloads
0 comments
Submitted
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dt_sdk_fz222
By kate
WOLF PROJECT
WP_222.
sdkfz 222 armoured car
This pak contains all the md3 assets needed to use this model as a escortable objective in Wolfenstein-Enemy Territory. You will need to taylor the script and shader to your needs.
wp_222tag_ani.md3
tags:
tag_smoke
tag_body (animated tag)
tag_wlf (wheel,left,front)
tag_wlr
tag_wrf
tag_wrr
frames
0= rest
0-10= stop
10-20= start
20-49= moveloop
wp_222body.md3
tag:
tag_turret
wp_222turret.md3
tag:
tag_effect (placed at the end of the barrel)
Model and textures by Detoeni
http://www.wolfproject.net/
Any problems please contact me at [email protected]
Any comments please post at our forum http://www.wolfproject.net/
You may use this file providing it's not for profit.
Detoeni.
10 downloads
0 comments
Submitted
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0 comments
Submitted
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dt_fire_acs
By kate
WOLF PROJECT
WP_prop.
Fire axe
Fire extinguisher
Fire extinguisher (wall mounted)
Model and textures by Detoeni
http://www.wolfproject.net/
Any comments please post at our forum http://www.wolfproject.net/
You may use this file providing it's not for profit.
10 downloads
0 comments
Submitted
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rayban_animated_roaches
By kate
rayban animated roaches
these md3 models are for a moving roach effect, and should have the following key/values set for
the best effect.
classname misc_gamemodel
spawnflags 2 ( start_animated box ticked )
model ( see model notes below )
frames 100
fps 10
model notes:
there are 4 types of models,
r64_1.md3 - 1 single roach moving within a 64x64 grid size
r64_5.md3 - 5 roches moving within a 64x64 grid size
r128_1.md3 - 1 single roach moving within a 128x128 grid size
r128_5.md3 - 5 roches moving within a 128x128 grid size
using more than 1 of the same model, and ajust the angles or modelscales
to make it seem like more random roaches moving around.
other info:
2 shaders are provided, one used for the animated models that have moving legs via
the animap system, and the other for still roaches, that just have the antennae moving.
programs used to make the models and textures, blender3d and MD3Compile by NPherno.
[email protected]
9 downloads
0 comments
Submitted
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cargo_barges
By kate
TITLE : kt_barge
AUTHOR : ken 'kat' beyer
EMAIL ADDRESS : [email protected]
HOMEPAGE URL : http://www.quake3bits.com
NUMBER OF MODELS : 6
SHADER SCRIPTS : yes
* MODEL NAME/s *
[model details below]
barge_cammoflage.ase
barge_grey.ase
barge_white.ase
barge_nomark.ase
dock_bollard.ase
dock_bumper.ase
* TEXTURE NAME/s*
kt_barge_cammo.tga
kt_barge_white.tga
kt_barge_grey.tga
kt_barge_nomark.tga
bollard.tga
------------------
CREDITS
ID software
DISTRIBUTION & NONCOMMERCIAL USE ONLY
For individuals--
Distribution is permitted with full credit is given in project readme
For modifications--
Distribution is not premitted without prior written consent. Please contact Quake3Bits at the address above
DISTRIBUTION & COMMERCIAL USE
Is not permitted without prior written consent. Contact Quake3Bits at the address above to discuss your requirements further.
9 downloads
0 comments
Submitted
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dt_aa_mm
By kate
Detoeni.uk
Alpine Assault misc_models
This pak contains all the md3 assets needed to use these model as misc_model and misc_gamemodel in Wolfenstein-Enemy Territory.
The safe and objective models need to be set as misc_gamemodels for the shaders to work. A tag file is included for the safe door (see Alpine Assault script for setup).
DO NOT EDIT THE SHADER OR TEXTURES WITHOUT CHANGING YOUR MODELS TEXTURE PATHS!!!!
Model and textures by Detoeni
http://www.planetwolfenstein.com/detoeni
Any problems please contact me at [email protected]
You may use this file providing it's not for profit.
©Phil "Detoeni" Gresley 2005
9 downloads
0 comments
Submitted
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c-47_dakota
By kate
C-47_Dakota By [rD]MrPink
Created as per request of SuperC of the splash Damage forums
History of the Douglas C-47 Dakota "Gooney Bird":
The Douglas DC-3 was born of the intense competition for modern commercial aircraft that
characterized the post-World War I era. It was the direct descendant of the DC-1, which
first flew in 1933 as Douglas' initial response to a short supply of competitor, Boeing
Aircraft's, landmark 10-passenger 247, the first, low-wing, all-metal airliner. With only
one 12-passenger sample flying, and already a record-breaking success, the DC-1 was quickly
made obsolete, replaced by an a more powerful version with greater seating capacity, the
14-passenger DC-2, of which 193 were built. When, in 1934, American Airlines asked Douglas
for a larger version of the DC-2 that would permit sleeping accommodations for
transcontinental flights, Douglas responded with the 24 passenger (16 as a "sleeper" craft)
DST (Douglas Sleeper Transport), the 24-passenger version of which was designated DC-3.
The DC-3 is given most of the credit for an almost 600% increase in airline passenger
traffic between 1936 and 1941. Recognizing its great potential as a military transport, the
United States Army specified a number of changes needed to make the aircraft acceptable for
military use, including more powerful engines, the removal of airline seating in favor of
utility seats along the walls, a stronger rear fuselage and floor, and the addition of large
loading doors. A large order was placed in 1940 for the military DC-3, which was designated
C-47 and became known as "Skytrain," a name it would soon be asked to live up to. Used as a
cargo transport to fly the notorious "Hump" over the Himalayas after the Japanese closed the
Burma Road, and as a paratroop carrier in various campaigns from Normandy to New Guinea, the
Douglas C-47 was one of the prime people movers of WWII where, in one form or another, it
was manufactured by belligerents on both sides, after first having been licensed to Mitsui
before the Japanese attack on Pearl Harbor, and to the Russians, who manufactured it under
license as the Lisunov Li-2. During the war, Mitsui built their own version, via contract
with the Showa and Nakajima companies, which built about 485 "Tabbys" (the code name given
to the aircraft by the Allies) as the Showa L2D. Known also as "Dakota" (British
designation), R4D (U.S. Navy), "Skytrooper" and "Gooney Bird," the Douglas C-47 (USAAF) went
through many modifications during its long service life, largely with respect to engine
power ratings, but also with structural modifications for specific tasks like reconnaissance
and navigation training. It was even tested as a floatplane, and as an engineless glider, a
task it performed well, but too late in the war to matter. It was also used as a fighting
machine as the AC-47D gunship ( "Puff, the Magic Dragon") of the Vietnam war, where the
plane was equipped with three modernized Gattling guns (General Electric 7.62mm "Miniguns,"
each mounted and firing from the port side) for use as a "target suppressor," circling a
target and laying down massive fire to eliminate or at least subdue the enemy position.
By war's end, 10,692 of the DC-3/C-47 aircraft had been built, with 2,000 Li-2s by the
Soviets, and 485 Showa L2Ds by the Japanese, for a total of about 13,177. Between its first
flight on December 17, 1935, and this writing, the DC-3 will have had 65 years of continuous
service. From its pioneering of military airlifts over the hump, to its perfecting of the
technique during the Berlin Airlift, the C-47 has been prized for its versatility and
dependability, factors that explain its remarkable longevity as an active carrier worldwide.
[History by Kevin Murphy] Thanks to Tex Gehman.
Specifications (C-47):
Engines: Two 1,200-hp Pratt & Whitney R-1830-S1C3G Twin Wasp radial piston engines
Weight: Empty 16,865 lbs., Max Takeoff 25,200 lbs.
Wing Span: 95ft. 0in.
Length: 64ft. 5.5in.
Height: 16ft. 11.5in.
Performance:
Maximum Speed: 230 mph
Cruising Speed: 207 mph
Ceiling: 23,200 ft.
Range: 2,125 miles
Armament: None
Number Built:
13,177 (All manufacturers)
Instructions:
Unzip the zip file into your ETMain Directory, if you get a warning about directories
already in this folder, click yes, I wont hurt anything. You must ALSO unzip this into any
.pk3s you put your map in.
9 downloads
0 comments
Submitted
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control_panels_0411
By kate
Control panel textures, mostly made by copying and pasting pieces of control panels onto each other. The damaged versions were done by D-Mode. I cut out the screen seperately to light it independantly and also in case I wanted to put the screen onto a prefab independant of the rest of the control panel.
Useful shaders. Here are the shaders I used for the light emitting panels.
textures/reactor/reactor_panel_01_light
{
qer_editorimage textures/reactor/reactor_panel_01.tga
q3map_lightimage textures/xlab_props/softblue.tga
q3map_lightsubdivide 128
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/reactor/reactor_panel_01.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen wave sin 1 .1 0 7
}
}
textures/reactor/reactor_panel_01_damaged
{
surfaceparm metalsteps
implicitMap -
}
textures/reactor/reactor_panel_02
{
surfaceparm metalsteps
implicitMap -
}
textures/reactor/reactor_panel_02_light
{
qer_editorimage textures/reactor/reactor_panel_02.tga
q3map_lightimage textures/xlab_props/softblue.tga
q3map_lightsubdivide 128
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/reactor/reactor_panel_02.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen wave sin 1 .1 0 7
}
}
textures/reactor/screen
{
surfaceparm metalsteps
implicitMap -
}
textures/reactor/screen_light
{
qer_editorimage textures/reactor/screen.tga
q3map_lightimage textures/xlab_props/softblue.tga
q3map_lightsubdivide 128
q3map_surfacelight 500
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/reactor/screen.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen wave sin 1 .1 0 7
}
}
9 downloads
0 comments
Submitted