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  1. control_panels_0411

    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
        }
    }

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  2. command_posts

    Author: puRp0se
    Radiant Prefab for
    Axis Command Post
    Allied Command Post
    Neutral Command Post
    include script stuff

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  3. chute_test_2

    chute_test2.pk3
    a test map showing an airdropped objective with an animated parachute
    for wolfenstein:Enemy Territory
    all textures and models created in blender3d.

    [email protected]

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  4. church

    made by Magic
      
     Church for W:et
       
    be free to use this prefab in your map

    7 downloads

       (0 reviews)

    0 comments

    Updated

  5. cave-tunnle

    Prefab by: BlitZ (89Blitz)
    I did not add decorations (Pipes, Barrels etc..) so you could add your own

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  6. castlemodels

    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

    16 downloads

       (0 reviews)

    0 comments

    Submitted

  7. cargo_barges

    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 reviews)

    0 comments

    Submitted

  8. capuzzo_source+models

    Pegazus
    Location:
    Tartu, Estonia Most Recent Awards:   Capuzzo Airport Source Release + 3 Models
    S&M Mapping is happy to announce that we are releasing Capuzzo Airport map source and including 3 models in to the download.
    Models
    - - - - - - - - - - - - -
    Sd.Kfz. 234/2
    Max Speed - 85 km/h
    Type - Armored car
    Country - Germany
    Markings - Yes
    Primary Armament - 5 cm KwK 39 L/60
    Modeled by - Pegazus
    UV Mapped - Pegazus
    Textures - Pegazus (wheel texture by - Valve & Ventilation texture by - Avoc)

    - - - - - - - - - - - - -
    Messerschmitt Bf 109
    Max Speed - 640 km/h
    Role - Fighter
    Country - Germany
    Type - Africa
    Markings - No
    Modeled by - {SSF}Sage
    UV Mapped - {SSF}Sage
    Textures by - {SSF}Sage & Buglord

    - - - - - - - - - - - - -
    Focke-Wulf Fw 190
    Focke Wulf - Fw 190A
    Max Speed - 640 km/h
    Role - Fighter
    Country - Germany
    Type - Europe / Africa
    Markings - Yes
    Modeled by - Pegazus
    UV Mapped - Pegazus
    Textures by - Jesters-Ink & Buglord
    Textures reworked - {SSF}Sage
     
    We would really like it if you would first read the readme before use
    Our website will be updated in the first possible moment.
    Also we would like to announce that we have stopped working on this project, it's been a great challange and a big headache, but it's time to stop.
    __________________
    When the rich wage war, it's the poor who die. - Jean-Paul Sartre
    Subsampling..collapsing...sorting...allocating...
    S&M Mapping - http://www.hot.ee/smmapping/

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  9. bunker_snow

    Ein Snow Bunker 2xMG42 der Eingang ist auf der Rückseite und ein Stock tiefer mit Treppe geht's hoch, der Bunker ist mit licht.
    Zu Bunker L und R (sind gleich bis auf das sie seitenerkehrt gebaut sind, also bei einem der ein Eingang rechts und bei einem links).
    Von gPk][SnipEr

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  10. bridge-houses

    Eveything in this map made by blitz

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  11. boxes

    Alle 3 Kisten aus RTCW, die werdet ihr wohl alle kennen.
    Von gPk][SnipEr

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  12. bmw_r75_motorcycle

    Model pack 2 :zp_m8_r75
     
    other models of model pack 2
    zp_m5_pipes
    zp_m6_me262
    zp_m8_r75
    zp_m9_c47
    zp_m?_bitz (model bitz for model pack 2)
     

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  13. blank_sign_textures

    no infos

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  14. birchtrees

    Realistic Trees
    Made by Kic
    Models for trees with textures and shader.

    8 downloads

       (0 reviews)

    0 comments

    Submitted

  15. bf-190_fighter

    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.

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  16. barricade

    Prefab for "Wolfenstein: Enemy Territory"

    Made 2009 by
    nukits002

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  17. barbed-wire_fence

    Hi there,
    this is a barbed-wire fence for your realistic maps. I didn't add a trigger_hurt entity due
    to some probs i had with quake, but you could do it yourself since it ain't very difficult.
    This time all textures are basic Q3 textures.

    To put one of the boxes 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
    Artillery1
    Militaryboxes1
    Tank obstacle1
    You can get those on prefabs.gamedesign.net

    Schakal

    9 downloads

       (0 reviews)

    0 comments

    Submitted

  18. barrels

    barrel misc_models
    two barrel models, one upright and the other on its side.
    models/mapobjects/rayban/w_barrel1.md3  - barrel standing upright
    models/mapobjects/rayban/w_barrel2.md3  - barrel on it side
    created for wolf:et
    [email protected]

    7 downloads

       (0 reviews)

    0 comments

    Submitted

  19. army_tents

    Army Tents - Ase model format for wolf:et
    -------------------------------------------
    small, medium and large versions. since they are ase models, you can edit the
    files in a text editor to change the materials ( texture/shader path ) to whatever you like.
    textures included ( but not setup in the ase files )
    canvas1a.tga - found on the net
    armytent.tga and splintercamo.tga provided by berzerkr at splashdamage forums.
    ** note, these models and textures are in a plain zip file, to use them simply
    create a folder somewhere to put the models and textures, ie..
    models/mapobjects/mymodels/
    and you need to edit the ase file to reference the texture/shader, for example in the tent_small.ase
    there are the following lines,
    *MATERIAL_LIST {
        *MATERIAL_COUNT 2
        *MATERIAL 0 {
            *MATERIAL_NAME "canvas"
            *MATERIAL_CLASS "Standard"
    you simply change the *MATERIAL_NAME "canvas" to your texture/shader path as in

            *MATERIAL_NAME "models/mapobjects/mymodels/canvas1a.tga"
    then save the file as a differnt name in that folder, like
    my_small_tent.ase ( or whatever )
    there is also a wood material line lower in the file,
    *MATERIAL_NAME "textures/wood/wood_m13_usat.tga" which is a wood texture in the textures/wood folder
    in et, you can also change that if you want to a different material.
    use the ase files as base files, and save them to new models with your own distinctive name to be used
    in et. load them as misc_model, and when you distribute your map, you only need to include any custom textures
    you used. the ase model doesnt need to be included as its compiled into the map.
     
    models created in blender3d by me
    [email protected]

    ** REMEMBER, the ase models need to be setup with texture/shader paths, they are not just drop in
    and ready to go.
     

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  20. rayban_animated_roaches

    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 reviews)

    0 comments

    Submitted

  21. animated_radar_screen

    Basic Information:
    Designer......: Berzerkr (GER)
    E-Mail Address: [email protected]
    Homepage......: http://www.wolfmap.de

    Mod Information:
    Game........: Wolfenstein: Enemy Territory
    Title.......: Animated Radar Screen
    Status......: Final
    Filename....: z_anim-radar-screen.pk3
    Filesize....: 7 KB
    Build Time..: 1 day
    Release Date: 30. September 2007

    Description:
    This mod animates the radar screen in Seawall Battery and all custom maps who use the screen.
    Many thanks to Diego for the permission to use the textures and the shader from his map "Praetoria - Mission One: Bunker Hill".
    http://webpages.charter.net/dt3d/praetoria.html
    Installation:
    Put the pk3 into the etmain-folder.
    To uninstall this mod remove the pk3.

    Used Programs:
    7-Zip, Notepad

    This modification may be electronically distributed only at NO CHARGE to the recipient in its current state, MUST include this .txt file, and may NOT be modified IN ANY WAY. UNDER NO CIRCUMSTANCES IS THIS MODIFICATION TO BE DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR WRITTEN PERMISSION.

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  22. anim_con_crates

    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 reviews)

    0 comments

    Submitted

  23. artillery_gun

    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

    13 downloads

       (0 reviews)

    0 comments

    Submitted

  24. artillery_grenades + artillery_grenades_2

    Eine Euro Palette mit ganz vielen Geschütz Granaten drauf!!

    23 downloads

       (0 reviews)

    0 comments

    Updated

  25. ase_army_tents

    Army Tents - Ase model format for wolf:et
    -------------------------------------------
    small, medium and large versions. since they are ase models, you can edit the
    files in a text editor to change the materials ( texture/shader path ) to whatever you like.
    textures included ( but not setup in the ase files )
    canvas1a.tga - found on the net
    armytent.tga and splintercamo.tga provided by berzerkr at splashdamage forums.
    ** note, these models and textures are in a plain zip file, to use them simply
    create a folder somewhere to put the models and textures, ie..
    models/mapobjects/mymodels/
    and you need to edit the ase file to reference the texture/shader, for example in the tent_small.ase
    there are the following lines,
    *MATERIAL_LIST {
        *MATERIAL_COUNT 2
        *MATERIAL 0 {
            *MATERIAL_NAME "canvas"
            *MATERIAL_CLASS "Standard"
    you simply change the *MATERIAL_NAME "canvas" to your texture/shader path as in

            *MATERIAL_NAME "models/mapobjects/mymodels/canvas1a.tga"
    then save the file as a differnt name in that folder, like
    my_small_tent.ase ( or whatever )
    there is also a wood material line lower in the file,
    *MATERIAL_NAME "textures/wood/wood_m13_usat.tga" which is a wood texture in the textures/wood folder
    in et, you can also change that if you want to a different material.
    use the ase files as base files, and save them to new models with your own distinctive name to be used
    in et. load them as misc_model, and when you distribute your map, you only need to include any custom textures
    you used. the ase model doesnt need to be included as its compiled into the map.
     
    models created in blender3d by me
    [email protected]

    ** REMEMBER, the ase models need to be setup with texture/shader paths, they are not just drop in
    and ready to go.
     

    6 downloads

       (0 reviews)

    0 comments

    Submitted

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