PREFABS
53 files
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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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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]
16 downloads
0 comments
Submitted
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staghound
By kate
Staghound_Armored Car By [rD]MrPink
History of the Chevrolet T17E1 Staghound Armored Car:
Staghound Armoured Car T17 El: 1942+
Length: 5.48m, Width: 2.69m, Height: 2.36m , Weight: 13.95 tonnes
Crew: 5 Power-plant: Two GMC 6-cyl. petrol engines, each 97 bhp at 3000 rpm. Power steering
and an automatic gearbox were standard. However, the gearbox lacked high speed reverse (a
desirable feature in any reconnaissance vehicle).
Armament: 1 x 37mm (stabilised) gun M6 with 103 rounds and power traverse, 2 x .30 cal
Browning Mg.
Armour: 9-45mm. Speed: 90 kph
Range: 725km
Maker: Chevrolet Division, General Motors Corporation, USA.
The Staghound was the product of a joint effort in 1942 by British and American military
staff, to draw up specifications for an armoured car. Approximately 3,000 of the original
design were produced. A further 1,000 anti-aircraft models (mounting twin .50 cal Browning
Mg.) were also manufactured. The standard vehicle T17 El was named the Staghound and was a
4 x 4 car with a turret mounting a 37mm gun. Some vehicles were subsequently refitted with a
3 inch tank howitzer for infantry close support.
Thanks to www.lancers.org.au
Many Thanks to Lydia Ferrero
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. You will find the model in gamemain/models/mapobjects/[rD]MrPink.
It is called Staghound_Armored.md3
7 downloads
0 comments
Submitted