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Everything posted by kate
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Version 1.0.0
13 downloads
// Axis Objective Beschreibungen 1 "Primary Objective:**Stop the Allies from destroying the Main Entrance." 2 "Primary Objective:**Be careful of Covert Ops, dont let them enter the Base from the Forward Bunker Door." 3 "Primary Objective:**Stop the Allies from destroying the Side Entrance." 4 "Primary Objective:**Dont let the Allied Team capture the Forward Bunker Flag." 5 "Primary Objective:**Stop the Allies from destroying the Axis Rocket." 6 "Secondary Objective:**Dont let them construct a Command Post." 7 "Secondary Objective:**Set up a Command Post to increase Charge Time." // Allied Objective Beschreibungen 1 "Primary Objective:**Destroy the Main Entrance to the Rocket Base." 2 "Primary Objective:**Enter the Base from the Forward Bunker Door with a Covert Ops." 3 "Primary Objective:**Blast the Side Entrance to enter the Main Complex of the Base." 4 "Primary Objective:**Capture the Forward Bunker Flag." 5 "Primary Objective:**Destroy the Secret Weapon of the Axis." 6 "Secondary Objective:**Set up a Command Post to increase Charge Time." 7 "Secondary Objective:**Dont let them construct a Command Post." -
Version 1.0.0
5 downloads
// Axis Objective Descriptions 1 "Primary: Stop the Allies from breaching the Forward Bunker Gate with dynamite." 2 "Primary: Stop the Allies from breaching the Depot Gate with dynamite." 3 "Primary: Ensure that the Allied truck does not reach the Depot crane." 4 "Primary: Stop the Allies from constructing the crane controls on the upper level of the Depot warehouse, and don't let them operate the crane." 5 "Primary: Do not allow the Allied truck to escape with the gold." 6 "Secondary: Stop the Allies from breaching the West Depot Wall with dynamite." 7 "Secondary: Stop the Allies from breaching the East Depot Wall with dynamite." 8 "Secondary: Build a command post at the abandoned cabin, and do not allow the allies to do the same." // Allied Objective Descriptions 1 "Primary: Breach the Forward Bunker Gate with dynamite." 2 "Primary: Breach the Depot Gate with dynamite." 3 "Primary: Escort the Allied truck to the Depot crane." 4 "Primary: Construct the crane controls on the upper level of the Depot warehouse, and operate the crane to load the gold onto the Truck." 5 "Primary: Escort the Allied truck out of the Depot and escape with the gold." 6 "Secondary: Breach the West Depot Wall with dynamite." 7 "Secondary: Breach the East Depot Wall with dynamite." 8 "Secondary: Build a command post at the abandoned cabin, and do not allow the axis to do the same." -
Version 1.0.0
20 downloads
Author : Stealth' Map Information Game : Wolfenstein: Enemy Territory Title : CTF_Prefab Filename : CTF_Prefab.pk3 Release date : 07/01/2010 Decription : This is a Capture the Flag Prefab. The map contains an example map with the red and blue flags and 2 scoreboards. The script is pretty well documented and more info can be found in the ReadMe.txt The Map end when either team has 100 caps so the scoreboard goes until 99 for both sides. If the time runs out before a team reaches 100 caps (which is most likely the case) the map script figures out who has the most caps, if both teams have an equal amount of caps it's a draw! (how boring :P) Program : NetRadiant ------------------------------------------------- Mappers Info: ------------------------------------------------- -The .map file can be found inside the pk3 under maps. -All other files can be found in the pk3 aswell under the respective paths. -If you want more scoreboards just select the elements of one of them and just copy it (spacebar) (I used remapshader so it would be easier to duplicate scoreboards) Alternatively if you want to create your own scoreboard then do so and apply the textures: -alscore0 for the 1-9 -alscore00 for the 10-90 -axscore0 for the 1-9 -axscore00 for the 10-90 so it looks like this: ---------------------------------------------- | alscore00 | alscore0 || axscore00 | axscore0 | ---------------------------------------------- -If you want to replace the numbers you can find them in: textures/scoreboard Do mind that you keep the same names though so replace the old files (score0, score1, etc) If you change these names it won't work since the shader uses these names. (psd file included) -If you want to change the commandmap markers you can find them in: gfx/limbo -The axis and allies text in the scoreboard is pure eyecandy (it can be deleted) -Inside the water there are 'fake goals' so that if somebody dies in this area the flags are immediately returned. Use this method inside lava for instace otherwise players can't return the flag ;) You Make 'fake goals by creating 2 trigger_flagonly_multiple inside eachother. On the first trigger tick the box 'blue_flag' and type this in: Key: scriptname Value: alflag_fakegoal On the second trigger tick the box 'red_flag' and type this in: Key: scriptname Value: axflag_fakegoal Mind that these triggers do not kill players so you will have to put a trigger_hurt beneath them. ------------------------------------------------- Changelog ------------------------------------------------- -Cleaned up map file -Cleaned up script -Swapped scoreboard: Instead of using setstate now uses remapshader. -G_FindConfigStringIndex: overflow fixed ------------------------------------------------- Credits: ------------------------------------------------- - Stealth': Making the prefab - UTR team: Original script and some parts from their map (ctf_face_b1) - with permission from Flippy Also the ctf announcer sounds and commandmap markers. Download their map ctf_face_b1 here: http://www.wolfmap.de/details.php?file_id=2193 - RayBan: CTF flags (http://www.wolfmap.de/details.php?file_id=2182) -
Version 1.0.0
9 downloads
Finally i made it - this is the "Dora" or "Gustav". Biggest gun ever made. Germans used it against warschau and sevastopol but because of the size it was not very useful. If you spot any problems like missing textures post them in the forum at www.wolfproject.net (and maby send me a mail if you use it in a map as i'd like to see it in action) ;o) Muffinman [email protected] -
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Version 1.0.0
19 downloads
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. -
Version 1.0.0
12 downloads
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. -
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Version 1.0.0
10 downloads
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 } } -
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Version 1.0.0
8 downloads
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] -
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Version 1.0.0
9 downloads
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. -
Version 1.0.0
7 downloads
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/ -
Version 1.0.0
8 downloads
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 -
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