Jump to content

Falkes

Administrators
  • Content Count

    205
  • Joined

  • Last visited

  • Days Won

    1

Files posted by Falkes

  1. ET Minimizer

    Enemy Territory Minimizer
    Toggle state: Alt + Z

    21 downloads

    Submitted

  2. ETPunkBuster Setup And KeyGen

    ETPunkBuster Setup And KeyGen

    27 downloads

    Submitted

  3. GrandFather Clock

    GrandFather Clock MD3 model by rayban.
    -------------------------------------------------------------
    description: an animated grandfather clock for wolfenstein:enemy territory
    model location: models/mapobjects/rayban/gf_clock/gf_clock.md3
    frames: 16
    shader location: scripts/gf_clock.shader

    permissions: use this model as you like, just credit me.
    rayban ( raybanb@gmail.com )

    sample map and script included in pk3.

    31 downloads

    0 comments

    Submitted

  4. Prefab hovel

    prefab hovel

    19 downloads

    0 comments

    Submitted

  5. Forklift truck

    This is a forklift truck model extracted from Modern Warfare 2. Suited for a Q3 engine-based games.
    Original author: Infinity Ward
    Suited by: IndyJones
    Date: 30.05.2010
    Stats:
    Polys - 3616
    Vertices - 3778
    Distinct Vertices - 2189
    LOD1
    Use as misc_model. Clip_metal manually. Don't place it very often - it's rather medium-poly.

    1 download

    0 comments

    Submitted

  6. Foresthut

    Foresthut

    20 downloads

    0 comments

    Submitted

  7. Animated Radar

    Basic Information:
    Designer......: Berzerkr (GER)
    E-Mail Address: berzerkr@wolfmap.de
    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.

    10 downloads

    0 comments

    Submitted

  8. Ladder

    -------------------------------------------------------------------------
    TITLE : kt_ladder
    AUTHOR : ken 'kat' beyer
    EMAIL ADDRESS : cpdt@telinco.co.uk
    HOMEPAGE URL : http://www.quake3bits.co.uk
    NUMBER OF MODELS : 2
    SHADER SCRIPTS : n/a (being pulled from default RtCW)
    ------------------
    * MODEL NAME/s *
    [model details below]
    ladder_cage.md3
    ladder_section.md3
     
    ------------------
    CREDITS
    ID software, eskimo roll, EMSIPE, QkenneyQ
    DISTRIBUTION
    as long as this readme is included...!
    --------------------------------------------------------------------------

    6 downloads

    0 comments

    Submitted

  9. K5 Leopold

    K5 "Leopold"
    ===================================================
    **Information**
    title        :  K5 "Leopold"
    file         :  k5.map + leopold.pk3
    author       :  Thrawn
    email address:  grossadmiral_thrawn@web.de  
    ICQ          :  159647782 (Grossadmiral Thrawn)
    Yahoo        :  hamstabacke
    description  :    This is a prefab of the famous german railway gun K5 "Leopold". The K5 was the standard                             railwaygun of the Germans, and also the most successful one with its 280mm projectiles and its                      range of 60km (with rocket supported projectiles whole 120km!).
    ===================================================
    **Installation**
    To use this prefab in your map, you have to put the "leopold.pk3" into your 'etmain'-folder. After this, you can import the "k5.map" into your map. If you publish the map, don't forget to add the leopold.pk3 to your *.zip, next to your map-*.pk3, otherwise the player won't be able to see the textures of the k5. You also can extract the leopold.pk3 and add the textures and shaders to your *.pk3-file of your map- this will also work.
    ===================================================
    ***Something you should know***
    You may edit this prefab, but please add my Name to the Credits in your Map-Readme when you use it. And it would be also nice, if you would contact me if you used it in you Map... I like to know in which map my K5 is used 😉
    ===================================================
    ***I'm sorry for...***
    My bad english, I'm just a German pupil 😉
    ===================================================
    Have fun!

    3 downloads

    0 comments

    Submitted

  10. Submarine bunker st nazair

    Submarine bunker st nazair

    5 downloads

    0 comments

    Submitted

  11. Telepoles

    Telepoles

    1 download

    0 comments

    Submitted

  12. Stairs military

    Eine Treffe im Bunker Design mir Mienenfeld Schilden !

    3 downloads

    0 comments

    Submitted

  13. Castle Del Monte

    -------------------------------------------------
    VERSION: BETA
    -------------------------------------------------
    Beta release, fixed the courtyard door and a few cosmetic changes.

    -------------------------------------------------
     IMPORTANT: HUNKMEGS
    -------------------------------------------------

    *** IMPORTANT!!! *** Hunkmegs must be set to atleast 128!
    Not recommended for players that have less than 256mb of RAM!
    You can check your Hunkmegs setting by starting ET and typing "com_hunkmegs" In the Console, Press Enter.
    You will get a message telling you what your current hunkmegs setting is.
    You can change it by typing "com_hunkmegs 128" in the Console, Press Enter.
    You will be prompted to restart ET for the change to take effect.
    The Change will only take effect for the particular Mod that ET defaults to.
    To change the hunkmegs setting for a different Mod you must either choose that Mod from the Mod selection menu or connect to the server that is running the Mod that you want to use and Enter the above commands in the Console.
    -----------
     More Help:
    -----------

    If all else fails you can change it Manually by navigating to the Mod folder and Modifying the file named "etconfig.cfg"
    Open this file in Notepad and click Edit in the menu and choose "Find" and enter "hunkmegs", it will find that setting and you can change it to 128, Save it and then the hunkmegs is now set for that Mod.
    Examples:
    This one is my Default ET Mod...
    C:\Program Files\Wolfenstein - Enemy Territory\etmain\profiles\Jecoliah\etconfig.cfg

    This one is my ETPUB Mod folder...
    C:\Program Files\Wolfenstein - Enemy Territory\etpub\profiles\Jecoliah\etconfig.cfg

    This one is my ETPRO Mod folder...
    C:\Program Files\Wolfenstein - Enemy Territory\etpro\profiles\Jecoliah\etconfig.cfg

    You get the Idea.

    -------------------------------------------------
     NOTES:
    -------------------------------------------------
    Feedback can be sent to castle_del_monte@yahoo.com
    Also feedback can be posted on the forums at http://bunker.aaxxss.com.
    Direct link to the Map Areana section on Bunker Forums --- https://bunker.aaxxss.com/forums/index.php?/forum/19-map-arena/
    -------------------------------------------------
     Basic Information
    -------------------------------------------------

    Author        : Jecoliah
    Email address    : Castle_Del_Monte@yahoo.com
     
    -------------------------------------------------
     Map Information
    -------------------------------------------------
    Game        : Return to Castle Wolfenstein: Enemy Territory
    Title        : Castle Del Monte
    Filename    : castle_del_monte_beta.pk3
    Version         : Beta
    Release date    : June 28th 2006
    Decription    : fixed a few things for the Beta
    Program        : SD Radiant 1.5.0, Mar 25 2006 release.
    Compile time    : 3 hrs
    Compile machine    : Bilt myself, P4 2.4Ghz, 768mb ram.

    ---------------------------------------------------------------------------------------------------------------------------
     Objectives
    ---------------------------------------------------------------------------------------------------------------------------

    Allies Spawn originally inside the mountain at the bottom of a hill and need to capture the Guardhouse Flag to Spawn there. The Guardhouse spawn is much like the one on Oasis.
    Axis Spawn originally in the Guardhouse infront of the Castle and must build the Drawbridge Lever Access Door in the opposite Guardhouse and the netural command post located there as well.

    Allies need to capture the Guardhouse, Dyno the Drawbridge Lever Access Door, construct the command post and Build the Bridge across the Mote, also lower the Drawbridge.
    Once Allies capture the Guardhouse the Axis Spawn inside the Castle Courtyard and must keep the Allies from entering the Castle and from Blowing the main Gate.
    The Allies need to enter the Castle and Blow the Main Gate and capture the Courtyard.
    Once the Main Gate is Blown the Guardhouse Spawn becomes permanent for the Allies.
    On top of the Castle Roof is where the Key to the Heavy Water Facility Door is. Allies Can Not enter to get the Key until the Main Gate is Blown!
    Once the Main Gate is Blown Allies need to Capture the Courtyard to make the Assault on the Roof easier. (This is a capturable flag that can be held by either team until the Key is taken to the Heavy Water Facility Door at which point the Courtyard becomes a permanent Allied Spawn).
    Note: The Main Gate does not have to be Blown for the Allies to be able to capture the Courtyard, there are other entrances, once inside the Castle, for allies to get to the courtyard however the Main Gate can only be blown from the Drawbridge Side of the Gate.
    If Allies capture the Courtyard then the Axis spawn on the Third floor in the Back of the Castle with access to the roof and the rest of the Castle.
    Inside the Building on top of the Roof Allies can go inside the first floor of that building but Can Not enter the second floor where the Obj (Key) is until the Main Gate is Blown, i have it set up where the doors remain Locked untill the Gate is blown.
    Once the Main Gate is Blown the Allies must press a button to unlock the doors to gain access to the Obj area. (there are 2 doors on the first floor of the Obj building and the buttons are located right next to the doors).
    Once Allies get the Key Obj they must take it from the Roof to the First Floor of the Castle to the Back of the Castle where the Heavy Water Facility Door is located.
    When the Allied Player reaches the Door with the Key Obj then that door is unlocked and the Player must press the button located on that door to open it.
    Note: When the Key Obj is successfully taken to the HW Door then the Courtyard Spawn becomes permanent for the Allies and the Axis Spawn underground with access to Both Heavy Water Machines for defense.
    The Allies Spawn at the Courtyard Spawn and must go to the underground area and Dyno Both of the Heavy Water Machines to win.

    -------------------------------------------------
     Special thanks and Credits to:
    -------------------------------------------------
     Detoeni, WeblionX and Massive over on Surface forums for all the help.  Also Special Thanks to Detoeni for the use of his models and his tutorials on ASE models.
    Also want to thank the guys over at Splashdamage.com for all the useful information located on their forums.
    And last but certainly not least I.D. Software, Splash Damage and Activision for this Great Game and also for releasing and updating the GTK Radiant application which was used to create this map.
    -------------------------------------------------
    Texture/Shader Notes:
    -------------------------------------------------

    If authors wish to use textures or models from this level you must ensure you get the permission of the origional author first.
    I changed the name of some textures so that my Shader Files would be used and therefore the name of the texture IS NOT a claim by myself as to the creation of the texture.
    Several of the Textures are my own Custom textures or free textures that I modified. Also Some of the scripts and shaders I made myself.
    Request to use any part of the Map or contents of the castle_del_monte_alpha.Pk3 file should be E-Mailed to Castle_Del_mont@yahoo.com.

    -------------------------------------------------
    Copyright © 2006
    -------------------------------------------------
    This level 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 LEVEL TO BE
    DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR
    WRITTEN PERMISSION.
    Copyright Permissions.
    ID, Activision & Splash Damage. Original game rights.

    END:

    5 downloads

    0 comments

    Submitted

  14. Fueldump mod

    Map Story
    The last map in the group is also one of the toughest for the Allies. Set in the snowy mountains, the Allies need to use a tank to blast their way into an Axis camp, and then blow up their fuel depot. Before that, however, the Allies need to build a bridge over a frozen river, which will be heavily defended by the Axis.
    Once through the first wall, the Allies assume control of the forward spawn point, and can drive the tank through a series of caves before reaching the Axis base, which is watched over by two MG42s. Once the main entrance is blown up, the tank can be driven around back to open up a second entrance to the base. The fuel depot is located all the way at the rear of the Axis installation, and cannot be accessed until one of two gates is blown up.
    Map Objectives
    Allied Objectives
    This can be a tough map for the Allies.If the Axis are strong, they can set up tons of defenses and rip your team to shreds before you can even get near the bridge construction area. In this case, you'll need some snipers to take out the long-range gunners, and Engineers who can work quickly. There's a side route where the Allies can build a footbridge.It's no easier to get across than the main bridge, and taking this route will only weaken your main attack. Once you've reached the main Axis base, concentrate on keeping the two MG42 nests and the connecting catwalk clear, and you'll save yourself a lot of grief. Drive the tank around to open up the secondary entrance, which does two things: it forces the Axis to concentrate on two different entrances, and the tank's MG42 also has a nice view of the area from here, including rooftops that may have snipers.This is where you'll want to concentrate your assault. One underhanded bit of strategy it's possible for an Engineer and Covert Ops to work together and infiltrate the Axis base without the tank ever reaching the Axis base. Once the side grate is blown open, simply send the two through the side entrance ,kill an Axis soldier and have the Covert Ops guy steal his uniform have the disguised Covert Ops player open the door to the Axis base and let the Engineer inside. If the Axis are totally focused on stopping the tank which they usually are early on they may leave their rear base totally unguarded, making it child's play at this point to blow up the fuel depot for an easy win.  
    Axis Objectives
    It is more than possible for the Axis to defend this map and never let the tank cross the bridge. Build your guard tower, set up a few mobile MG42s, bring in a sniper, and call in constant airstrikes. The tunnel down by the river makes a nice camping spot it has a nice view of the bridge construction point. Once the Allies have reached the front entrance, you have lots of defensive options. The most important is to completely mine the areas in front of the fuel depot, and have at least one soldier and Engineer someone watching over the area at all times.The roof of the Axis base is a good place for this. The rest of your defenses should be concentrated on the two main entrances. It takes a LONG time for the Allies to make the run from the forward base to yours, so there's no excuse for not having a solid defense. You don't have to run through the caves just have soldiers lurking next to the exits. Whatever you do, don't get caught by the Allies' Covert Ops/Engineer strategy. If someone sets the dynamite at your fuel depot while you're still defending the bridge, do whatever it takes to get back there ASAP even if that means sitting on your own grenade and respawning as an Engineer. Change Log
    Made a few Minor changes to the original map using the Released Map Source File. Moved the East Barricade to the side of the building where the half open gate was. This was done due to Newbies would build the East Barricade making it dificult for Axis to defend the Depot Now it can be built and not hamper the Axis from defending it, which makes for Better Game Play. Added a ladder to the backside of that wall so the Axis can exit the area. Added spawns to the Garage for the Allies to Spawn in Allies will autospawn in the Garage once the Side Wall at the Rear of the Depot is Destroyed. Allies CAN spawn at the CP anytime it is built by picking that spawn in the Limbo Menu. I made it where Newbies would be forced to Auto Spawn in the Garage once the Side Wall was Blown. Deleted all the LMS stuff AND a few models to reduce the hunkmegs_used to lessen the chance of getting the Max_Gamestate_Chars Error. Made bulletin boards non-destructible to save one entity count. Made the door to the generator room functional.  
    Originally created by ID software.
    Modified by: Jecoliah
    Information is all posted on the Fourms at Bunker.aaxxss.com.
     
    Video
     
     

    10 downloads

    0 comments

    Submitted

  15. Prefab house

    Author: blackdog
    Newbie
     
    Hey i think that you all now the big broken house of stallingrad its very nice i make it the same as the map every1 can download it and may use it in his own map  
     

    4 downloads

    0 comments

    Submitted

  16. Shiny Metal Shader

    Shiny Metal Shader (ET shader)
    ------------------------------
    Made by paZur
    -------------------------------------
    http://www.geocities.com/pazurmapping

    This shader is based on a texture from BerneyBoys Photorealistic Textures. I added an alpha channel and the tcGen environment of course.
    http://berneyboy.planetquake.gamespy.com

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Add the name of the shader file to shaderlist.txt. example: lightblock.shader = add the line lightblock to shaderlist.txt
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    9 downloads

    0 comments

    Submitted

  17. Reflection Water Shader

    Reflection Water Shader (RtCW shader)
    -------------------------------------
    Made by paZur
    -------------------------------------
    http://www.geocities.com/pazurmapping

    This is a combiation of two shaders. One being a surface_portal mirror and one just for ripples in the water. This time I added a RTCW .map so u can see how to set up the two brushes with the shaders.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Add the name of the shader file to shaderlist.txt. example: lightblock.shader = add the line lightblock to shaderlist.txt
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    8 downloads

    0 comments

    Submitted

  18. Blocking Light Shader

    Blocking Light Shader (Q3A/RTCW/ET shader)
    ------------------------------------------
    Made by paZur
    -------------------------------------
    http://www.geocities.com/pazurmapping

    Blocking light shining through doors.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Add the name of the shader file to shaderlist.txt. example: lightblock.shader = add the line lightblock to shaderlist.txt
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    14 downloads

    0 comments

    Submitted

  19. Opel blitz fixed

    Fixed texture for the Opel Blitz
    Made by Berzerkr (GER)
    Visit: www.WolfMap.de

    Had a look into the shaders of ET and figured out that a shader for the windows of the Opel Blitz is already defined.
    After a few tries I managed to bring back the reflective effect of the glass.
    Feel free to use this fixed texture in your own modification.
     
    Update 2008-02-20
    - Windows are reflective
    - Tires are black instead of grey
    - Tarp is darker and fits better
    - Added the fixed snow version

    8 downloads

    0 comments

    Submitted

  20. Rotating radar

    GTK Radiant Prefab of a radar.
    All walls without textures, for individually work.
    Regards puRp0Se

    4 downloads

    0 comments

    Submitted

  21. Roq flame

    ROQ flame video and candle models
    the roq flame shader can be used in place of the
    standard sfx/wilsflame for fire effects, this effect
    should work when the standard wilsflame doesnt on servers. ( the broken animmap code problem )
    2 map tests included,
    flame_test    - uses old candle models.
    flame_test2    - uses new candle models and new candle flame video shader.
    ///////////////////////////
    // roq flame shader
    roq Video shader needs the follow,
    scripts/roq_flame.shader
    textures/sfx/roq_flame.jpg
    video/roq_flame.RoQ

    ///////////////////////////
    // candle models ( load as misc_models )
    the candle models need,
    scripts/rayban_candle.shader
    models/mapobjects/rayban/candle ( folder required )
    4 candles total, each as different flicker rates.
    in addition, the candle models require the roq flame shader above to work.
     
    NOTE ** new candle models added, slightly higher poly, with a new candle flame shader.
    old models using roq_flame shader
    models/mapobjects/rayban/candle/candle_tall1.md3
    models/mapobjects/rayban/candle/candle_tall2.md3
    models/mapobjects/rayban/candle/candle_short1.md3
    models/mapobjects/rayban/candle/candle_short2.md3
    new models using roq_candle_flame shader
    models/mapobjects/rayban/candle/candle_tall1c.md3
    models/mapobjects/rayban/candle/candle_tall2c.md3
    models/mapobjects/rayban/candle/candle_short1c.md3
    models/mapobjects/rayban/candle/candle_short2c.md3
    flame video made using a blender file by Nathan Dunlap with
    new animations by me.
    raybanb@gmail.com

    4 downloads

    0 comments

    Submitted

  22. Bridge wood small

    Eine kleine Brücke aus Holz mit Metal Geländer, mehr brauch ich wohl nicht sagen gg.
    Von gPk][SnipEr

    2 downloads

    0 comments

    Submitted

  23. Portal cube+Cake

    Portal cube+Cake

    2 downloads

    0 comments

    Submitted

  24. Metal Beds

    metal beds for wolf:et in md3 model format
    two styles, one with a mattress and the other just the frame,
    no shaders needed since they use the stock et shaders.
    model locations:
    models/mapobjects/furniture/metal_bed_mattress.md3
    models/mapobjects/furniture/metal_bed_frame.md3
    original mattress and pillow used from sd bunkbeds, new metal
    bed/frame made in blender3d.
    raybanb@gmail.com

    3 downloads

    0 comments

    Submitted

  25. Poster prefab

    GTK Radiant Poster prefab

    Thos is a modified and easily censored form of pictures and posters.
    The textures can be used directly in the GTK Radiant.

    - copy the folders "scripts" and "textures" in your etmain folder
    - open the file shaderlist.txt in a text editor and insert the entry "prop_wall"
    - start the Radiant and select in the menu "Textures" the entry "prop_wall"
    Image manipulation by Sid
    Shaderscripting by Etch
     

    11 downloads

    0 comments

    Submitted

×
×
  • Create New...