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    • By Thunder in TWT's ET Bible
      Tags are used to attach external models to a model. Attachment means that the external models origin aligns itself with the models tag location and orientation. As the external model is parented to the tag (nested in tag space), any animation of the tag will also affect the external model.   Domain specific scripts tell the engine which external models to attach to a given tag. These scripts are either located in mapscript files (attachtotag command) or .skin files. Sometimes they are also hard coded.   An example use case is a hat model (defined separately) attached to a head model. This way, characters can be assembled with different looks without having to duplicate their model definitions. Tags therefore support reuse.   Another example use case is that of a tank turret model attached to a tank model. Instead of having a shooting animation (rotate turret left, shoot, rotate turret right) be recorded as vertex positions across several key-frames inside a single model, a tag can be used to control the shooting animation of a separated model. This safes memory, as the tags animation data most likely takes much less space compared to the animation data of the tank turret inside a single model.   However, reuse and memory savings are traded against loss in performance. Vertex positions of the external models have to be recalculated against the current frame tags location and orientation.
      source from acQu, thx mate
    • By Ray in WolfWatch
      Hello Wolfenstein:Enemy Territory Community
      Here´s a trailer from last years contestants of the Trackbase Mapping contest. You might see some familiar names and maps there.😉
      Visit Trackbase website and subscribe to participate, starting 1st of March 2019 
      TrackBase Contest
    • By Ray in WolfWatch
      We need more 3d modellers, Blueprint makers, 2d gfx and so on.
      If you feel you can contribute to anything, let us know!

    About The Wolfteam

    By Ray,

    1.The Idea is to keep our beloved game alive. You can become a member of The Wolfteam just by playing the game, there is no must to be a mapper, modder or anything.Just the special love for the game.
    2. You can as a mapper or coder, co-op with other members on projects but this is not either a must.
    3. And everybody has of course reallife as first priority.
    4. You don't lock yourself to doing projects with others if you don't want to, this will be up to anybody for themselves to decide.
    5. But being a member of our crew you may:
    -keep things "secret" as we have private forums only for the Wolfteam. Every member is bound to the rule: what happens in twt forums stays in twt forums as long as nothing else are said.
    - A wolfteam member can also upload their maps,mods and so on to the site for sharing.
    - They may also decide if download should be public or just to the team.
    - Being a part of planning how our public servers should be set up, with mods,maps etc..
    of course regular site members will also be allowed to post suggestions.
    - Team members will also be granted admin status on our servers. (This will apply only if and when we have a active online server)

    Where to get Blender

    By Thunder,

    normal and spec map maker

    By Thunder,


    the free version is not for comercial use!

Portal by DevFuse · Based on IP.Board Portal by IPS
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