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  1. Today
  2. Ray


    Portnumber 27960?
  3. Yesterday
  4. only stock maps, just for relaxing and fun!
  5. Last week
  6. Here's a new version from ET:Legacy, released last night. What's new in this version? (This release is also shipping OmniBot v0.86 and WolfAdmin v1.2.0 VM_Create on UI error is resolved so no more manual work-arounds are necessary. Bayesian skill rating is implemented allowing for global comparison of skill among players. WolfAdmin is now the default game manager, providing many useful admin commands. Our own master server is up and running, so even if id master goes down you’re good to go. Renderer2 + assets will be available in a bit, bringing you the best graphics for ET yet (experimental). See the full changelog HERE Read the full post of the 2.76 release HERE Download the new version HERE Source: KeMoN | Splashdamage
  7. Thunder

    Multi-object UV map

    this seems like a good addon great and thx
  8. WuTangH

    Multi-object UV map

    This addon I use a lot, since making one UV map for more objects isnt very handy in Blender... adjusting one by one. With this plugin you can edit all (selected) objects on one UV map as it would be all one mesh. See link for more info: https://github.com/ndee85/Multi-Object-UV-Editing
  9. Hey Peeps This is a good tool for building trees and its a stand alone program I like it made some good pine trees. http://www.evolved-software.com/treeit/treeit https://www.youtube.com/watch?v=nXW3hk1Ptzs
  10. Teuthis

    The "Master plan" , the begining...

    What I#ve seen so far is absolutely fabulous!!!
  11. Teuthis

    Thompson "tommygun"

    Love it
  12. Thunder


    also this seems a bit interresting https://github.com/enziop/mixamo_converter
  13. Thunder


  14. Thunder

    tree generator

  15. Thunder

    The "Master plan" , the begining...

    sorry for the silence here on this thread, got caught up in some dev work at ETLegacy, will be that from time to time. in repo atm, the spawns doesnt work like I would like. somehow this should be in the gamemode Blueprint. I just havent figured out a good way todo it yet. Need to get more familiar on how the engine work.
  16. Earlier
  17. Ray

    The ETernity Cup

    A new Wolfenstein:Enemy Territory Cup is on the way! The announcement of this ETernity Cup was posted on Crossfire yesterday. General information: This cup will feature a group stage, followed by a playoff stage which pits the top teams of each group against each other in a double-elimination bracket. The format might slightly differ, depending on the number of sign ups. To sign up, simply send one of the admins on Crossfire.nu a private message including your team name plus roster. Once you have created a new team it will automatically be added to the waiting pool, which can be found right HERE. The ETernity Cup Tuesday, 8th of January - Sign ups open Sunday, 20th of January - Sign ups closed Monday, 21st of January - Groups published Tuesday, 22nd of January - Start of the first matchweek Read more about The ETernity Cup on Crossfire for more details and maplist. Source: Crossfire
  18. Ray

    Music Videos

    Hmmm.. Italian Power Metal Well, she's atleast hot.
  19. Ray

    The "Master plan" , the begining...

    That could work. No more buttons needed IMO.
  20. Thunder

    The "Master plan" , the begining...

    been quite silent here, sorry... I had to go around another round, and atm I cant set this up the same as our old game wich we love so much. So what I am gonna try this time is to do this all the way from the start ingame. starting with the main menu wich look like this atm: we actually have to select the team here at the moment and then when button is pressed it will go to an axis menu or allied menu for the different classes. Do we need more buttons here or does this work?
  21. BLuePrint Hell come to me...

    Today I am gonna solve this!

  22. More work!

  23. Ray


    Version 1.2.0


    After over two years of development, it is finally time to release a new version of WolfAdmin. As always, you can find the new version on the website. This version can be marked as the largest update to WolfAdmin so far. From now on, you can completely replace the shrubbot administration system with WolfAdmin using standalone mode. Say goodbye to limited amount of levels, admins, mutes and bans, and give a warm welcome to SQL-based databases to store your players and their permissions. Most of the features that mods like NoQuarter and ETPub provide should have been ported to WolfAdmin. This includes the commands, but also chat logging and private messaging. Furthermore, the directory structure has been reworked to ease updates and to make sure that all operating systems can run WolfAdmin. In addition to this, the well-known .cfg files have been replaced by .toml files to ease configuration. Finally, I am very proud to announce that WolfAdmin is now shipped by default with ET: Legacy. This means that anyone who uses the Legacy mod (and any future mods derived from it) will automatically benefit from WolfAdmin. This is a huge step in promoting WolfAdmin for new server administrators and I would like to give them a warm welcome. In case you encounter a bug or want to share anything else that might be interesting, please use the official bug tracker. Besides that you can also monitor the continuous development in the GitHub repository.
  24. Ray

    WolfAdmin 1.2.0 released!

    Timothy has released an new version of WolfAdmin. Quoating here the release post of Timothy: wolfadmin-1.2.0.zip
  25. Thunder

    Cvars helpful to modding

    When you are doing modding there are some cvars wich can help you to debug stuff a little easier. when you are doing f.ex. playerskins its ok to see yourself without adding bots wich are running around all the time. And here is how todo it: add your pk3 into etmain if you use ET, if you are using ETL then put in your legacy folder in documents. devmap a map ex. /devmap oasis choose the player and spawn, when you've spawned you can drop down the console and type: /cg_thirdperson 1 wich will put you in thirdperson view from behind. if you want to see yourself from the front: /cg_thirdpersonangle 180 this will turn the camera to the front of player so you can inspect the front also those values goes from 0 to 360 degrees if you need to get further or closer to the model you can type: /cg_thirdpersonrange then you will get the value you have now then you can adjust closer with less value and further away with greater value. /cg_thirdpersonrange yourvalue Hope this helps someone in their modding projects! happy modding, thunder
  26. Thunder

    Uv maps for player models

    Version 1.0.0


    This is the UV maps of ET players, handy if you want to make new skins
  27. Thunder

    ghillie for sniper

    Version 1.0.0

    1 download

    An old addon I made years ago, please use freely on your servers cheers Thunder
  28. Thunder


    Version 1.3


    --------------- LithUnwrap Version 1.3 --------------- DESCRIPTION =========== LithUnwrap is an easy to use, UV coordinate editor for Windows. Use it to edit UV coordinates, unwrap models, or export UV maps to bitmaps for painting. LithUnwrap is donateware. It is free for personal or commercial use, however if you find the program helpful in any way, please send a donation via www.PayPal.com to bbolthou@bigfoot.com. Donations will go toward future developments and better web hosting. See HISTORY.TXT for important changes and updates. RECOMMENDED =========== - 3D hardware-accelerated graphics card. - 16-bit or 32-bit display mode setting. - DirectX 8 or later. See: www.microsoft.com/directx - OpenGL 1.1 or later. See: www.opengl.org, www.glsetup.com CONFIGURATION/INFO ================== See unwrap.ini and unwrap.log for more details. SELECTING ========= In order to UV map, move, scale, rotate, flip, expand, collapse, or to perform most operations, vertices must be selected first. Two basic ways to select vertices is to drag a box around them or click on them. Any selected vertex is then highlighted in red. Once a vertex is selected, it can be moved by clicking in the rectangle that outlines the selection and then dragging it. You can optionally use the SHIFT and CTRL keys to add or remove vertices to/from your selection. TOOLBAR BUTTONS =============== Reset All - resets the entire scene. Reload All Textures - reloads all textures from file. This is useful when working with a paint program. Save UV Map to a Bitmap Copy UV Map to System Clipboard Rectangle Selection Lasso Selection Soft Selection - used with moving vertices. Select Mode - use rectangle or lasso selections. Move Freely - pan the view in UV space. Zoom Freely - zoom the view in UV space. Zoom Region - zoom to a specific region in UV space. Select By Vertex - select only vertices. Select By Face - select only faces. Select By Group - select only groups. About UV MAPPING ========== "Select by Face" or "Select by Group" must be checked to apply a mapping to the selected faces. camera - Map the selection from the camera. decal - Map the selection from one side. face - Map the selection from each face's normal. planar - Map the selection from two sides. box - Map the selection from six sides. cylindrical - Map the selection from a cylinder. spherical - Map the selection from a sphere. Scaling Options --------------- Scale non-uniformly - This scales the mapping so it non-uniformly fits within the red selection box. Scale to selection space - This scales the mapping so it uniformly fits within the red selection box. Scale to mapping space - This scales the mapping so it uniformly fits within the mapping space of 0,0 to 1,1. Apply no scaling - This does not scale the mapping at all. Note that the mapping will still be uniform. Gizmos ------ There are no UV mapping gizmos currently available yet, however the camera itself may be used as a planar gizmo. Follow these steps to get a distortion free UV map of a face: 1. Select the face in the 3D preview window. 2. Right click Align Face->Camera. Click Apply. Click Close. 3. Right click Map View. If you do not want to rotate or move the model, then you can use Tools->UV Mapping->Face. FACE MAPPING ============ Each face is planar mapped using its face normal, and uniformly scaled. This will produce zero distortion UV maps, however all faces will be detached. Packed ------ This will layout the detached faces so they are tightly packed into a square. Overlapping ----------- This will layout the detached faces so each face is uniformly scaled to the mapping space of 0,0 to 1,1. BOX MAPPING =========== Box mapping arranges the faces to the following layout: Left - Top - Front Right - Bottom - Back By checking the 'Separate by group' option, you can change the layout according to group. Separate by group ----------------- Side by side - This arranges the faces to the following layout: (group 1) (group 2) ...etc. L - T - F L - T - F R - B - B R - B - B This is useful if you are planning to have all UV maps assigned to the same texture and do not want any groups to overlap. Overlapping - This arranges the faces to the following layout: (all groups) L - T - F R - B - B This is useful if you are planning to have each group assigned to a different texture. They will not share the same texture space, therefore it does not matter if the groups overlap. PRIMTIVES ========= Up to 10 primitive models can be created within LithUnwrap: a plane, a box, a cone, a cylinder, a sphere, a geosphere, a pyramid, a prism (extruded isoceles triangle), a tube, and a torus. Upon creation, each model is automatically applied one of the available UV mappings, with exception to the tube and torus. Their UV mappings are auto-generated upon creation. MENU OPTION: VIEW ================= Click View->Show->Vertex Boxes to draw vertex drag boxes around each vertex. You can turn them off to improve drawing performance. Click View->Show->Grid to display gridlines in the Editor window. The grid resolution is in UV space, which can be changed in Options->Preferences. NOTE: The Editor window will always be displayed at 1:1 aspect ratio. SCALING ======= To scale UV coordinates freely, click Edit->Scale->Free. To scale the selection, click and drag one of the green corner drag boxes. To scale the selection uniformly, click Edit->Scale->Arbitrary... and enter the same value for U and V. The S key can be used to quickly enable Free scaling. MODIFY GROUPS ============= In order to assign selected faces to a group, "Select by Face" or "Select by Group" must be checked. DELETE GROUPS ============= Note that deleting any group will permanently delete the associated geometry as well. Use "Remove..." under Modify Groups instead if you want to remove the group name and not the geometry. HIDING/UNHIDING =============== If you have a large and complex model, you can hide individual groups to improve drawing performance. After a group is hidden, it will not be listed in the "Select by Name" listbox. The group must be unhidden first before it can be selected again. NOTE: If a face is hidden, you will not be able to select it in the 3D preview window. MERGING ======= Click File->-Model->Merge... to merge geometry from file into the current scene. Specific info for Tread Marks: To merge LWO and LUV files, the option "Autoload LUV with LWO" must be checked under the Preferences menu. Also, the two files must have the same name (e.g. mymodel.lwo, mymodel.luv) and be in the same directory. EXPAND/COLLAPSE =============== Expand/collapse are helper functions for scaling. Expand scales the selection to the maximium UV space of 0,0 to 1,1, while collapse scales the selection to a single point. Note that collapsed points cannot be expanded afterwards because they are dimensionless. Expand All - scales the selection uniformly to the UV space of 0,0 to 1,1. Expand Horizontal - scales the U coordinate of the selection non-uniformly to the range of 0 to 1. Expand Vertical - scales the V coordinate of the selection non-uniformly to the range of 0 to 1. Collapse All - scales the selection to a single point. Collapse Horizontal - scales the U coordinate of the selection to a single point. Collapse Vertical - scales the V coordinate of the selection to a single point. INFORMATION =========== z-buffer - The depth of the scene. Note that large models over 1000 units can cause flickering z-buffer artifacts. Try scaling down your model to avoid this. bounding box - The min/max values of the axis-aligned bounding box of the entire scene in 3D space. bounding radius - The radius of the bounding box. groups - The number of groups in the scene. polygons - The number of n-sided polygons in the scene. triangles - The number of triangles in the scene. vertices - The number of indexed vertices in the scene. UNDO/REDO ========= There are 10 levels of undo available. You should be able to undo all 2D and 3D operations. NOTE: If you experience hard drive slow downs when loading very large models, see Options->Preferences->Undo for options to limit storage. BONES ===== See HISTORY.TXT MATERIALS ========= See HISTORY.TXT ASSIGNMENT ========== See HISTORY.TXT WELDING ======= To weld UV coordinates, click Edit->Weld. The tolerance value is the minimum distance necessary for welding between any two UV coordinates. Weld = 0 < distance < tolerance All values are in UV space. ALIGN FACE ========== To align a face to a major axis or to the camera, "Select by Face" must be selected. If you select more than one face, the alignment will be the averaged sum of all selected face normals. PICKING ======= In some cases, it might be easier to select faces from a 3D perspective view instead of a 2D view. To select faces in Preview Mode, enable any Wireframe rendering type: Wireframe Lines Wireframe + Flat Wireframe + Smooth Wireframe + Flat + Textured Wireframe + Smooth + Textured Then toggle the "Select Faces" menu option in the Preview Mode floating menu. The S key can also be used to quickly toggle this feature. After you have selected your faces, toggle "Select Faces" again to lock your selection. To deselect everything, click in empty space. NOTE: If a face is hidden in the Editor window, you will not be able to select it in the Preview window. SHORTCUT KEYS ============= Ctrl+Z = Undo Ctrl+R = Redo Ctrl+A = Select All Editor Window ============= Q = select mode W = move freely E = zoom freely R = zoom region M = toggle visible material S = scale selection H = hide selection N = select none Preview Window ============== P = 3D perspective view I = 3D isometric view F = front orthogonal view B = back orthogonal view L = left orthogonal view R = right orthogonal view T = top orthogonal view Y = bottom orthogonal view SPACEBAR = toggle auto-rotating camera TEXTURES ======== For best performance and compatibility, there are a couple of rules you should follow when loading textures: 1. Use textures that have dimensions that are powers of 2. (e.g. 2^n = 64, 128, 256, 512, etc...) 2. Use square textures. (e.g. 128x128, 256x256, etc...) 3. Avoid using very large textures. Some 3D cards may not support dimensions larger than 256x256. (e.g. older Voodoo cards) SAVE UV MAP =========== You have a couple of options when saving your UV map to a bitmap: 1. Black and white - all groups will be outlined in white and drawn on a black background. If Fill is checked, the groups will be filled with white. 2. Color - all groups will be outlined in color and drawn on a black background. If Fill is checked, the groups will be filled with color. 3. Color and outline - same as Color, except the groups are outlined in white. If Fill is checked, the groups will be filled with color. Typically, this is only useful when the Fill option is checked. NOTE: When using the Fill option, it is best if no groups overlap each other, otherwise some faces may be hidden. GAME FORMATS VERSION ============ ======= LUV - Tread Marks - PRM - Re-Volt - MDL - Quake 1 6 MD2 - Quake 2 8 MD3 - Quake 3 Arena 15 NOD - Vampire: The Masquerade - Redemption 7 SMF - 4x4 Evolution 4 SOD - Star Trek Armada 1/2 1.6, 1.7, 1.8, 1.9, 1.91, 1.92, 1.93 MDL - Serious Sam 10 ACT - Genesis3D 0.241 3DO - Jedi Knight: Dark Forces 2 2.1, 2.2 L3D - Black & White - MDL - Half Life 10 POF - Freespace 1/2 21.17 OOF - Descent 3 23.00 PEO - Homeworld 1026 SKN - The Sims - MDC - Return to Castle Wolfenstein 2 MDL - 3D GameStudio - NDO - Nichimen Nendo 1.0, 1.1 If you would like to see a game format supported, send me the file format specification and I will see what I can do. GRAPHIC LIBRARIES ================= LithUnwrap uses the JPEG Software Package (Release 6b) from the Independent JPEG Group to read JPG files. A file named uvlib.dll should be located in the same directory as the main program. CONTACT ======= Author: Brad Bolthouse Email: bbolthou@bigfoot.com URL: http://www.geocities.com/lithunwrap FINAL ===== You may freely distribute this software, without permission from the author, on the conditions that no fee is charged for distribution and that all files are not removed or modified in any way. The enclosed software is provided "as is". The author assumes no liability for damages, direct or consequential, which may result from the use of this software. All trademarks and trade names are properties of their respective owners. Copyright © 2001-2002. All Rights Reserved.
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